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).
54 // LordHavoc: HIGHLY experimental, do not implement this in other engines
57 //darkplaces implementation: LordHavoc
59 float svc_cgame = 50; // [short] length [bytes] data
61 //contains network messages to client gamecode.
64 //idea: Nehahra, LordHavoc
65 //darkplaces implementation: LordHavoc
66 //client console commands:
67 //"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)
69 //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).
73 //darkplaces implementation: LordHavoc
75 //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.
79 //darkplaces implementation: LordHavoc
81 //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.
83 //DP_CON_ALIASPARAMETERS
85 //darkplaces implementation: Black
87 //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).
91 //darkplaces implementation: Black
93 //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.
97 //darkplaces implementation: LordHavoc
99 //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".
103 //darkplaces implementation: LordHavoc
105 float EF_ADDITIVE = 32;
107 //additive blending when this object is rendered
111 //darkplaces implementation: LordHavoc
115 //entity emits blue light (used for quad)
119 //darkplaces implementation: [515] and LordHavoc
121 float EF_DOUBLESIDED = 32768;
123 //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.
127 //darkplaces implementation: LordHavoc
129 float EF_FLAME = 1024;
135 //darkplaces implementation: LordHavoc
137 float EF_FULLBRIGHT = 512;
139 //entity is always brightly lit
143 //darkplaces implementation: LordHavoc
145 float EF_NODEPTHTEST = 8192;
147 //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
151 //darkplaces implementation: LordHavoc
153 float EF_NODRAW = 16;
155 //prevents server from sending entity to client (forced invisible, even if it would have been a light source or other such things)
158 //idea: Chris Page, Dresk
159 //darkplaces implementation: LordHAvoc
161 float EF_NOGUNBOB = 256;
163 //this has different meanings depending on the entity it is used on:
164 //player entity - prevents gun bobbing on player.viewmodel
165 //viewmodelforclient entity - prevents gun bobbing on an entity attached to the player's view
166 //other entities - no effect
168 //disabling gun bobbing on a diving mask or other model used as a .viewmodel.
169 //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)
173 //darkplaces implementation: LordHavoc
175 float EF_NOSHADOW = 4096;
177 //realtime lights will not cast shadows from this entity (but can still illuminate it)
181 //darkplaces implementation: LordHavoc
185 //entity emits red light (used for invulnerability)
188 //idea: MythWorks Inc
189 //darkplaces implementation: LordHavoc
191 float EF_STARDUST = 2048;
193 //entity emits bouncing sparkles in every direction
197 //darkplaces implementation: LordHavoc
201 //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).
205 //darkplaces implementation: LordHavoc
209 //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).
211 //DP_ENT_CUSTOMCOLORMAP
213 //darkplaces implementation: LordHavoc
215 //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.
218 //NOTE: no longer supported by darkplaces because all entities are delta compressed now
219 //DP_ENT_DELTACOMPRESS // no longer supported
221 //darkplaces implementation: LordHavoc
223 float EF_DELTA = 8388608;
225 //(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).
228 //DP_ENT_EXTERIORMODELTOCLIENT
230 //darkplaces implementation: LordHavoc
232 .entity exteriormodeltoclient;
234 //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.
238 //darkplaces implementation: LordHavoc
244 //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.
246 //DP_ENT_LOWPRECISION
248 //darkplaces implementation: LordHavoc
250 float EF_LOWPRECISION = 4194304;
252 //uses low quality origin coordinates, reducing network traffic compared to the default high precision, intended for numerous objects (projectiles/gibs/bullet holes/etc).
256 //darkplaces implementation: LordHavoc
260 //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.
264 //darkplaces implementation: LordHavoc
266 .entity viewmodelforclient;
268 //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.
271 //idea: Res2k, BlackHC
272 //darkplaces implementation: Res2k, BlackHC
273 //constant definitions:
274 float GECKO_BUTTON_DOWN = 0;
275 float GECKO_BUTTON_UP = 1;
276 // either use down and up or just press but not all of them!
277 float GECKO_BUTTON_PRESS = 2;
278 // use this for mouse events if needed?
279 float GECKO_BUTTON_DOUBLECLICK = 3;
280 //builtin definitions:
281 float(string name) gecko_create( string name ) = #487;
282 void(string name) gecko_destroy( string name ) = #488;
283 void(string name) gecko_navigate( string name, string URI ) = #489;
284 float(string name) gecko_keyevent( string name, float key, float eventtype ) = #490;
285 void gecko_mousemove( string name, float x, float y ) = #491;
286 void gecko_resize( string name, float w, float h ) = #492;
287 vector gecko_get_texture_extent( string name ) = #493;
288 //engine-called QC prototypes:
289 //string(string name, string query) Qecko_Query;
291 //provides an interface to the offscreengecko library and allows for internet browsing in games
293 //DP_GFX_EXTERNALTEXTURES
295 //darkplaces implementation: LordHavoc
297 //loads external textures found in various directories (tenebrae compatible)...
299 in all examples .tga is merely the base texture, it can be any of these:
301 _glow.tga (fullbrights or other glowing overlay stuff, NOTE: this is done using additive blend, not alpha)
302 _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)
303 _shirt.tga (same idea as pants, but for shirt color)
304 _diffuse.tga (this may be used instead of base texture for per pixel lighting)
305 _gloss.tga (specular texture for per pixel lighting, note this can be in color (tenebrae only supports greyscale))
306 _norm.tga (normalmap texture for per pixel lighting)
307 _bump.tga (bumpmap, converted to normalmap at load time, supported only for reasons of tenebrae compatibility)
308 _luma.tga (same as _glow but supported only for reasons of tenebrae compatibility)
310 due to glquake's incomplete Targa(r) loader, this section describes
311 required Targa(r) features support:
313 type 1 (uncompressed 8bit paletted with 24bit/32bit palette)
314 type 2 (uncompressed 24bit/32bit true color, glquake supported this)
315 type 3 (uncompressed 8bit greyscale)
316 type 9 (RLE compressed 8bit paletted with 24bit/32bit palette)
317 type 10 (RLE compressed 24bit/32bit true color, glquake supported this)
318 type 11 (RLE compressed 8bit greyscale)
319 attribute bit 0x20 (Origin At Top Left, top to bottom, left to right)
321 image formats guaranteed to be supported: tga, pcx, lmp
322 image formats that are optional: png, jpg
324 mdl/spr/spr32 examples:
325 skins are named _A (A being a number) and skingroups are named like _A_B
326 these act as suffixes on the model name...
327 example names for skin _2_1 of model "progs/armor.mdl":
328 game/override/progs/armor.mdl_2_1.tga
329 game/textures/progs/armor.mdl_2_1.tga
330 game/progs/armor.mdl_2_1.tga
331 example names for skin _0 of the model "progs/armor.mdl":
332 game/override/progs/armor.mdl_0.tga
333 game/textures/progs/armor.mdl_0.tga
334 game/progs/armor.mdl_0.tga
335 note that there can be more skins files (of the _0 naming) than the mdl
336 contains, this is only useful to save space in the .mdl file if classic quake
337 compatibility is not a concern.
