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)
159 //darkplaces implementation: LordHavoc
161 float EF_NOSHADOW = 4096;
163 //realtime lights will not cast shadows from this entity (but can still illuminate it)
167 //darkplaces implementation: LordHavoc
171 //entity emits red light (used for invulnerability)
174 //idea: MythWorks Inc
175 //darkplaces implementation: LordHavoc
177 float EF_STARDUST = 2048;
179 //entity emits bouncing sparkles in every direction
183 //darkplaces implementation: LordHavoc
187 //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).
191 //darkplaces implementation: LordHavoc
195 //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).
197 //DP_ENT_CUSTOMCOLORMAP
199 //darkplaces implementation: LordHavoc
201 //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.
204 //NOTE: no longer supported by darkplaces because all entities are delta compressed now
205 //DP_ENT_DELTACOMPRESS // no longer supported
207 //darkplaces implementation: LordHavoc
209 float EF_DELTA = 8388608;
211 //(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).
214 //DP_ENT_EXTERIORMODELTOCLIENT
216 //darkplaces implementation: LordHavoc
218 .entity exteriormodeltoclient;
220 //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.
224 //darkplaces implementation: LordHavoc
230 //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.
232 //DP_ENT_LOWPRECISION
234 //darkplaces implementation: LordHavoc
236 float EF_LOWPRECISION = 4194304;
238 //uses low quality origin coordinates, reducing network traffic compared to the default high precision, intended for numerous objects (projectiles/gibs/bullet holes/etc).
242 //darkplaces implementation: LordHavoc
246 //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.
250 //darkplaces implementation: LordHavoc
252 .entity viewmodelforclient;
254 //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.
256 //DP_GFX_EXTERNALTEXTURES
258 //darkplaces implementation: LordHavoc
260 //loads external textures found in various directories (tenebrae compatible)...
262 in all examples .tga is merely the base texture, it can be any of these:
264 _glow.tga (fullbrights or other glowing overlay stuff, NOTE: this is done using additive blend, not alpha)
265 _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)
266 _shirt.tga (same idea as pants, but for shirt color)
267 _diffuse.tga (this may be used instead of base texture for per pixel lighting)
268 _gloss.tga (specular texture for per pixel lighting, note this can be in color (tenebrae only supports greyscale))
269 _norm.tga (normalmap texture for per pixel lighting)
270 _bump.tga (bumpmap, converted to normalmap at load time, supported only for reasons of tenebrae compatibility)
271 _luma.tga (same as _glow but supported only for reasons of tenebrae compatibility)
273 due to glquake's incomplete Targa(r) loader, this section describes
274 required Targa(r) features support:
276 type 1 (uncompressed 8bit paletted with 24bit/32bit palette)
277 type 2 (uncompressed 24bit/32bit true color, glquake supported this)
278 type 3 (uncompressed 8bit greyscale)
279 type 9 (RLE compressed 8bit paletted with 24bit/32bit palette)
280 type 10 (RLE compressed 24bit/32bit true color, glquake supported this)
281 type 11 (RLE compressed 8bit greyscale)
282 attribute bit 0x20 (Origin At Top Left, top to bottom, left to right)
284 image formats guaranteed to be supported: tga, pcx, lmp
285 image formats that are optional: png, jpg
287 mdl/spr/spr32 examples:
288 skins are named _A (A being a number) and skingroups are named like _A_B
289 these act as suffixes on the model name...
290 example names for skin _2_1 of model "progs/armor.mdl":
291 game/override/progs/armor.mdl_2_1.tga
292 game/textures/progs/armor.mdl_2_1.tga
293 game/progs/armor.mdl_2_1.tga
294 example names for skin _0 of the model "progs/armor.mdl":
295 game/override/progs/armor.mdl_0.tga
296 game/textures/progs/armor.mdl_0.tga
297 game/progs/armor.mdl_0.tga
298 note that there can be more skins files (of the _0 naming) than the mdl
299 contains, this is only useful to save space in the .mdl file if classic quake
300 compatibility is not a concern.
302 bsp/md2/md3 examples:
303 example names for the texture "quake" of model "maps/start.bsp":
304 game/override/quake.tga
305 game/textures/quake.tga
308 sbar/menu/console textures: for example the texture "conchars" (console font) in gfx.wad
309 game/override/gfx/conchars.tga
310 game/textures/gfx/conchars.tga
311 game/gfx/conchars.tga
314 //DP_GFX_EXTERNALTEXTURES_PERMAPTEXTURES
316 //darkplaces implementation: LordHavoc
318 //Q1BSP and HLBSP map loading loads external textures found in textures/<mapname>/ as well as textures/.
319 //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)
321 //maps/e1m1.bsp uses textures in the directory textures/e1m1/ and falls back to textures/
322 //maps/b_batt0.bsp uses textures in the directory textures/b_batt0.bsp and falls back to textures/
323 //as a more extreme example:
324 //progs/something/blah.bsp uses textures in the directory textures/progs/something/blah/ and falls back to textures/
328 //darkplaces implementation: LordHavoc
330 //"fog" (parameters: "density red green blue", example: "0.1 0.3 0.3 0.3")
332 //global fog for the map, can not be changed by QC
334 //DP_GFX_QUAKE3MODELTAGS
336 //darkplaces implementation: LordHavoc
338 .entity tag_entity; // entity this is attached to (call setattachment to set this)
339 .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)
340 //builtin definitions:
341 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)
343 //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).
