2 //DarkPlaces supported extension list, draft version 1.04
4 //checkextension function
5 //idea: expected by almost everyone
6 //darkplaces implementation: LordHavoc
7 float(string s) checkextension = #99;
9 //check if (cvar("pr_checkextension")) before calling this, this is the only
10 //guarenteed extension to be present in the extension system, it allows you
11 //to check if an extension is available, by name, to check for an extension
13 //// (it is recommended this code be placed in worldspawn or a worldspawn called function somewhere)
14 //if (cvar("pr_checkextension"))
15 //if (checkextension("DP_SV_SETCOLOR"))
16 // ext_setcolor = TRUE;
17 //from then on you can check ext_setcolor to know if that extension is available
20 //idea: Paul Timofeyev
21 //DarkPlaces implementation: Paul Timofeyev, LordHavoc
22 //builtin definitions:
23 string(string s) cvar_string = #448;
25 //returns the value of a cvar, as a tempstring.
27 //DP_QC_TRACE_MOVETYPES
29 //darkplaces implementation: id Software
30 //constant definitions:
31 float MOVE_NORMAL = 0; // same as FALSE
32 float MOVE_NOMONSTERS = 1; // same as TRUE
33 float MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE
35 //this extension does nothing (do not check for it), it only documents existing MOVE_ values that were never defined in defs.qc, these are passed as the 'nomonsters' parameter to traceline/tracebox
37 //DP_QC_TRACE_MOVETYPE_WORLDONLY
39 //darkplaces implementation: LordHavoc
40 //constant definitions:
41 float MOVE_WORLDONLY = 3;
43 //allows traces to hit only world (see DP_QC_TRACE_MOVETYPES for how to use this)
45 //DP_QC_TRACE_MOVETYPE_HITMODEL
47 //darkplaces implementation: LordHavoc
48 //constant definitions:
49 float MOVE_HITMODEL = 4;
51 //allows traces to hit alias models (not sprites!) instead of entity boxes (see DP_QC_TRACE_MOVETYPES for how to use this)
53 // LordHavoc: HIGHLY experimental, do not implement this in other engines
56 //darkplaces implementation: LordHavoc
58 float svc_cgame = 50; // [short] length [bytes] data
60 //contains network messages to client gamecode.
63 //idea: Nehahra, LordHavoc
64 //darkplaces implementation: LordHavoc
65 //client console commands:
66 //"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)
68 //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).
72 //darkplaces implementation: LordHavoc
74 float EF_ADDITIVE = 32;
76 //additive blending when this object is rendered
80 //darkplaces implementation: LordHavoc
84 //entity emits blue light (used for quad)
88 //darkplaces implementation: LordHavoc
90 float EF_FLAME = 1024;
96 //darkplaces implementation: LordHavoc
98 float EF_FULLBRIGHT = 512;
100 //entity is always brightly lit
104 //darkplaces implementation: LordHavoc
106 float EF_NODRAW = 16;
108 //prevents server from sending entity to client (forced invisible, even if it would have been a light source or other such things)
112 //darkplaces implementation: LordHavoc
116 //entity emits red light (used for invulnerability)
119 //idea: MythWorks Inc
120 //darkplaces implementation: LordHavoc
122 float EF_STARDUST = 2048;
124 //entity emits bouncing sparkles in every direction
126 //entity attributes used for rendering/networking:
128 //darkplaces implementation: LordHavoc
133 //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).
137 //darkplaces implementation: LordHavoc
141 //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).
143 //DP_ENT_CUSTOMCOLORMAP
145 //darkplaces implementation: LordHavoc
147 //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.
150 //NOTE: no longer supported by darkplaces because all entities are delta compressed now
151 //DP_ENT_DELTACOMPRESS // no longer supported
153 //darkplaces implementation: LordHavoc
155 float EF_DELTA = 8388608;
157 //(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).
160 //DP_ENT_EXTERIORMODELTOCLIENT
162 //darkplaces implementation: LordHavoc
164 .entity exteriormodeltoclient;
166 //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.
170 //darkplaces implementation: LordHavoc
176 //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.
178 //DP_ENT_LOWPRECISION
180 //darkplaces implementation: LordHavoc
182 float EF_LOWPRECISION = 4194304;
184 //uses low quality origin coordinates, reducing network traffic compared to the default high precision, intended for numerous objects (projectiles/gibs/bullet holes/etc).