339 bsp/md2/md3 examples:
340 example names for the texture "quake" of model "maps/start.bsp":
341 game/override/quake.tga
342 game/textures/quake.tga
345 sbar/menu/console textures: for example the texture "conchars" (console font) in gfx.wad
346 game/override/gfx/conchars.tga
347 game/textures/gfx/conchars.tga
348 game/gfx/conchars.tga
351 //DP_GFX_EXTERNALTEXTURES_PERMAPTEXTURES
353 //darkplaces implementation: LordHavoc
355 //Q1BSP and HLBSP map loading loads external textures found in textures/<mapname>/ as well as textures/.
356 //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)
358 //maps/e1m1.bsp uses textures in the directory textures/e1m1/ and falls back to textures/
359 //maps/b_batt0.bsp uses textures in the directory textures/b_batt0.bsp and falls back to textures/
360 //as a more extreme example:
361 //progs/something/blah.bsp uses textures in the directory textures/progs/something/blah/ and falls back to textures/
365 //darkplaces implementation: LordHavoc
367 //"fog" (parameters: "density red green blue", example: "0.1 0.3 0.3 0.3")
369 //global fog for the map, can not be changed by QC
371 //DP_GFX_QUAKE3MODELTAGS
373 //darkplaces implementation: LordHavoc
375 .entity tag_entity; // entity this is attached to (call setattachment to set this)
376 .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)
377 //builtin definitions:
378 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)
380 //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).
381 //note 2: if the tag is not found, it defaults to "" (attach to origin/angles of entity)
382 //note 3: attaching to world turns off attachment
383 //note 4: the entity that this is attached to must be visible for this to work
384 //note 5: if an entity is attached to the player entity it will not be drawn in first person.
388 //darkplaces implementation: LordHavoc
390 //alias models (mdl, md2, md3) can have .skin files to replace conventional texture naming, these have a naming format such as:
391 //progs/test.md3_0.skin
392 //progs/test.md3_1.skin
395 //these files contain replace commands (replace meshname shadername), example:
396 //replace "helmet" "progs/test/helmet1.tga" // this is a mesh shader replacement
397 //replace "teamstripes" "progs/test/redstripes.tga"
398 //replace "visor" "common/nodraw" // this makes the visor mesh invisible
399 ////it is not possible to rename tags using this format
401 //Or the Quake3 syntax (100% compatible with Quake3's .skin files):
402 //helmet,progs/test/helmet1.tga // this is a mesh shader replacement
403 //teamstripes,progs/test/redstripes.tga
404 //visor,common/nodraw // this makes the visor mesh invisible
405 //tag_camera, // this defines that the first tag in the model is called tag_camera
406 //tag_test, // this defines that the second tag in the model is called tag_test
408 //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.
409 //this feature is intended to allow multiple skin sets on md3 models (which otherwise only have one skin set).
410 //other commands might be added someday but it is not expected.
414 //darkplaces implementation: LordHavoc
416 //"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)
418 //global skybox for the map, can not be changed by QC
422 //darkplaces implementation: LordHavoc
424 //simply indicates that the engine supports HalfLife maps (BSP version 30, NOT the QER RGBA ones which are also version 30).
426 //DP_HALFLIFE_MAP_CVAR
428 //darkplaces implementation: LordHavoc
432 //engine sets this cvar when loading a map to indicate if it is halflife format or not.
436 //darkplaces implementation: LordHavoc
438 //simply indicates that the engine supports HalfLife sprites.
442 //darkplaces implementation: LordHavoc
451 //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).
452 //the exact mapping of protocol button bits on the server is:
453 //self.button0 = (bits & 1) != 0;
454 ///* button1 is skipped because mods abuse it as a variable, and accordingly it has no bit */
455 //self.button2 = (bits & 2) != 0;
456 //self.button3 = (bits & 4) != 0;
457 //self.button4 = (bits & 8) != 0;
458 //self.button5 = (bits & 16) != 0;
459 //self.button6 = (bits & 32) != 0;
460 //self.button7 = (bits & 64) != 0;
461 //self.button8 = (bits & 128) != 0;
465 //darkplaces implementation: LordHavoc
467 //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).
471 //darkplaces implementation: LordHavoc
473 //indicates this engine loads .lit files for any quake1 format .bsp files it loads to enhance maps with colored lighting.
474 //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.
478 //darkplaces implementation: LordHavoc
480 //MOVETYPE_WALK is permitted on non-clients, so bots can move smoothly, run off ledges, etc, just like a real player.
482 //DP_MOVETYPEBOUNCEMISSILE
484 //darkplaces implementation: id Software
485 //movetype definitions:
486 //float MOVETYPE_BOUNCEMISSILE = 11; // already in defs.qc
488 //MOVETYPE_BOUNCE but without gravity, and with full reflection (no speed loss like grenades have), in other words - bouncing laser bolts.
491 //idea: id Software, LordHavoc (redesigned)
492 //darkplaces implementation: LordHavoc
493 //movetype definitions:
494 float MOVETYPE_FOLLOW = 12;
496 //MOVETYPE_FOLLOW implemented, this uses existing entity fields in unusual ways:
497 //aiment - the entity this is attached to.
498 //punchangle - the original angles when the follow began.
499 //view_ofs - the relative origin (note that this is un-rotated by punchangle, and that is actually the only purpose of punchangle).
500 //v_angle - the relative angles.
501 //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:
502 //hole.movetype = MOVETYPE_FOLLOW; // make the hole follow
503 //hole.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid
504 //hole.aiment = bmodel; // make the hole follow bmodel
505 //hole.punchangle = bmodel.angles; // the original angles of bmodel
506 //hole.view_ofs = hole.origin - bmodel.origin; // relative origin
507 //hole.v_angle = hole.angles - bmodel.angles; // relative angles
509 //DP_QC_ASINACOSATANATAN2TAN
511 //darkplaces implementation: LordHavoc
512 //constant definitions:
513 float DEG2RAD = 0.0174532925199432957692369076848861271344287188854172545609719144;
514 float RAD2DEG = 57.2957795130823208767981548141051703324054724665643215491602438612;
515 float PI = 3.1415926535897932384626433832795028841971693993751058209749445923;
516 //builtin definitions:
517 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
518 float(float c) acos = #472; // returns angle in radians for a given cos() value, the result is in the range 0 to PI
519 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
520 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)
521 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
523 //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).
524 //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)
528 //darkplaces implementation: id Software
532 //builtin definitions:
533 void(entity ent) changepitch = #63;
535 //equivilant to changeyaw, ent is normally self. (this was a Q2 builtin)
539 //darkplaces implementation: LordHavoc
540 //builtin definitions:
541 void(entity from, entity to) copyentity = #400;
543 //copies all data in the entity to another entity.