344 //note 2: if the tag is not found, it defaults to "" (attach to origin/angles of entity)
345 //note 3: attaching to world turns off attachment
346 //note 4: the entity that this is attached to must be visible for this to work
347 //note 5: if an entity is attached to the player entity it will not be drawn in first person.
351 //darkplaces implementation: LordHavoc
353 //alias models (mdl, md2, md3) can have .skin files to replace conventional texture naming, these have a naming format such as:
354 //progs/test.md3_0.skin
355 //progs/test.md3_1.skin
358 //these files contain replace commands (replace meshname shadername), example:
359 //replace "helmet" "progs/test/helmet1.tga" // this is a mesh shader replacement
360 //replace "teamstripes" "progs/test/redstripes.tga"
361 //replace "visor" "common/nodraw" // this makes the visor mesh invisible
362 ////it is not possible to rename tags using this format
364 //Or the Quake3 syntax (100% compatible with Quake3's .skin files):
365 //helmet,progs/test/helmet1.tga // this is a mesh shader replacement
366 //teamstripes,progs/test/redstripes.tga
367 //visor,common/nodraw // this makes the visor mesh invisible
368 //tag_camera, // this defines that the first tag in the model is called tag_camera
369 //tag_test, // this defines that the second tag in the model is called tag_test
371 //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.
372 //this feature is intended to allow multiple skin sets on md3 models (which otherwise only have one skin set).
373 //other commands might be added someday but it is not expected.
377 //darkplaces implementation: LordHavoc
379 //"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)
381 //global skybox for the map, can not be changed by QC
385 //darkplaces implementation: LordHavoc
387 //simply indicates that the engine supports HalfLife maps (BSP version 30, NOT the QER RGBA ones which are also version 30).
389 //DP_HALFLIFE_MAP_CVAR
391 //darkplaces implementation: LordHavoc
395 //engine sets this cvar when loading a map to indicate if it is halflife format or not.
399 //darkplaces implementation: LordHavoc
401 //simply indicates that the engine supports HalfLife sprites.
405 //darkplaces implementation: LordHavoc
414 //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).
415 //the exact mapping of protocol button bits on the server is:
416 //self.button0 = (bits & 1) != 0;
417 ///* button1 is skipped because mods abuse it as a variable, and accordingly it has no bit */
418 //self.button2 = (bits & 2) != 0;
419 //self.button3 = (bits & 4) != 0;
420 //self.button4 = (bits & 8) != 0;
421 //self.button5 = (bits & 16) != 0;
422 //self.button6 = (bits & 32) != 0;
423 //self.button7 = (bits & 64) != 0;
424 //self.button8 = (bits & 128) != 0;
428 //darkplaces implementation: LordHavoc
430 //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).
434 //darkplaces implementation: LordHavoc
436 //indicates this engine loads .lit files for any quake1 format .bsp files it loads to enhance maps with colored lighting.
437 //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.
441 //darkplaces implementation: LordHavoc
443 //MOVETYPE_WALK is permitted on non-clients, so bots can move smoothly, run off ledges, etc, just like a real player.
445 //DP_MOVETYPEBOUNCEMISSILE
447 //darkplaces implementation: id Software
448 //movetype definitions:
449 //float MOVETYPE_BOUNCEMISSILE = 11; // already in defs.qc
451 //MOVETYPE_BOUNCE but without gravity, and with full reflection (no speed loss like grenades have), in other words - bouncing laser bolts.
454 //idea: id Software, LordHavoc (redesigned)
455 //darkplaces implementation: LordHavoc
456 //movetype definitions:
457 float MOVETYPE_FOLLOW = 12;
459 //MOVETYPE_FOLLOW implemented, this uses existing entity fields in unusual ways:
460 //aiment - the entity this is attached to.
461 //punchangle - the original angles when the follow began.
462 //view_ofs - the relative origin (note that this is un-rotated by punchangle, and that is actually the only purpose of punchangle).
463 //v_angle - the relative angles.
464 //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:
465 //hole.movetype = MOVETYPE_FOLLOW; // make the hole follow
466 //hole.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid
467 //hole.aiment = bmodel; // make the hole follow bmodel
468 //hole.punchangle = bmodel.angles; // the original angles of bmodel
469 //hole.view_ofs = hole.origin - bmodel.origin; // relative origin
470 //hole.v_angle = hole.angles - bmodel.angles; // relative angles
472 //DP_QC_ASINACOSATANATAN2TAN
474 //darkplaces implementation: LordHavoc
475 //constant definitions:
476 float DEG2RAD = 0.0174532925199432957692369076848861271344287188854172545609719144;
477 float RAD2DEG = 57.2957795130823208767981548141051703324054724665643215491602438612;
478 float PI = 3.1415926535897932384626433832795028841971693993751058209749445923;
479 //builtin definitions:
480 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
481 float(float c) acos = #472; // returns angle in radians for a given cos() value, the result is in the range 0 to PI
482 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
483 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)
484 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
486 //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).
487 //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)
491 //darkplaces implementation: id Software
495 //builtin definitions:
496 void(entity ent) changepitch = #63;
498 //equivilant to changeyaw, ent is normally self. (this was a Q2 builtin)
502 //darkplaces implementation: LordHavoc
503 //builtin definitions:
504 void(entity from, entity to) copyentity = #400;
506 //copies all data in the entity to another entity.