188 //darkplaces implementation: LordHavoc
192 //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.
196 //darkplaces implementation: LordHavoc
198 .entity viewmodelforclient;
200 //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.
204 //darkplaces implementation: LordHavoc
206 //"fog" (parameters: "density red green blue", example: "0.1 0.3 0.3 0.3")
208 //global fog for the map, can not be changed by QC
212 //darkplaces implementation: LordHavoc
214 //"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)
216 //global skybox for the map, can not be changed by QC
218 //DP_GFX_EXTERNALTEXTURES
220 //darkplaces implementation: LordHavoc
222 //loads external textures found in various directories (tenebrae compatible)...
224 in all examples .tga is merely the base texture, it can be any of these:
226 _glow.tga (fullbrights or other glowing overlay stuff, NOTE: this is done using additive blend, not alpha)
227 _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)
228 _shirt.tga (same idea as pants, but for shirt color)
229 _diffuse.tga (this may be used instead of base texture for per pixel lighting)
230 _gloss.tga (specular texture for per pixel lighting, note this can be in color (tenebrae only supports greyscale))
231 _norm.tga (normalmap texture for per pixel lighting)
232 _bump.tga (bumpmap, converted to normalmap at load time, supported only for reasons of tenebrae compatibility)
233 _luma.tga (same as _glow but supported only for reasons of tenebrae compatibility)
235 due to glquake's incomplete Targa(r) loader, this section describes
236 required Targa(r) features support:
238 type 1 (uncompressed 8bit paletted with 24bit/32bit palette)
239 type 2 (uncompressed 24bit/32bit true color, glquake supported this)
240 type 3 (uncompressed 8bit greyscale)
241 type 9 (RLE compressed 8bit paletted with 24bit/32bit palette)
242 type 10 (RLE compressed 24bit/32bit true color, glquake supported this)
243 type 11 (RLE compressed 8bit greyscale)
244 attribute bit 0x20 (Origin At Top Left, top to bottom, left to right)
246 image formats guarenteed to be supported: tga, pcx, lmp
247 image formats that are optional: png, jpg
249 mdl/spr/spr32 examples:
250 skins are named _A (A being a number) and skingroups are named like _A_B
251 these act as suffixes on the model name...
252 example names for skin _2_1 of model "progs/armor.mdl":
253 game/override/progs/armor.mdl_2_1.tga
254 game/textures/progs/armor.mdl_2_1.tga
255 game/progs/armor.mdl_2_1.tga
256 example names for skin _0 of the model "progs/armor.mdl":
257 game/override/progs/armor.mdl_0.tga
258 game/textures/progs/armor.mdl_0.tga
259 game/progs/armor.mdl_0.tga
260 note that there can be more skins files (of the _0 naming) than the mdl
261 contains, this is only useful to save space in the .mdl file if classic quake
262 compatibility is not a concern.
264 bsp/md2/md3 examples:
265 example names for the texture "quake" of model "maps/start.bsp":
266 game/override/quake.tga
267 game/textures/quake.tga
270 sbar/menu/console textures: for example the texture "conchars" (console font) in gfx.wad
271 game/override/gfx/conchars.tga
272 game/textures/gfx/conchars.tga
273 game/gfx/conchars.tga
276 //DP_GFX_QUAKE3MODELTAGS
278 //darkplaces implementation: LordHavoc
280 .entity tag_entity; // entity this is attached to (call setattachment to set this)
281 .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)
282 //builtin definitions:
283 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)
285 //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).
286 //note 2: if the tag is not found, it defaults to "" (attach to origin/angles of entity)
287 //note 3: attaching to world turns off attachment
288 //note 4: the entity that this is attached to must be visible for this to work
292 //darkplaces implementation: LordHavoc
294 //alias models (mdl, md2, md3) can have .skin files to replace conventional texture naming, these have a naming format such as:
295 //progs/test.md3_0.skin
296 //progs/test.md3_1.skin
299 //these files contain replace commands (replace meshname shadername), example:
300 //replace "helmet" "progs/test/helmet1.tga" // this is a mesh shader replacement
301 //replace "teamstripes" "progs/test/redstripes.tga"
302 //replace "visor" "common/nodraw" // this makes the visor mesh invisible
303 ////it is not possible to rename tags using this format
305 //Or the Quake3 syntax (100% compatible with Quake3's .skin files):
306 //helmet,progs/test/helmet1.tga // this is a mesh shader replacement
307 //teamstripes,progs/test/redstripes.tga
308 //visor,common/nodraw // this makes the visor mesh invisible
309 //tag_camera, // this defines that the first tag in the model is called tag_camera
310 //tag_test, // this defines that the second tag in the model is called tag_test
312 //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.