545 //DP_QC_CVAR_DEFSTRING
546 //idea: id Software (Doom3), LordHavoc
547 //darkplaces implementation: LordHavoc
548 //builtin definitions:
549 string(string s) cvar_defstring = #482;
551 //returns the default value of a cvar, as a tempstring.
555 //DarkPlaces implementation: VorteX, LordHavoc
556 //builtin definitions:
557 string(string s) cvar_string = #448;
559 //returns the value of a cvar, as a tempstring.
563 //DarkPlaces implementation: LordHavoc
564 //builtin definitions:
565 entity(float entnum) edict_num = #459;
566 float(entity ent) wasfreed = #353; // same as in EXT_CSQC extension
568 //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.
569 //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).
573 //darkplaces implementation: id Software
574 //builtin definitions:
575 string(entity ent) etos = #65;
577 //prints "entity 1" or similar into a string. (this was a Q2 builtin)
581 //darkplaces implementation: LordHavoc
582 //builtin definitions:
583 entity(.string fld, string match) findchain = #402;
585 //similar to find() but returns a chain of entities like findradius.
587 //DP_QC_FINDCHAINFLAGS
589 //darkplaces implementation: LordHavoc
590 //builtin definitions:
591 entity(.float fld, float match) findchainflags = #450;
593 //similar to findflags() but returns a chain of entities like findradius.
595 //DP_QC_FINDCHAINFLOAT
597 //darkplaces implementation: LordHavoc
598 //builtin definitions:
599 entity(.entity fld, entity match) findchainentity = #403;
600 entity(.float fld, float match) findchainfloat = #403;
602 //similar to findentity()/findfloat() but returns a chain of entities like findradius.
606 //darkplaces implementation: LordHavoc
607 //builtin definitions:
608 entity(entity start, .float fld, float match) findflags = #449;
610 //finds an entity with the specified flag set in the field, similar to find()
614 //darkplaces implementation: LordHavoc
615 //builtin definitions:
616 entity(entity start, .entity fld, entity match) findentity = #98;
617 entity(entity start, .float fld, float match) findfloat = #98;
619 //finds an entity or float field value, similar to find(), but for entity and float fields.
623 //darkplaces implementation: Black
624 //builtin definitions:
625 float(string pattern, float caseinsensitive, float quiet) search_begin = #444;
626 void(float handle) search_end = #445;
627 float(float handle) search_getsize = #446;
628 string(float handle, float num) search_getfilename = #447;
630 //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).
631 //search_end frees a search slot (also done at progs reload).
632 //search_getsize returns how many filenames were found.
633 //search_getfilename returns a filename from the search.
637 //darkplaces implementation: LordHavoc
638 //builtin definitions:
639 vector(vector org) getlight = #92;
641 //returns the lighting at the requested location (in color), 0-255 range (can exceed 255).
645 //darkplaces implementation: LordHavoc
646 //builtin definitions:
647 float(entity e, float s) getsurfacenumpoints = #434;
648 vector(entity e, float s, float n) getsurfacepoint = #435;
649 vector(entity e, float s) getsurfacenormal = #436;
650 string(entity e, float s) getsurfacetexture = #437;
651 float(entity e, vector p) getsurfacenearpoint = #438;
652 vector(entity e, float s, vector p) getsurfaceclippedpoint = #439;
654 //functions to query surface information.
656 //DP_QC_GETSURFACEPOINTATTRIBUTE
658 //darkplaces implementation: BlackHC
660 float SPA_POSITION = 0;
661 float SPA_S_AXIS = 1;
662 float SPA_T_AXIS = 2;
663 float SPA_R_AXIS = 3; // same as SPA_NORMAL
664 float SPA_TEXCOORDS0 = 4;
665 float SPA_LIGHTMAP0_TEXCOORDS = 5;
666 float SPA_LIGHTMAP0_COLOR = 6;
667 //builtin definitions:
668 vector(entity e, float s, float n, float a) getsurfacepointattribute = #486;
671 //function to query extended information about a point on a certain surface
674 //idea: VorteX, LordHavoc (somebody else?)
675 //DarkPlaces implementation: VorteX
676 //builtin definitions:
677 float(entity ent, string tagname) gettagindex = #451;
678 vector(entity ent, float tagindex) gettaginfo = #452;
680 //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).
681 //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.
685 //darkplaces implementation: LordHavoc
686 //builtin definitions:
687 float(float a, float b) min = #94;
688 float(float a, float b, float c) min3 = #94;
689 float(float a, float b, float c, float d) min4 = #94;
690 float(float a, float b, float c, float d, float e) min5 = #94;
691 float(float a, float b, float c, float d, float e, float f) min6 = #94;
692 float(float a, float b, float c, float d, float e, float f, float g) min7 = #94;
693 float(float a, float b, float c, float d, float e, float f, float g, float h) min8 = #94;
694 float(float a, float b) max = #95;
695 float(float a, float b, float c) max3 = #95;
696 float(float a, float b, float c, float d) max4 = #95;
697 float(float a, float b, float c, float d, float e) max5 = #95;
698 float(float a, float b, float c, float d, float e, float f) max6 = #95;
699 float(float a, float b, float c, float d, float e, float f, float g) max7 = #95;
700 float(float a, float b, float c, float d, float e, float f, float g, float h) max8 = #95;
701 float(float minimum, float val, float maximum) bound = #96;
703 //min returns the lowest of all the supplied numbers.
704 //max returns the highest of all the supplied numbers.
705 //bound clamps the value to the range and returns it.
707 //DP_QC_MULTIPLETEMPSTRINGS
709 //darkplaces implementation: LordHavoc
711 //this extension makes all builtins returning tempstrings (ftos for example)
712 //cycle through a pool of multiple tempstrings (at least 16), allowing
713 //multiple ftos results to be gathered before putting them to use, normal
714 //quake only had 1 tempstring, causing many headaches.
716 //Note that for longer term storage (or compatibility on engines having
717 //FRIK_FILE but not this extension) the FRIK_FILE extension's
718 //strzone/strunzone builtins provide similar functionality (slower though).
720 //NOTE: this extension is superseded by DP_QC_UNLIMITEDTEMPSTRINGS
722 //DP_QC_NUM_FOR_EDICT
724 //darkplaces implementation: Blub\0
725 //Function to get the number of an entity - a clean way.
726 float(entity num) num_for_edict = #512;
730 //darkplaces implementation: LordHavoc
731 //builtin definitions:
732 vector() randomvec = #91;
734 //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)
736 //DP_QC_SINCOSSQRTPOW
737 //idea: id Software, LordHavoc
738 //darkplaces implementation: id Software, LordHavoc
739 //builtin definitions:
740 float(float val) sin = #60;
741 float(float val) cos = #61;
742 float(float val) sqrt = #62;
743 float(float a, float b) pow = #97;
745 //useful math functions, sine of val, cosine of val, square root of val, and raise a to power b, respectively.