510 //DarkPlaces implementation: VorteX, LordHavoc
511 //builtin definitions:
512 string(string s) cvar_string = #448;
514 //returns the value of a cvar, as a tempstring.
518 //darkplaces implementation: id Software
519 //builtin definitions:
520 string(entity ent) etos = #65;
522 //prints "entity 1" or similar into a string. (this was a Q2 builtin)
526 //darkplaces implementation: LordHavoc
527 //builtin definitions:
528 entity(.string fld, string match) findchain = #402;
530 //similar to find() but returns a chain of entities like findradius.
532 //DP_QC_FINDCHAINFLAGS
534 //darkplaces implementation: LordHavoc
535 //builtin definitions:
536 entity(.float fld, float match) findchainflags = #450;
538 //similar to findflags() but returns a chain of entities like findradius.
540 //DP_QC_FINDCHAINFLOAT
542 //darkplaces implementation: LordHavoc
543 //builtin definitions:
544 entity(.entity fld, entity match) findchainentity = #403;
545 entity(.float fld, float match) findchainfloat = #403;
547 //similar to findentity()/findfloat() but returns a chain of entities like findradius.
551 //darkplaces implementation: LordHavoc
552 //builtin definitions:
553 entity(entity start, .float fld, float match) findflags = #449;
555 //finds an entity with the specified flag set in the field, similar to find()
559 //darkplaces implementation: LordHavoc
560 //builtin definitions:
561 entity(entity start, .entity fld, entity match) findentity = #98;
562 entity(entity start, .float fld, float match) findfloat = #98;
564 //finds an entity or float field value, similar to find(), but for entity and float fields.
568 //darkplaces implementation: Black
569 //builtin definitions:
570 float(string pattern, float caseinsensitive, float quiet) search_begin = #444;
571 void(float handle) search_end = #445;
572 float(float handle) search_getsize = #446;
573 string(float handle, float num) search_getfilename = #447;
575 //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).
576 //search_end frees a search slot (also done at progs reload).
577 //search_getsize returns how many filenames were found.
578 //search_getfilename returns a filename from the search.
582 //darkplaces implementation: LordHavoc
583 //builtin definitions:
584 vector(vector org) getlight = #92;
586 //returns the lighting at the requested location (in color), 0-255 range (can exceed 255).
590 //darkplaces implementation: LordHavoc
591 //builtin definitions:
592 float(entity e, float s) getsurfacenumpoints = #434;
593 vector(entity e, float s, float n) getsurfacepoint = #435;
594 vector(entity e, float s) getsurfacenormal = #436;
595 string(entity e, float s) getsurfacetexture = #437;
596 float(entity e, vector p) getsurfacenearpoint = #438;
597 vector(entity e, float s, vector p) getsurfaceclippedpoint = #439;
599 //functions to query surface information.
602 //idea: VorteX, LordHavoc (somebody else?)
603 //DarkPlaces implementation: VorteX
604 //builtin definitions:
605 float(entity ent, string tagname) gettagindex = #451;
606 vector(entity ent, float tagindex) gettaginfo = #452;
608 //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).
609 //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.
613 //darkplaces implementation: LordHavoc
614 //builtin definitions:
615 float(float a, float b) min = #94;
616 float(float a, float b, float c) min3 = #94;
617 float(float a, float b, float c, float d) min4 = #94;
618 float(float a, float b, float c, float d, float e) min5 = #94;
619 float(float a, float b, float c, float d, float e, float f) min6 = #94;
620 float(float a, float b, float c, float d, float e, float f, float g) min7 = #94;
621 float(float a, float b, float c, float d, float e, float f, float g, float h) min8 = #94;
622 float(float a, float b) max = #95;
623 float(float a, float b, float c) max3 = #95;
624 float(float a, float b, float c, float d) max4 = #95;
625 float(float a, float b, float c, float d, float e) max5 = #95;
626 float(float a, float b, float c, float d, float e, float f) max6 = #95;
627 float(float a, float b, float c, float d, float e, float f, float g) max7 = #95;
628 float(float a, float b, float c, float d, float e, float f, float g, float h) max8 = #95;
629 float(float minimum, float val, float maximum) bound = #96;
631 //min returns the lowest of all the supplied numbers.
632 //max returns the highest of all the supplied numbers.
633 //bound clamps the value to the range and returns it.
635 //DP_QC_MULTIPLETEMPSTRINGS
637 //darkplaces implementation: LordHavoc
639 //this extension makes all builtins returning tempstrings (ftos for example)
640 //cycle through a pool of multiple tempstrings (at least 16), allowing
641 //multiple ftos results to be gathered before putting them to use, normal
642 //quake only had 1 tempstring, causing many headaches.
644 //Note that for longer term storage (or compatibility on engines having
645 //FRIK_FILE but not this extension) the FRIK_FILE extension's
646 //strzone/strunzone builtins provide similar functionality (slower though).
648 //NOTE: this extension is superseded by DP_QC_UNLIMITEDTEMPSTRINGS
652 //darkplaces implementation: LordHavoc
653 //builtin definitions:
654 vector() randomvec = #91;
656 //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)
658 //DP_QC_SINCOSSQRTPOW
659 //idea: id Software, LordHavoc
660 //darkplaces implementation: id Software, LordHavoc
661 //builtin definitions:
662 float(float val) sin = #60;
663 float(float val) cos = #61;
664 float(float val) sqrt = #62;
665 float(float a, float b) pow = #97;
667 //useful math functions, sine of val, cosine of val, square root of val, and raise a to power b, respectively.