313 //this feature is intended to allow multiple skin sets on md3 models (which otherwise only have one skin set).
314 //other commands might be added someday but it is not expected.
318 //darkplaces implementation: LordHavoc
320 //simply indicates that the engine supports HalfLife maps (BSP version 30, NOT the QER RGBA ones which are also version 30).
322 //DP_HALFLIFE_MAP_CVAR
324 //darkplaces implementation: LordHavoc
328 //engine sets this cvar when loading a map to indicate if it is halflife format or not.
332 //darkplaces implementation: LordHavoc
341 //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).
345 //darkplaces implementation: LordHavoc
347 //MOVETYPE_WALK is permitted on non-clients, so bots can move smoothly, run off ledges, etc, just like a real player.
349 //DP_MOVETYPEBOUNCEMISSILE
351 //darkplaces implementation: id Software
352 //movetype definitions:
353 float MOVETYPE_BOUNCEMISSILE = 11;
355 //MOVETYPE_BOUNCE but without gravity, and with full reflection (no speed loss like grenades have), in other words - bouncing laser bolts.
358 //idea: id Software, LordHavoc (redesigned)
359 //darkplaces implementation: LordHavoc
360 //movetype definitions:
361 float MOVETYPE_FOLLOW = 12;
363 //MOVETYPE_FOLLOW implemented, this uses existing entity fields in unusual ways:
364 //aiment - the entity this is attached to.
365 //punchangle - the original angles when the follow began.
366 //view_ofs - the relative origin (note that this is un-rotated by punchangle, and that is actually the only purpose of punchangle).
367 //v_angle - the relative angles.
368 //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:
369 //hole.movetype = MOVETYPE_FOLLOW; // make the hole follow
370 //hole.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid
371 //hole.aiment = bmodel; // make the hole follow bmodel
372 //hole.punchangle = bmodel.angles; // the original angles of bmodel
373 //hole.view_ofs = hole.origin - bmodel.origin; // relative origin
374 //hole.v_angle = hole.angles - bmodel.angles; // relative angles
378 //darkplaces implementation: id Software
382 //builtin definitions:
383 void(entity ent) changepitch = #63;
385 //equivilant to changeyaw, ent is normally self. (this was a Q2 builtin)
389 //darkplaces implementation: LordHavoc
390 //builtin definitions:
391 void(entity from, entity to) copyentity = #400;
393 //copies all data in the entity to another entity.
397 //darkplaces implementation: id Software
398 //builtin definitions:
399 string(entity ent) etos = #65;
401 //lists all of the entity's fields into a string (similar to edict command in console). (this was a Q2 builtin)
405 //darkplaces implementation: LordHavoc
406 //builtin definitions:
407 entity(.string fld, string match) findchain = #402;
409 //similar to find() but returns a chain of entities like findradius.
411 //DP_QC_FINDCHAINFLOAT
413 //darkplaces implementation: LordHavoc
414 //builtin definitions:
415 entity(.entity fld, entity match) findchainentity = #403;
416 entity(.float fld, float match) findchainfloat = #403;
418 //similar to findentity()/findfloat() but returns a chain of entities like findradius.
422 //darkplaces implementation: LordHavoc
423 //builtin definitions:
424 entity(entity start, .entity fld, entity match) findentity = #98;
425 entity(entity start, .float fld, float match) findfloat = #98;
427 //finds an entity or float field value, similar to find(), but for entity and float fields.
431 //darkplaces implementation: LordHavoc
432 //builtin definitions:
433 vector(vector org) getlight = #92;
435 //returns the lighting at the requested location (in color), 0-255 range (can exceed 255).