749 //darkplaces implementation: LordHavoc
750 //builtin definitions:
751 string(float uselocaltime, string format, ...) strftime = #478;
753 //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:
754 //example: "%Y-%m-%d %H:%M:%S" (result looks like: 2007-02-08 01:03:15)
755 //note: "%F %T" gives the same result as "%Y-%m-%d %H:%M:%S" (ISO 8601 date format and 24-hour time)
756 //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.
759 //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);
760 //printing current date/time for competitive multiplayer games, such as the beginning/end of each round in real world time.
761 //activating eastereggs in singleplayer games on certain dates.
763 //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.
764 //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)".
765 //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!).
766 //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.
768 //DP_QC_STRINGCOLORFUNCTIONS
770 //darkplaces implementation: Dresk
771 //builtin definitions:
772 float(string s) strlennocol = #476; // returns how many characters are in a string, minus color codes
773 string(string s) strdecolorize = #477; // returns a string minus the color codes of the string provided
775 //provides additional functionality to strings by supporting functions that isolate and identify strings with color codes
777 //DP_QC_STRING_CASE_FUNCTIONS
779 //darkplaces implementation: LordHavoc / Dresk
780 //builtin definitions:
781 string(string s) strtolower = #480; // returns the passed in string in pure lowercase form
782 string(string s) strtoupper = #481; // returns the passed in string in pure uppercase form
784 //provides simple string uppercase and lowercase functions
786 //DP_QC_TOKENIZEBYSEPARATOR
787 //idea: Electro, SavageX, LordHavoc
788 //darkplaces implementation: LordHavoc
789 //builtin definitions:
790 float(string s, string separator1, ...) tokenizebyseparator = #479;
792 //this function returns tokens separated by any of the supplied separator strings, example:
793 //numnumbers = tokenizebyseparator("10.2.3.4", ".");
794 //returns 4 and the tokens are "10" "2" "3" "4"
795 //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")
799 //darkplaces implementation: id Software
800 //builtin definitions:
801 void(vector v1, vector min, vector max, vector v2, float nomonsters, entity forent) tracebox = #90;
803 //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).
807 //darkplaces implementation: id Software
808 //builtin definitions:
809 void(entity ent, entity ignore) tracetoss = #64;
811 //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.
813 //DP_QC_TRACE_MOVETYPE_HITMODEL
815 //darkplaces implementation: LordHavoc
816 //constant definitions:
817 float MOVE_HITMODEL = 4;
819 //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)
821 //DP_QC_TRACE_MOVETYPE_WORLDONLY
823 //darkplaces implementation: LordHavoc
824 //constant definitions:
825 float MOVE_WORLDONLY = 3;
827 //allows traces to hit only world (ignoring all entities, unlike MOVE_NOMONSTERS which hits all bmodels), use as the nomonsters parameter to trace functions
829 //DP_QC_UNLIMITEDTEMPSTRINGS
831 //darkplaces implementation: LordHavoc
833 //this extension alters Quake behavior such that instead of reusing a single
834 //tempstring (or multiple) there are an unlimited number of tempstrings, which
835 //are removed only when a QC function invoked by the engine returns,
836 //eliminating almost all imaginable concerns with string handling in QuakeC.
839 //you can now use and abuse tempstrings as much as you like, you still have to
840 //use strzone (FRIK_FILE) for permanent storage however.
844 //implementation notes for other engine coders:
845 //these tempstrings are expected to be stored in a contiguous buffer in memory
846 //which may be fixed size or controlled by a cvar, or automatically grown on
847 //demand (in the case of DarkPlaces).
849 //this concept is similar to quake's Zone system, however these are all freed
850 //when the QC interpreter returns.
852 //this is basically a poor man's garbage collection system for strings.
854 //DP_QC_VECTOANGLES_WITH_ROLL
856 //darkplaces implementation: LordHavoc
857 //builtin definitions:
858 vector(vector forward, vector up) vectoangles2 = #51; // same number as vectoangles
860 //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)
861 //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
863 //DP_QC_VECTORVECTORS
865 //darkplaces implementation: LordHavoc
866 //builtin definitions:
867 void(vector dir) vectorvectors = #432;
869 //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.
872 //idea: quake community
873 //darkplaces implementation: LordHavoc
875 //shows that the engine supports Quake2 .md2 files.
879 //darkplaces implementation: Elric
881 //shows that the engine supports Quake2 .sp2 files.
884 //idea: quake community
885 //darkplaces implementation: LordHavoc
887 //shows that the engine supports Quake3 .bsp files.
890 //idea: quake community
891 //darkplaces implementation: LordHavoc
893 //shows that the engine supports Quake3 .md3 files.
897 //darkplaces implementation: LordHavoc
898 //builtin definitions:
899 float(string name, string value) registercvar = #93;
901 //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.
902 //NOTE: DP_CON_SET is much better.
904 //DP_SND_DIRECTIONLESSATTNNONE
906 //darkplaces implementation: LordHavoc
908 //make sounds with ATTN_NONE have no spatialization (enabling easy use as music sources).
912 //darkplaces implementation: Elric
914 //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.
915 //Note: also plays .ogg with DP_SND_OGGVORBIS extension.
919 //darkplaces implementation: Elric
921 //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).
925 //darkplaces implementation: LordHavoc
927 //the engine supports stereo WAV files. (useful with DP_SND_DIRECTIONLESSATTNNONE for music)
931 //darkplaces implementation: LordHavoc
933 float SOLID_CORPSE = 5;
935 //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.
939 //darkplaces implementation: LordHavoc
941 //the engine supports .spr32 sprites.
945 //darkplaces implementation: LordHavoc
947 float CLIENTTYPE_DISCONNECTED = 0;
948 float CLIENTTYPE_REAL = 1;
949 float CLIENTTYPE_BOT = 2;
950 float CLIENTTYPE_NOTACLIENT = 3;
951 //builtin definitions:
952 entity() spawnclient = #454; // like spawn but for client slots (also calls relevant connect/spawn functions), returns world if no clients available
953 float(entity clent) clienttype = #455; // returns one of the CLIENTTYPE_* constants
955 //spawns a client with no network connection, to allow bots to use client slots with no hacks.
959 local entity oldself;
961 self = spawnclient();
964 bprint("Can not add bot, server full.\n");
968 self.netname = "Yoyobot";
969 self.clientcolors = 12 * 16 + 4; // yellow (12) shirt and red (4) pants
974 // to remove all bots
976 head = find(world, classname, "player");
979 if (clienttype(head) == CLIENTTYPE_BOT)
981 head = find(head, classname, "player");
984 // to identify if a client is a bot (for example in PlayerPreThink)
985 if (clienttype(self) == CLIENTTYPE_BOT)
988 //see also DP_SV_CLIENTCOLORS DP_SV_CLIENTNAME DP_SV_DROPCLIENT
990 //creates a new client, calls SetNewParms and stores the parms, and returns the client.
991 //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
992 //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).