671 //darkplaces implementation: LordHavoc
672 //builtin definitions:
673 string(float uselocaltime, string format, ...) strftime = #478;
675 //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:
676 //example: "%Y-%m-%d %H:%M:%S" (result looks like: 2007-02-08 01:03:15)
677 //note: "%F %T" gives the same result as "%Y-%m-%d %H:%M:%S" (ISO 8601 date format and 24-hour time)
678 //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.
681 //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 = ftos(s);
682 //printing current date/time for competitive multiplayer games, such as the beginning/end of each round in real world time.
683 //activating eastereggs in singleplayer games on certain dates.
685 //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.
686 //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)".
687 //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!).
688 //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.
690 //DP_QC_STRINGCOLORFUNCTIONS
692 //darkplaces implementation: Dresk
693 //builtin definitions:
694 float(string s) strlennocol = #476; // returns how many characters are in a string, minus color codes
695 string(string s) strdecolorize = #477; // returns a string minus the color codes of the string provided
697 //provides additional functionality to strings by supporting functions that isolate and identify strings with color codes
699 //DP_QC_TOKENIZEBYSEPARATOR
700 //idea: Electro, SavageX, LordHavoc
701 //darkplaces implementation: LordHavoc
702 //builtin definitions:
703 float(string s, string separator1, ...) tokenizebyseparator = #479;
705 //this function returns tokens separated by any of the supplied separator strings, example:
706 //numnumbers = tokenizebyseparator("10.2.3.4", ".");
707 //returns 4 and the tokens are "10" "2" "3" "4"
708 //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")
712 //darkplaces implementation: id Software
713 //builtin definitions:
714 void(vector v1, vector min, vector max, vector v2, float nomonsters, entity forent) tracebox = #90;
716 //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).
720 //darkplaces implementation: id Software
721 //builtin definitions:
722 void(entity ent, entity ignore) tracetoss = #64;
724 //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.
726 //DP_QC_TRACE_MOVETYPE_HITMODEL
728 //darkplaces implementation: LordHavoc
729 //constant definitions:
730 float MOVE_HITMODEL = 4;
732 //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)
734 //DP_QC_TRACE_MOVETYPE_WORLDONLY
736 //darkplaces implementation: LordHavoc
737 //constant definitions:
738 float MOVE_WORLDONLY = 3;
740 //allows traces to hit only world (ignoring all entities, unlike MOVE_NOMONSTERS which hits all bmodels), use as the nomonsters parameter to trace functions
742 //DP_QC_UNLIMITEDTEMPSTRINGS
744 //darkplaces implementation: LordHavoc
746 //this extension alters Quake behavior such that instead of reusing a single
747 //tempstring (or multiple) there are an unlimited number of tempstrings, which
748 //are removed only when a QC function invoked by the engine returns,
749 //eliminating almost all imaginable concerns with string handling in QuakeC.
752 //you can now use and abuse tempstrings as much as you like, you still have to
753 //use strzone (FRIK_FILE) for permanent storage however.
757 //implementation notes for other engine coders:
758 //these tempstrings are expected to be stored in a contiguous buffer in memory
759 //which may be fixed size or controlled by a cvar, or automatically grown on
760 //demand (in the case of DarkPlaces).
762 //this concept is similar to quake's Zone system, however these are all freed
763 //when the QC interpreter returns.
765 //this is basically a poor man's garbage collection system for strings.
767 //DP_QC_VECTORVECTORS
769 //darkplaces implementation: LordHavoc
770 //builtin definitions:
771 void(vector dir) vectorvectors = #432;
773 //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.
776 //idea: quake community
777 //darkplaces implementation: LordHavoc
779 //shows that the engine supports Quake2 .md2 files.
783 //darkplaces implementation: Elric
785 //shows that the engine supports Quake2 .sp2 files.
788 //idea: quake community
789 //darkplaces implementation: LordHavoc
791 //shows that the engine supports Quake3 .bsp files.
794 //idea: quake community
795 //darkplaces implementation: LordHavoc
797 //shows that the engine supports Quake3 .md3 files.
801 //darkplaces implementation: LordHavoc
802 //builtin definitions:
803 float(string name, string value) registercvar = #93;
805 //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.
806 //NOTE: DP_CON_SET is much better.
808 //DP_SND_DIRECTIONLESSATTNNONE
810 //darkplaces implementation: LordHavoc
812 //make sounds with ATTN_NONE have no spatialization (enabling easy use as music sources).
816 //darkplaces implementation: Elric
818 //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.
819 //Note: also plays .ogg with DP_SND_OGGVORBIS extension.
823 //darkplaces implementation: Elric
825 //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).
829 //darkplaces implementation: LordHavoc
831 //the engine supports stereo WAV files. (useful with DP_SND_DIRECTIONLESSATTNNONE for music)
835 //darkplaces implementation: LordHavoc
837 float SOLID_CORPSE = 5;
839 //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.
843 //darkplaces implementation: LordHavoc
845 //the engine supports .spr32 sprites.
849 //darkplaces implementation: LordHavoc
851 float CLIENTTYPE_DISCONNECTED = 0;
852 float CLIENTTYPE_REAL = 1;
853 float CLIENTTYPE_BOT = 2;
854 float CLIENTTYPE_NOTACLIENT = 3;
855 //builtin definitions:
856 entity() spawnclient = #454; // like spawn but for client slots (also calls relevant connect/spawn functions), returns world if no clients available
857 float(entity clent) clienttype = #455; // returns one of the CLIENTTYPE_* constants
859 //spawns a client with no network connection, to allow bots to use client slots with no hacks.
863 local entity oldself;
865 self = spawnclient();
868 bprint("Can not add bot, server full.\n");
872 self.netname = "Yoyobot";
873 self.clientcolors = 12 * 16 + 4; // yellow (12) shirt and red (4) pants
878 // to remove all bots
880 head = find(world, classname, "player");
883 if (clienttype(head) == CLIENTTYPE_BOT)
885 head = find(head, classname, "player");
888 // to identify if a client is a bot (for example in PlayerPreThink)
889 if (clienttype(self) == CLIENTTYPE_BOT)
892 //see also DP_SV_CLIENTCOLORS DP_SV_CLIENTNAME DP_SV_DROPCLIENT
894 //creates a new client, calls SetNewParms and stores the parms, and returns the client.
895 //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
896 //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).
897 //parms work the same on bot clients as they do on real clients, and do carry from level to level
901 //darkplaces implementation: LordHavoc
903 .float clientcolors; // colors of the client (format: pants + shirt * 16)
905 //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
909 //darkplaces implementation: LordHavoc
911 //allows qc to modify the client's .netname, and automatically sends out any appropriate network updates if changed
913 //DP_SV_CUSTOMIZEENTITYFORCLIENT
915 //darkplaces implementation: [515] and LordHavoc
917 .float() customizeentityforclient; // self = this entity, other = client entity
919 //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
920 //tips on writing customize functions:
921 //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.
922 //you are free to change anything in self, but please do not change any other entities (the results may be very inconsistent).
923 //example ideas for use of this extension:
924 //making icons over teammates' heads which are only visible to teammates. for exasmple: float() playericon_customizeentityforclient = {return self.owner.team == other.team;};
925 //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;};
926 //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;};
927 //implementation notes:
928 //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).
930 //DP_SV_DRAWONLYTOCLIENT
932 //darkplaces implementation: LordHavoc
934 .entity drawonlytoclient;
936 //the entity is only visible to the specified client.
940 //darkplaces implementation: LordHavoc
941 //builtin definitions:
942 void(entity clent) dropclient = #453;
944 //causes the server to immediately drop the client, more reliable than stuffcmd(clent, "disconnect\n"); which could be intentionally ignored by the client engine
948 //darkplaces implementation: LordHavoc
949 //builtin definitions:
950 void(vector org, string modelname, float startframe, float endframe, float framerate) effect = #404;
952 //float svc_effect = #52; // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
953 //float svc_effect2 = #53; // [vector] org [short] modelindex [byte] startframe [byte] framecount [byte] framerate
955 //clientside playback of simple custom sprite effects (explosion sprites, etc).
957 //DP_SV_ENTITYCONTENTSTRANSITION
959 //darkplaces implementation: Dresk
961 .void(float nOriginalContents, float nNewContents) contentstransition;
963 //This field function, when provided, is triggered on an entity when the contents (ie. liquid / water / etc) is changed.
964 //The first parameter provides the entities original contents, prior to the transition. The second parameter provides the new contents.
965 //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.
967 //DP_SV_NODRAWTOCLIENT
969 //darkplaces implementation: LordHavoc
971 .entity nodrawtoclient;
973 //the entity is not visible to the specified client.
977 //darkplaces implementation: LordHavoc
981 //continuously updated field indicating client's ping (based on average of last 16 packet time differences).
985 //darkplaces implementation: LordHavoc
989 //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).
991 //DP_SV_PLAYERPHYSICS
993 //darkplaces implementation: LordHavoc
997 //"sv_playerphysicsqc" (0/1, default 1, allows user to disable qc player physics)
998 //engine-called QC prototypes:
999 //void() SV_PlayerPhysics;
1001 //.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)
1003 //DP_SV_POINTPARTICLES
1005 //darkplaces implementation: LordHavoc
1006 //function definitions:
1007 float(string effectname) particleeffectnum = #335; // same as in CSQC
1008 void(entity ent, float effectnum, vector start, vector end) trailparticles = #336; // same as in CSQC
1009 void(float effectnum, vector org, vector vel, float howmany) pointparticles = #337; // same as in CSQC
1011 //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.
1012 //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.
1013 //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.
1016 //idea: id Software (QuakeWorld Server)
1017 //darkplaces implementation: Black, LordHavoc
1018 void(string s, ...) print = #339; // same number as in EXT_CSQC
1020 //this is identical to dprint except that it always prints regardless of the developer cvar.
1022 //DP_SV_PRECACHEANYTIME
1023 //idea: id Software (Quake2)
1024 //darkplaces implementation: LordHavoc
1026 //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).
1028 //DP_SV_ROTATINGBMODEL
1030 //darkplaces implementation: LordHavoc
1032 //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).
1033 //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)
1037 //darkplaces implementation: LordHavoc
1038 //builtin definitions:
1039 void(entity ent, float colors) setcolor = #401;
1040 //engine called QC functions (optional):
1041 //void(float color) SV_ChangeTeam;
1043 //setcolor sets the color on a client and updates internal color information accordingly (equivilant to stuffing a "color" command but immediate)
1044 //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.
1045 //the color format is pants + shirt * 16 (0-255 potentially)
1049 //darkplaces implementation: LordHavoc
1051 //"slowmo" (0+, default 1)
1053 //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.