993 //parms work the same on bot clients as they do on real clients, and do carry from level to level
997 //darkplaces implementation: LordHavoc
999 .float clientcolors; // colors of the client (format: pants + shirt * 16)
1001 //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
1005 //darkplaces implementation: LordHavoc
1007 //allows qc to modify the client's .netname, and automatically sends out any appropriate network updates if changed
1009 //DP_SV_CUSTOMIZEENTITYFORCLIENT
1011 //darkplaces implementation: [515] and LordHavoc
1012 //field definitions:
1013 .float() customizeentityforclient; // self = this entity, other = client entity
1015 //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
1016 //tips on writing customize functions:
1017 //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.
1018 //you are free to change anything in self, but please do not change any other entities (the results may be very inconsistent).
1019 //example ideas for use of this extension:
1020 //making icons over teammates' heads which are only visible to teammates. for exasmple: float() playericon_customizeentityforclient = {return self.owner.team == other.team;};
1021 //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;};
1022 //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;};
1023 //implementation notes:
1024 //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).
1026 //DP_SV_DRAWONLYTOCLIENT
1028 //darkplaces implementation: LordHavoc
1029 //field definitions:
1030 .entity drawonlytoclient;
1032 //the entity is only visible to the specified client.
1036 //darkplaces implementation: LordHavoc
1037 //builtin definitions:
1038 void(entity clent) dropclient = #453;
1040 //causes the server to immediately drop the client, more reliable than stuffcmd(clent, "disconnect\n"); which could be intentionally ignored by the client engine
1044 //darkplaces implementation: LordHavoc
1045 //builtin definitions:
1046 void(vector org, string modelname, float startframe, float endframe, float framerate) effect = #404;
1048 //float svc_effect = #52; // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
1049 //float svc_effect2 = #53; // [vector] org [short] modelindex [byte] startframe [byte] framecount [byte] framerate
1051 //clientside playback of simple custom sprite effects (explosion sprites, etc).
1053 //DP_SV_ENTITYCONTENTSTRANSITION
1055 //darkplaces implementation: Dresk
1056 //field definitions:
1057 .void(float nOriginalContents, float nNewContents) contentstransition;
1059 //This field function, when provided, is triggered on an entity when the contents (ie. liquid / water / etc) is changed.
1060 //The first parameter provides the entities original contents, prior to the transition. The second parameter provides the new contents.
1061 //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.
1063 //DP_SV_MOVETYPESTEP_LANDEVENT
1065 //darkplaces implementation: Dresk
1066 //field definitions:
1067 .void(vector vImpactVelocity) movetypesteplandevent;
1069 //This field function, when provided, is triggered on a MOVETYPE_STEP entity when it experiences "land event".
1070 // The standard engine behavior for this event is to play the sv_sound_land CVar sound.
1071 //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.
1072 //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.
1076 //darkplaces implementation: Dresk
1077 //builtin definitions:
1078 void(vector origin, string sample, float volume, float attenuation) pointsound = #483;
1080 //Similar to the standard QC sound function, this function takes an origin instead of an entity and omits the channel parameter.
1081 // This allows sounds to be played at arbitrary origins without spawning entities.
1083 //DP_SV_ONENTITYNOSPAWNFUNCTION
1085 //darkplaces implementation: Dresk
1086 //engine-called QC prototypes:
1087 //void() SV_OnEntityNoSpawnFunction;
1089 // This function is called whenever an entity on the server has no spawn function, and therefore has no defined QC behavior.
1090 // You may as such dictate the behavior as to what happens to the entity.
1091 // To mimic the engine's default behavior, simply call remove(self).
1093 //DP_SV_MODELFLAGS_AS_EFFECTS
1094 //idea: LordHavoc, Dresk
1095 //darkplaces implementation: LordHavoc
1096 //field definitions:
1098 //constant definitions:
1099 float EF_NOMODELFLAGS = 8388608; // ignore any effects in a model file and substitute your own
1100 float MF_ROCKET = 1; // leave a trail
1101 float MF_GRENADE = 2; // leave a trail
1102 float MF_GIB = 4; // leave a trail
1103 float MF_ROTATE = 8; // rotate (bonus items)
1104 float MF_TRACER = 16; // green split trail
1105 float MF_ZOMGIB = 32; // small blood trail
1106 float MF_TRACER2 = 64; // orange split trail
1107 float MF_TRACER3 = 128; // purple trail
1109 //this extension allows model flags to be specified on entities so you can add a rocket trail and glow to any entity, etc.
1110 //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.
1112 //silly example modification #1 to W_FireRocket in weapons.qc:
1113 //missile.effects = EF_NOMODELFLAGS; // rocket without a glow/fire trail
1114 //silly example modification #2 to W_FireRocket in weapons.qc:
1115 //missile.modelflags = MF_GIB; // leave a blood trail instead of glow/fire trail
1117 //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.
1119 //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.
1123 //darkplaces implementation: Dresk
1124 //field definitions:
1127 // provides the netaddress of the associated entity (ie. 127.0.0.1) and "null/botclient" if the netconnection of the entity is invalid
1129 //DP_SV_NODRAWTOCLIENT
1131 //darkplaces implementation: LordHavoc
1132 //field definitions:
1133 .entity nodrawtoclient;
1135 //the entity is not visible to the specified client.
1139 //darkplaces implementation: LordHavoc
1140 //field definitions:
1143 //continuously updated field indicating client's ping (based on average of last 16 packet time differences).
1145 //DP_SV_POINTPARTICLES
1147 //darkplaces implementation: LordHavoc
1148 //function definitions:
1149 float(string effectname) particleeffectnum = #335; // same as in CSQC
1150 void(entity ent, float effectnum, vector start, vector end) trailparticles = #336; // same as in CSQC
1151 void(float effectnum, vector org, vector vel, float howmany) pointparticles = #337; // same as in CSQC
1153 //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.
1154 //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.
1155 //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.
1159 //darkplaces implementation: LordHavoc
1160 //field definitions:
1161 .vector punchvector;
1163 //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).
1165 //DP_SV_PLAYERPHYSICS
1167 //darkplaces implementation: LordHavoc
1168 //field definitions:
1171 //"sv_playerphysicsqc" (0/1, default 1, allows user to disable qc player physics)
1172 //engine-called QC prototypes:
1173 //void() SV_PlayerPhysics;
1175 //.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)
1178 //idea: id Software (QuakeWorld Server)
1179 //darkplaces implementation: Black, LordHavoc
1180 void(string s, ...) print = #339; // same number as in EXT_CSQC
1182 //this is identical to dprint except that it always prints regardless of the developer cvar.
1184 //DP_SV_PRECACHEANYTIME
1185 //idea: id Software (Quake2)
1186 //darkplaces implementation: LordHavoc
1188 //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).
1190 //DP_SV_ROTATINGBMODEL
1192 //darkplaces implementation: LordHavoc
1194 //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).