1054 //range is 0 to infinite, recommended values to try are 0.1 (very slow, 10% speed), 1 (normal speed), 5 (500% speed).
1056 //DP_SV_WRITEUNTERMINATEDSTRING
1058 //darkplaces implementation: Sajt
1059 //builtin definitions:
1060 void(float to, string s) WriteUnterminatedString = #456;
1062 //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.
1063 //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.
1067 //darkplaces implementation: LordHavoc
1068 //builtin definitions:
1069 void(vector org, vector velocity, float howmany) te_blood = #405;
1070 //temp entity definitions:
1071 float TE_BLOOD = 50;
1074 //byte xvelocity (-128 to +127)
1075 //byte yvelocity (-128 to +127)
1076 //byte zvelocity (-128 to +127)
1077 //byte count (0 to 255, how much blood)
1079 //creates a blood effect.
1083 //darkplaces implementation: LordHavoc
1084 //builtin definitions:
1085 void(vector mincorner, vector maxcorner, float explosionspeed, float howmany) te_bloodshower = #406;
1086 //temp entity definitions:
1087 //float TE_BLOODSHOWER = 52;
1089 //vector mins (minimum corner of the cube)
1090 //vector maxs (maximum corner of the cube)
1091 //coord explosionspeed (velocity of blood particles flying out of the center)
1092 //short count (number of blood particles)
1094 //creates an exploding shower of blood, for making gibbings more convincing.
1098 //darkplaces implementation: LordHavoc
1099 //builtin definitions:
1100 void(vector org, float radius, float lifetime, vector color) te_customflash = #417;
1101 //temp entity definitions:
1102 //float TE_CUSTOMFLASH = 73;
1105 //byte radius ((MSG_ReadByte() + 1) * 8, meaning 8-2048 unit radius)
1106 //byte lifetime ((MSG_ReadByte() + 1) / 256.0, meaning approximately 0-1 second lifetime)
1107 //byte red (0.0 to 1.0 converted to 0-255)
1108 //byte green (0.0 to 1.0 converted to 0-255)
1109 //byte blue (0.0 to 1.0 converted to 0-255)
1111 //creates a customized light flash.
1113 //DP_TE_EXPLOSIONRGB
1115 //darkplaces implementation: LordHavoc
1116 //builtin definitions:
1117 void(vector org, vector color) te_explosionrgb = #407;
1118 //temp entity definitions:
1119 //float TE_EXPLOSIONRGB = 53;
1122 //byte red (0.0 to 1.0 converted to 0 to 255)
1123 //byte green (0.0 to 1.0 converted to 0 to 255)
1124 //byte blue (0.0 to 1.0 converted to 0 to 255)
1126 //creates a colored explosion effect.
1130 //darkplaces implementation: LordHavoc
1131 //builtin definitions:
1132 void(vector org, vector vel, float howmany) te_flamejet = #457;
1133 //temp entity definitions:
1134 //float TE_FLAMEJET = 74;
1138 //byte count (0 to 255, how many flame particles)
1140 //creates a single puff of flame particles. (not very useful really)
1142 //DP_TE_PARTICLECUBE
1144 //darkplaces implementation: LordHavoc
1145 //builtin definitions:
1146 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube = #408;
1147 //temp entity definitions:
1148 //float TE_PARTICLECUBE = 54;
1150 //vector mins (minimum corner of the cube)
1151 //vector maxs (maximum corner of the cube)
1154 //byte color (palette color)
1155 //byte gravity (TRUE or FALSE, FIXME should this be a scaler instead?)
1156 //coord randomvel (how much to jitter the velocity)
1158 //creates a cloud of particles, useful for forcefields but quite customizable.
1160 //DP_TE_PARTICLERAIN
1162 //darkplaces implementation: LordHavoc
1163 //builtin definitions:
1164 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlerain = #409;
1165 //temp entity definitions:
1166 //float TE_PARTICLERAIN = 55;
1168 //vector mins (minimum corner of the cube)
1169 //vector maxs (maximum corner of the cube)
1170 //vector velocity (velocity of particles)
1171 //short count (number of particles)
1172 //byte color (8bit palette color)
1174 //creates a shower of rain, the rain will appear either at the top (if falling down) or bottom (if falling up) of the cube.
1176 //DP_TE_PARTICLESNOW
1178 //darkplaces implementation: LordHavoc
1179 //builtin definitions:
1180 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlesnow = #410;
1181 //temp entity definitions:
1182 //float TE_PARTICLERAIN = 56;
1184 //vector mins (minimum corner of the cube)
1185 //vector maxs (maximum corner of the cube)
1186 //vector velocity (velocity of particles)
1187 //short count (number of particles)
1188 //byte color (8bit palette color)
1190 //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.
1194 //darkplaces implementation: LordHavoc
1195 //builtin definitions:
1196 void(vector org) te_plasmaburn = #433;
1197 //temp entity definitions:
1198 //float TE_PLASMABURN = 75;
1202 //creates a small light flash (radius 200, time 0.2) and marks the walls.
1204 //DP_TE_QUADEFFECTS1
1206 //darkplaces implementation: LordHavoc
1207 //builtin definitions:
1208 void(vector org) te_gunshotquad = #412;
1209 void(vector org) te_spikequad = #413;
1210 void(vector org) te_superspikequad = #414;
1211 void(vector org) te_explosionquad = #415;
1212 //temp entity definitions:
1213 //float TE_GUNSHOTQUAD = 57; // [vector] origin
1214 //float TE_SPIKEQUAD = 58; // [vector] origin
1215 //float TE_SUPERSPIKEQUAD = 59; // [vector] origin
1216 //float TE_EXPLOSIONQUAD = 70; // [vector] origin
1220 //all of these just take a location, and are equivilant in function (but not appearance :) to the original TE_GUNSHOT, etc.
1224 //darkplaces implementation: LordHavoc
1225 //builtin definitions:
1226 void(vector org) te_smallflash = #416;
1227 //temp entity definitions:
1228 //float TE_SMALLFLASH = 72;
1232 //creates a small light flash (radius 200, time 0.2).
1236 //darkplaces implementation: LordHavoc
1237 //builtin definitions:
1238 void(vector org, vector vel, float howmany) te_spark = #411;
1239 //temp entity definitions:
1240 //float TE_SPARK = 51;
1243 //byte xvelocity (-128 to 127)
1244 //byte yvelocity (-128 to 127)
1245 //byte zvelocity (-128 to 127)
1246 //byte count (number of sparks)
1248 //creates a shower of sparks and a smoke puff.
1250 //DP_TE_STANDARDEFFECTBUILTINS
1252 //darkplaces implementation: LordHavoc
1253 //builtin definitions:
1254 void(vector org) te_gunshot = #418;
1255 void(vector org) te_spike = #419;
1256 void(vector org) te_superspike = #420;
1257 void(vector org) te_explosion = #421;
1258 void(vector org) te_tarexplosion = #422;
1259 void(vector org) te_wizspike = #423;
1260 void(vector org) te_knightspike = #424;
1261 void(vector org) te_lavasplash = #425;
1262 void(vector org) te_teleport = #426;
1263 void(vector org, float color, float colorlength) te_explosion2 = #427;
1264 void(entity own, vector start, vector end) te_lightning1 = #428;
1265 void(entity own, vector start, vector end) te_lightning2 = #429;
1266 void(entity own, vector start, vector end) te_lightning3 = #430;
1267 void(entity own, vector start, vector end) te_beam = #431;
1269 //to make life easier on mod coders.
1271 //DP_TRACE_HITCONTENTSMASK_SURFACEINFO
1273 //darkplaces implementation: LordHavoc
1275 .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
1276 float trace_dpstartcontents; // DPCONTENTS_ value at start position of trace
1277 float trace_dphitcontents; // DPCONTENTS_ value of impacted surface (not contents at impact point, just contents of the surface that was hit)
1278 float trace_dphitq3surfaceflags; // Q3SURFACEFLAG_ value of impacted surface
1279 string trace_dphittexturename; // texture name of impacted surface
1281 float DPCONTENTS_SOLID = 1; // hit a bmodel, not a bounding box
1282 float DPCONTENTS_WATER = 2;
1283 float DPCONTENTS_SLIME = 4;
1284 float DPCONTENTS_LAVA = 8;
1285 float DPCONTENTS_SKY = 16;
1286 float DPCONTENTS_BODY = 32; // hit a bounding box, not a bmodel
1287 float DPCONTENTS_CORPSE = 64; // hit a SOLID_CORPSE entity
1288 float DPCONTENTS_NODROP = 128; // an area where backpacks should not spawn
1289 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
1290 float DPCONTENTS_MONSTERCLIP = 512; // blocks monster movement
1291 float DPCONTENTS_DONOTENTER = 1024; // AI hint brush
1292 float DPCONTENTS_LIQUIDSMASK = 14; // WATER | SLIME | LAVA
1293 float Q3SURFACEFLAG_NODAMAGE = 1;
1294 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
1295 float Q3SURFACEFLAG_SKY = 4; // sky surface (also has NOIMPACT and NOMARKS set)
1296 float Q3SURFACEFLAG_LADDER = 8; // climbable surface
1297 float Q3SURFACEFLAG_NOIMPACT = 16; // projectiles should remove themselves on impact (this is set on sky)
1298 float Q3SURFACEFLAG_NOMARKS = 32; // projectiles should not leave marks, such as decals (this is set on sky)
1299 float Q3SURFACEFLAG_FLESH = 64; // projectiles should do a fleshy effect (blood?) on impact
1300 //float Q3SURFACEFLAG_NODRAW = 128; // compiler hint (not important to qc)
1301 //float Q3SURFACEFLAG_HINT = 256; // compiler hint (not important to qc)
1302 //float Q3SURFACEFLAG_SKIP = 512; // compiler hint (not important to qc)
1303 //float Q3SURFACEFLAG_NOLIGHTMAP = 1024; // compiler hint (not important to qc)
1304 //float Q3SURFACEFLAG_POINTLIGHT = 2048; // compiler hint (not important to qc)
1305 float Q3SURFACEFLAG_METALSTEPS = 4096; // walking on this surface should make metal step sounds
1306 float Q3SURFACEFLAG_NOSTEPS = 8192; // walking on this surface should not make footstep sounds
1307 //float Q3SURFACEFLAG_NONSOLID = 16384; // compiler hint (not important to qc)
1308 //float Q3SURFACEFLAG_LIGHTFILTER = 32768; // compiler hint (not important to qc)
1309 //float Q3SURFACEFLAG_ALPHASHADOW = 65536; // compiler hint (not important to qc)
1310 //float Q3SURFACEFLAG_NODLIGHT = 131072; // compiler hint (not important to qc)
1311 //float Q3SURFACEFLAG_DUST = 262144; // translucent 'light beam' effect (not important to qc)
1313 //adds additional information after a traceline/tracebox/tracetoss call.