1195 //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)
1199 //darkplaces implementation: LordHavoc
1200 //builtin definitions:
1201 void(entity ent, float colors) setcolor = #401;
1202 //engine called QC functions (optional):
1203 //void(float color) SV_ChangeTeam;
1205 //setcolor sets the color on a client and updates internal color information accordingly (equivilant to stuffing a "color" command but immediate)
1206 //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.
1207 //the color format is pants + shirt * 16 (0-255 potentially)
1211 //darkplaces implementation: LordHavoc
1213 //"slowmo" (0+, default 1)
1215 //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.
1216 //range is 0 to infinite, recommended values to try are 0.1 (very slow, 10% speed), 1 (normal speed), 5 (500% speed).
1218 //DP_SV_WRITEUNTERMINATEDSTRING
1220 //darkplaces implementation: Sajt
1221 //builtin definitions:
1222 void(float to, string s) WriteUnterminatedString = #456;
1224 //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.
1225 //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 equivilant of it in his FrikBot mod years ago involving WriteByte calls on each character.
1229 //darkplaces implementation: LordHavoc
1230 //builtin definitions:
1231 void(vector org, vector velocity, float howmany) te_blood = #405;
1232 //temp entity definitions:
1233 float TE_BLOOD = 50;
1236 //byte xvelocity (-128 to +127)
1237 //byte yvelocity (-128 to +127)
1238 //byte zvelocity (-128 to +127)
1239 //byte count (0 to 255, how much blood)
1241 //creates a blood effect.
1245 //darkplaces implementation: LordHavoc
1246 //builtin definitions:
1247 void(vector mincorner, vector maxcorner, float explosionspeed, float howmany) te_bloodshower = #406;
1248 //temp entity definitions:
1249 //float TE_BLOODSHOWER = 52;
1251 //vector mins (minimum corner of the cube)
1252 //vector maxs (maximum corner of the cube)
1253 //coord explosionspeed (velocity of blood particles flying out of the center)
1254 //short count (number of blood particles)
1256 //creates an exploding shower of blood, for making gibbings more convincing.
1260 //darkplaces implementation: LordHavoc
1261 //builtin definitions:
1262 void(vector org, float radius, float lifetime, vector color) te_customflash = #417;
1263 //temp entity definitions:
1264 //float TE_CUSTOMFLASH = 73;
1267 //byte radius ((MSG_ReadByte() + 1) * 8, meaning 8-2048 unit radius)
1268 //byte lifetime ((MSG_ReadByte() + 1) / 256.0, meaning approximately 0-1 second lifetime)
1269 //byte red (0.0 to 1.0 converted to 0-255)
1270 //byte green (0.0 to 1.0 converted to 0-255)
1271 //byte blue (0.0 to 1.0 converted to 0-255)
1273 //creates a customized light flash.
1275 //DP_TE_EXPLOSIONRGB
1277 //darkplaces implementation: LordHavoc
1278 //builtin definitions:
1279 void(vector org, vector color) te_explosionrgb = #407;
1280 //temp entity definitions:
1281 //float TE_EXPLOSIONRGB = 53;
1284 //byte red (0.0 to 1.0 converted to 0 to 255)
1285 //byte green (0.0 to 1.0 converted to 0 to 255)
1286 //byte blue (0.0 to 1.0 converted to 0 to 255)
1288 //creates a colored explosion effect.
1292 //darkplaces implementation: LordHavoc
1293 //builtin definitions:
1294 void(vector org, vector vel, float howmany) te_flamejet = #457;
1295 //temp entity definitions:
1296 //float TE_FLAMEJET = 74;
1300 //byte count (0 to 255, how many flame particles)
1302 //creates a single puff of flame particles. (not very useful really)
1304 //DP_TE_PARTICLECUBE
1306 //darkplaces implementation: LordHavoc
1307 //builtin definitions:
1308 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube = #408;
1309 //temp entity definitions:
1310 //float TE_PARTICLECUBE = 54;
1312 //vector mins (minimum corner of the cube)
1313 //vector maxs (maximum corner of the cube)
1316 //byte color (palette color)
1317 //byte gravity (TRUE or FALSE, FIXME should this be a scaler instead?)
1318 //coord randomvel (how much to jitter the velocity)
1320 //creates a cloud of particles, useful for forcefields but quite customizable.
1322 //DP_TE_PARTICLERAIN
1324 //darkplaces implementation: LordHavoc
1325 //builtin definitions:
1326 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlerain = #409;
1327 //temp entity definitions:
1328 //float TE_PARTICLERAIN = 55;
1330 //vector mins (minimum corner of the cube)
1331 //vector maxs (maximum corner of the cube)
1332 //vector velocity (velocity of particles)
1333 //short count (number of particles)
1334 //byte color (8bit palette color)
1336 //creates a shower of rain, the rain will appear either at the top (if falling down) or bottom (if falling up) of the cube.
1338 //DP_TE_PARTICLESNOW
1340 //darkplaces implementation: LordHavoc
1341 //builtin definitions:
1342 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlesnow = #410;
1343 //temp entity definitions:
1344 //float TE_PARTICLERAIN = 56;
1346 //vector mins (minimum corner of the cube)
1347 //vector maxs (maximum corner of the cube)
1348 //vector velocity (velocity of particles)
1349 //short count (number of particles)
1350 //byte color (8bit palette color)
1352 //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.
1356 //darkplaces implementation: LordHavoc
1357 //builtin definitions:
1358 void(vector org) te_plasmaburn = #433;
1359 //temp entity definitions:
1360 //float TE_PLASMABURN = 75;
1364 //creates a small light flash (radius 200, time 0.2) and marks the walls.
1366 //DP_TE_QUADEFFECTS1
1368 //darkplaces implementation: LordHavoc
1369 //builtin definitions:
1370 void(vector org) te_gunshotquad = #412;
1371 void(vector org) te_spikequad = #413;
1372 void(vector org) te_superspikequad = #414;
1373 void(vector org) te_explosionquad = #415;
1374 //temp entity definitions:
1375 //float TE_GUNSHOTQUAD = 57; // [vector] origin
1376 //float TE_SPIKEQUAD = 58; // [vector] origin
1377 //float TE_SUPERSPIKEQUAD = 59; // [vector] origin
1378 //float TE_EXPLOSIONQUAD = 70; // [vector] origin
1382 //all of these just take a location, and are equivilant in function (but not appearance :) to the original TE_GUNSHOT, etc.
1386 //darkplaces implementation: LordHavoc
1387 //builtin definitions:
1388 void(vector org) te_smallflash = #416;
1389 //temp entity definitions:
1390 //float TE_SMALLFLASH = 72;
1394 //creates a small light flash (radius 200, time 0.2).
1398 //darkplaces implementation: LordHavoc
1399 //builtin definitions:
1400 void(vector org, vector vel, float howmany) te_spark = #411;
1401 //temp entity definitions:
1402 //float TE_SPARK = 51;
1405 //byte xvelocity (-128 to 127)
1406 //byte yvelocity (-128 to 127)
1407 //byte zvelocity (-128 to 127)
1408 //byte count (number of sparks)
1410 //creates a shower of sparks and a smoke puff.
1412 //DP_TE_STANDARDEFFECTBUILTINS
1414 //darkplaces implementation: LordHavoc
1415 //builtin definitions:
1416 void(vector org) te_gunshot = #418;
1417 void(vector org) te_spike = #419;
1418 void(vector org) te_superspike = #420;
1419 void(vector org) te_explosion = #421;
1420 void(vector org) te_tarexplosion = #422;
1421 void(vector org) te_wizspike = #423;
1422 void(vector org) te_knightspike = #424;
1423 void(vector org) te_lavasplash = #425;
1424 void(vector org) te_teleport = #426;
1425 void(vector org, float color, float colorlength) te_explosion2 = #427;
1426 void(entity own, vector start, vector end) te_lightning1 = #428;
1427 void(entity own, vector start, vector end) te_lightning2 = #429;
1428 void(entity own, vector start, vector end) te_lightning3 = #430;
1429 void(entity own, vector start, vector end) te_beam = #431;
1431 //to make life easier on mod coders.
1433 //DP_TRACE_HITCONTENTSMASK_SURFACEINFO
1435 //darkplaces implementation: LordHavoc
1437 .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
1438 float trace_dpstartcontents; // DPCONTENTS_ value at start position of trace
1439 float trace_dphitcontents; // DPCONTENTS_ value of impacted surface (not contents at impact point, just contents of the surface that was hit)
1440 float trace_dphitq3surfaceflags; // Q3SURFACEFLAG_ value of impacted surface
1441 string trace_dphittexturename; // texture name of impacted surface
1443 float DPCONTENTS_SOLID = 1; // hit a bmodel, not a bounding box
1444 float DPCONTENTS_WATER = 2;
1445 float DPCONTENTS_SLIME = 4;
1446 float DPCONTENTS_LAVA = 8;
1447 float DPCONTENTS_SKY = 16;
1448 float DPCONTENTS_BODY = 32; // hit a bounding box, not a bmodel
1449 float DPCONTENTS_CORPSE = 64; // hit a SOLID_CORPSE entity
1450 float DPCONTENTS_NODROP = 128; // an area where backpacks should not spawn
1451 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
1452 float DPCONTENTS_MONSTERCLIP = 512; // blocks monster movement
1453 float DPCONTENTS_DONOTENTER = 1024; // AI hint brush
1454 float DPCONTENTS_LIQUIDSMASK = 14; // WATER | SLIME | LAVA
1455 float Q3SURFACEFLAG_NODAMAGE = 1;
1456 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
1457 float Q3SURFACEFLAG_SKY = 4; // sky surface (also has NOIMPACT and NOMARKS set)
1458 float Q3SURFACEFLAG_LADDER = 8; // climbable surface
1459 float Q3SURFACEFLAG_NOIMPACT = 16; // projectiles should remove themselves on impact (this is set on sky)
1460 float Q3SURFACEFLAG_NOMARKS = 32; // projectiles should not leave marks, such as decals (this is set on sky)
1461 float Q3SURFACEFLAG_FLESH = 64; // projectiles should do a fleshy effect (blood?) on impact
1462 //float Q3SURFACEFLAG_NODRAW = 128; // compiler hint (not important to qc)
1463 //float Q3SURFACEFLAG_HINT = 256; // compiler hint (not important to qc)
1464 //float Q3SURFACEFLAG_SKIP = 512; // compiler hint (not important to qc)
1465 //float Q3SURFACEFLAG_NOLIGHTMAP = 1024; // compiler hint (not important to qc)
1466 //float Q3SURFACEFLAG_POINTLIGHT = 2048; // compiler hint (not important to qc)
1467 float Q3SURFACEFLAG_METALSTEPS = 4096; // walking on this surface should make metal step sounds
1468 float Q3SURFACEFLAG_NOSTEPS = 8192; // walking on this surface should not make footstep sounds
1469 //float Q3SURFACEFLAG_NONSOLID = 16384; // compiler hint (not important to qc)
1470 //float Q3SURFACEFLAG_LIGHTFILTER = 32768; // compiler hint (not important to qc)
1471 //float Q3SURFACEFLAG_ALPHASHADOW = 65536; // compiler hint (not important to qc)
1472 //float Q3SURFACEFLAG_NODLIGHT = 131072; // compiler hint (not important to qc)
1473 //float Q3SURFACEFLAG_DUST = 262144; // translucent 'light beam' effect (not important to qc)
1475 //adds additional information after a traceline/tracebox/tracetoss call.
1476 //also (very important) sets trace_* globals before calling .touch functions,
1477 //this allows them to inspect the nature of the collision (for example
1478 //determining if a projectile hit sky), clears trace_* variables for the other
1479 //object in a touch event (that is to say, a projectile moving will see the
1480 //trace results in its .touch function, but the player it hit will see very
1481 //little information in the trace_ variables as it was not moving at the time)
1485 //darkplaces implementation: LordHavoc
1486 //field definitions:
1489 //scales fov and sensitivity of player, valid range is 0 to 1 (intended for sniper rifle zooming, and such)
1493 //darkplaces implementation: [515]
1494 //builtin definitions:
1495 float(float number, float quantity) bitshift = #218;
1497 //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).
1498 //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.
1502 //darkplaces implementation: LordHavoc
1503 //builtin definitions:
1504 float(string s) stof = #81; // get numerical value from a string
1505 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
1506 void(float fhandle) fclose = #111; // closes a file
1507 string(float fhandle) fgets = #112; // reads a line of text from the file and returns as a tempstring
1508 void(float fhandle, string s, ...) fputs = #113; // writes a line of text to the end of the file
1509 float(string s) strlen = #114; // returns how many characters are in a string
1510 string(string s1, string s2, ...) strcat = #115; // concatenates two or more strings (for example "abc", "def" would return "abcdef") and returns as a tempstring
1511 string(string s, float start, float length) substring = #116; // returns a section of a string as a tempstring
1512 vector(string s) stov = #117; // returns vector value from a string
1513 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)
1514 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!!!)
1516 float FILE_READ = 0;
1517 float FILE_APPEND = 1;
1518 float FILE_WRITE = 2;
1520 //pr_zone_min_strings : default 64 (64k), min 64 (64k), max 8192 (8mb)
1522 //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.
1524 //NOTE: strzone functionality is partially superseded by
1525 //DP_QC_UNLIMITEDTEMPSTRINGS when longterm storage is not needed
1527 //KRIMZON_SV_PARSECLIENTCOMMAND
1529 //darkplaces implementation: KrimZon, LordHavoc
1530 //engine-called QC prototypes:
1531 //void(string s) SV_ParseClientCommand;
1532 //builtin definitions:
1533 void(entity e, string s) clientcommand = #440;
1534 float(string s) tokenize = #441;
1535 string(float n) argv = #442;
1537 //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
1541 //darkplaces implementation: LordHavoc
1543 //shows that the engine supports the "play2" console command (plays a sound without spatialization).