1314 //also (very important) sets trace_* globals before calling .touch functions,
1315 //this allows them to inspect the nature of the collision (for example
1316 //determining if a projectile hit sky), clears trace_* variables for the other
1317 //object in a touch event (that is to say, a projectile moving will see the
1318 //trace results in its .touch function, but the player it hit will see very
1319 //little information in the trace_ variables as it was not moving at the time)
1323 //darkplaces implementation: LordHavoc
1324 //field definitions:
1327 //scales fov and sensitivity of player, valid range is 0 to 1 (intended for sniper rifle zooming, and such)
1331 //darkplaces implementation: [515]
1332 //builtin definitions:
1333 float(float number, float quantity) bitshift = #218;
1335 //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).
1336 //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.
1340 //darkplaces implementation: LordHavoc
1341 //builtin definitions:
1342 float(string s) stof = #81; // get numerical value from a string
1343 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
1344 void(float fhandle) fclose = #111; // closes a file
1345 string(float fhandle) fgets = #112; // reads a line of text from the file and returns as a tempstring
1346 void(float fhandle, string s, ...) fputs = #113; // writes a line of text to the end of the file
1347 float(string s) strlen = #114; // returns how many characters are in a string
1348 string(string s1, string s2, ...) strcat = #115; // concatenates two or more strings (for example "abc", "def" would return "abcdef") and returns as a tempstring
1349 string(string s, float start, float length) substring = #116; // returns a section of a string as a tempstring
1350 vector(string s) stov = #117; // returns vector value from a string
1351 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)
1352 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!!!)
1354 float FILE_READ = 0;
1355 float FILE_APPEND = 1;
1356 float FILE_WRITE = 2;
1358 //pr_zone_min_strings : default 64 (64k), min 64 (64k), max 8192 (8mb)
1360 //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.
1362 //NOTE: strzone functionality is partially superseded by
1363 //DP_QC_UNLIMITEDTEMPSTRINGS when longterm storage is not needed
1365 //KRIMZON_SV_PARSECLIENTCOMMAND
1367 //darkplaces implementation: KrimZon, LordHavoc
1368 //engine-called QC prototypes:
1369 //void(string s) SV_ParseClientCommand;
1370 //builtin definitions:
1371 void(entity e, string s) clientcommand = #440;
1372 float(string s) tokenize = #441;
1373 string(float n) argv = #442;
1375 //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
1379 //darkplaces implementation: LordHavoc
1381 //shows that the engine supports the "play2" console command (plays a sound without spatialization).
1385 //darkplaces implementation: LordHavoc
1386 //engine-called QC prototypes:
1387 //void() RestoreGame;
1389 //when a savegame is loaded, this function is called
1391 //NEXUIZ_PLAYERMODEL
1393 //darkplaces implementation: Black
1395 //playermodel <name> - FIXME: EXAMPLE NEEDED
1396 //playerskin <name> - FIXME: EXAMPLE NEEDED
1397 //field definitions:
1398 .string playermodel; // name of player model sent by client
1399 .string playerskin; // name of player skin sent by client
1401 //these client properties are used by Nexuiz.
1405 //darkplaces implementation: LordHavoc
1407 //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
1409 //PRYDON_CLIENTCURSOR
1411 //darkplaces implementation: LordHavoc
1413 float EF_SELECTABLE = 16384; // allows cursor to highlight entity (brighten)
1414 //field definitions:
1415 .float cursor_active; // true if cl_prydoncursor mode is on
1416 .vector cursor_screen; // screen position of cursor as -1 to +1 in _x and _y (_z unused)
1417 .vector cursor_trace_start; // position of camera
1418 .vector cursor_trace_endpos; // position of cursor in world (as traced from camera)
1419 .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)
1421 //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)
1423 //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.
1424 //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.
1425 //the clientside trace skips transparent entities (except those marked EF_SELECTABLE).
1426 //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).
1427 //intended to be used by Prydon Gate.
1429 //TENEBRAE_GFX_DLIGHTS
1431 //darkplaces implementation: LordHavoc
1433 .float light_lev; // radius (does not affect brightness), typical value 350
1434 .vector color; // color (does not affect radius), typical value '1 1 1' (bright white), can be up to '255 255 255' (nuclear blast)
1435 .float style; // light style (like normal light entities, flickering torches or switchable, etc)
1436 .float pflags; // flags (see PFLAGS_ constants)
1437 .vector angles; // orientation of the light
1438 .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
1440 float PFLAGS_NOSHADOW = 1; // light does not cast shadows
1441 float PFLAGS_CORONA = 2; // light has a corona flare
1442 float PFLAGS_FULLDYNAMIC = 128; // light enable (without this set no light is produced!)
1444 //more powerful dynamic light settings
1445 //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)
1446 //changes compared to tenebrae (because they're too 'leet' for standards):
1447 //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)
1448 //EF_FULLDYNAMIC effects flag replaced by PFLAGS_FULLDYNAMIC flag (EF_FULLDYNAMIC conflicts with EF_NODRAW)
1452 //darkplaces implementation: LordHavoc
1454 //sv_jumpstep (0/1, default 1)
1455 //sv_stepheight (default 18)
1457 //sv_jumpstep allows stepping up onto stairs while airborn, sv_stepheight controls how high a single step can be.
1459 .string netaddress; // TODO make this a full block