1547 //darkplaces implementation: LordHavoc
1548 //engine-called QC prototypes:
1549 //void() RestoreGame;
1551 //when a savegame is loaded, this function is called
1553 //NEXUIZ_PLAYERMODEL
1555 //darkplaces implementation: Black
1557 //playermodel <name> - FIXME: EXAMPLE NEEDED
1558 //playerskin <name> - FIXME: EXAMPLE NEEDED
1559 //field definitions:
1560 .string playermodel; // name of player model sent by client
1561 .string playerskin; // name of player skin sent by client
1563 //these client properties are used by Nexuiz.
1567 //darkplaces implementation: LordHavoc
1569 //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
1571 //PRYDON_CLIENTCURSOR
1573 //darkplaces implementation: LordHavoc
1575 float EF_SELECTABLE = 16384; // allows cursor to highlight entity (brighten)
1576 //field definitions:
1577 .float cursor_active; // true if cl_prydoncursor mode is on
1578 .vector cursor_screen; // screen position of cursor as -1 to +1 in _x and _y (_z unused)
1579 .vector cursor_trace_start; // position of camera
1580 .vector cursor_trace_endpos; // position of cursor in world (as traced from camera)
1581 .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)
1583 //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)
1585 //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.
1586 //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.
1587 //the clientside trace skips transparent entities (except those marked EF_SELECTABLE).
1588 //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).
1589 //intended to be used by Prydon Gate.
1591 //TENEBRAE_GFX_DLIGHTS
1593 //darkplaces implementation: LordHavoc
1595 .float light_lev; // radius (does not affect brightness), typical value 350
1596 .vector color; // color (does not affect radius), typical value '1 1 1' (bright white), can be up to '255 255 255' (nuclear blast)
1597 .float style; // light style (like normal light entities, flickering torches or switchable, etc)
1598 .float pflags; // flags (see PFLAGS_ constants)
1599 .vector angles; // orientation of the light
1600 .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
1602 float PFLAGS_NOSHADOW = 1; // light does not cast shadows
1603 float PFLAGS_CORONA = 2; // light has a corona flare
1604 float PFLAGS_FULLDYNAMIC = 128; // light enable (without this set no light is produced!)
1606 //more powerful dynamic light settings
1607 //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)
1608 //changes compared to tenebrae (because they're too 'leet' for standards):
1609 //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)
1610 //EF_FULLDYNAMIC effects flag replaced by PFLAGS_FULLDYNAMIC flag (EF_FULLDYNAMIC conflicts with EF_NODRAW)
1614 //darkplaces implementation: LordHavoc
1616 //sv_jumpstep (0/1, default 1)
1617 //sv_stepheight (default 18)
1619 //sv_jumpstep allows stepping up onto stairs while airborn, sv_stepheight controls how high a single step can be.
1623 //darkplaces implementation: KrimZon
1625 //various string manipulation functions
1626 float(string str, string sub, float startpos) strstrofs = #221;
1627 float(string str, float ofs) str2chr = #222;
1628 string(float c, ...) chr2str = #223;
1629 string(float ccase, float calpha, float cnum, string s, ...) strconv = #224;
1630 string(float chars, string s, ...) strpad = #225;
1631 string(string info, string key, string value, ...) infoadd = #226;
1632 string(string info, string key) infoget = #227;
1633 float(string s1, string s2, float len) strncmp = #228;
1634 float(string s1, string s2) strcasecmp = #229;
1635 float(string s1, string s2, float len) strncasecmp = #230;
1639 //darkplaces implementation: div0
1641 //allows QC to register weapon properties for use by the bestweapon command, for mods that change required ammo count or type for the weapons
1642 //it is done using console commands sent via stuffcmd:
1643 // register_bestweapon quake
1644 // register_bestweapon clear
1645 // register_bestweapon <shortname> <impulse> <itemcode> <activeweaponcode> <ammostat> <ammomin>
1646 //for example, this is what Quake uses:
1647 // register_bestweapon 1 1 4096 4096 6 0 // STAT_SHELLS is 6
1648 // register_bestweapon 2 2 1 1 6 1
1649 // register_bestweapon 3 3 2 2 6 1
1650 // register_bestweapon 4 4 4 4 7 1 // STAT_NAILS is 7
1651 // register_bestweapon 5 5 8 8 7 1
1652 // register_bestweapon 6 6 16 16 8 1 // STAT_ROCKETS is 8
1653 // register_bestweapon 7 7 32 32 8 1
1654 // register_bestweapon 8 8 64 64 9 1 // STAT_CELLS is 9
1655 //after each map client initialization, this is reset back to Quake settings. So you should send these data in ClientConnect.
1656 //also, this extension introduces a new "cycleweapon" command to the user.
1658 //DP_QC_STRINGBUFFERS
1660 //darkplaces implementation: LordHavoc
1661 //functions to manage string buffer objects - that is, arbitrary length string arrays that are handled by the engine
1662 float() buf_create = #460;
1663 void(float bufhandle) buf_del = #461;
1664 float(float bufhandle) buf_getsize = #462;
1665 void(float bufhandle_from, float bufhandle_to) buf_copy = #463;
1666 void(float bufhandle, float sortpower, float backward) buf_sort = #464;
1667 string(float bufhandle, string glue) buf_implode = #465;
1668 string(float bufhandle, float string_index) bufstr_get = #466;
1669 void(float bufhandle, float string_index, string str) bufstr_set = #467;
1670 float(float bufhandle, string str, float order) bufstr_add = #468;
1671 void(float bufhandle, float string_index) bufstr_free = #469;
1675 //darkplaces implementation: Sajt
1676 //builtin definitions:
1677 string(string search, string replace, string subject) strreplace = #484;
1678 string(string search, string replace, string subject) strireplace = #485;
1680 //strreplace replaces all occurrences of 'search' with 'replace' in the string 'subject', and returns the result as a tempstring.
1681 //strireplace does the same but uses case-insensitive matching of the 'search' term
1685 //darkplaces implementation: div0
1686 //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.
1687 //When caseinsensitive is set, the CRC is calculated of the lower cased string.
1688 float(float caseinsensitive, string s, ...) crc16 = #494;
1692 //darkplaces implementation: div0
1693 //A function that gets called just before progs exit. To save persistent data from.
1694 //It is not called on a crash or error.
1695 //void SV_Shutdown();
1699 //darkplaces implementation: div0
1700 //URI::Escape's functionality
1701 string(string in) uri_escape = #510;
1702 string(string in) uri_unescape = #511;
1704 //DP_SV_SPAWNFUNC_PREFIX
1706 //darkplaces implementation: div0
1707 //Make functions whose name start with spawnfunc_ take precedence as spawn function for loading entities.
1708 //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).
1709 //Optionally, you can declare a global "float require_spawnfunc_prefix;" which will require ANY spawn function to start with that prefix.