439 //darkplaces implementation: LordHavoc
440 //builtin definitions:
441 float(entity e, float s) getsurfacenumpoints = #434;
442 vector(entity e, float s, float n) getsurfacepoint = #435;
443 vector(entity e, float s) getsurfacenormal = #436;
444 string(entity e, float s) getsurfacetexture = #437;
445 float(entity e, vector p) getsurfacenearpoint = #438;
446 vector(entity e, float s, vector p) getsurfaceclippedpoint = #439;
448 //functions to query surface information.
452 //darkplaces implementation: LordHavoc
453 //builtin definitions:
454 float(float a, ...) min = #94;
455 //float(float a, float b, ...) min = #94;
456 //float(float a, float b, float c) min3 = #94;
457 //float(float a, float b, float c, float d) min4 = #94;
458 //float(float a, float b, float c, float d, float e) min5 = #94;
459 //float(float a, float b, float c, float d, float e, float f) min6 = #94;
460 //float(float a, float b, float c, float d, float e, float f, float g) min7 = #94;
461 //float(float a, float b, float c, float d, float e, float f, float g, float h) min8 = #94;
462 float(float a, ...) max = #95;
463 //float(float a, float b, ...) max = #95;
464 //float(float a, float b, float c) max3 = #95;
465 //float(float a, float b, float c, float d) max4 = #95;
466 //float(float a, float b, float c, float d, float e) max5 = #95;
467 //float(float a, float b, float c, float d, float e, float f) max6 = #95;
468 //float(float a, float b, float c, float d, float e, float f, float g) max7 = #95;
469 //float(float a, float b, float c, float d, float e, float f, float g, float h) max8 = #95;
470 float(float minimum, float val, float maximum) bound = #96;
472 //min returns the lowest of all the supplied numbers.
473 //max returns the highest of all the supplied numbers.
474 //bound clamps the value to the range and returns it.
478 //darkplaces implementation: LordHavoc
479 //builtin definitions:
480 vector() randomvec = #91;
482 //returns a vector of length < 1, much quicker version of this QC: do {v_x = random();v_y = random();v_z = random();} while(vlen(v) > 1)
484 //DP_QC_SINCOSSQRTPOW
485 //idea: id Software, LordHavoc
486 //darkplaces implementation: id Software, LordHavoc
487 //builtin definitions:
488 float(float val) sin = #60;
489 float(float val) cos = #61;
490 float(float val) sqrt = #62;
491 float(float a, float b) pow = #97;
493 //useful math functions, sine of val, cosine of val, square root of val, and raise a to power b, respectively.
497 //darkplaces implementation: id Software
498 //builtin definitions:
499 void(vector v1, vector min, vector max, vector v2, float nomonsters, entity forent) tracebox = #90;
501 //similar to traceline but much more useful, traces a box of the size specified (technical note: currently the hull size can only be one of the sizes used in the map for bmodel collisions, entity collisions will pay attention to the exact size specified however, this is a collision code limitation in quake itself, and will be fixed eventually).
505 //darkplaces implementation: id Software
506 //builtin definitions:
507 void(entity ent, entity ignore) tracetoss = #64;
509 //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.
511 //DP_QC_VECTORVECTORS
513 //darkplaces implementation: LordHavoc
514 //builtin definitions:
515 void(vector dir) vectorvectors = #432;
517 //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.
520 //idea: quake community
521 //darkplaces implementation: LordHavoc
523 //shows that the engine supports Quake2 .md2 files.
526 //idea: quake community
527 //darkplaces implementation: LordHavoc
529 //shows that the engine supports Quake3 .md3 files.
533 //darkplaces implementation: LordHavoc
534 //builtin definitions:
535 float(string name, string value) registercvar = #93;
537 //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.
541 //darkplaces implementation: LordHavoc
543 float SOLID_CORPSE = 5;
545 //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.
549 //darkplaces implementation: LordHavoc
551 //the engine supports .spr32 sprites.
555 //darkplaces implementation: LordHavoc
557 float CLIENTTYPE_DISCONNECTED = 0;
558 float CLIENTTYPE_REAL = 1;
559 float CLIENTTYPE_BOT = 2;
560 float CLIENTTYPE_NOTACLIENT = 3;
561 //builtin definitions:
562 entity() spawnclient = #454; // like spawn but for client slots (also calls relevant connect/spawn functions), returns world if no clients available
563 float(entity clent) clienttype = #455; // returns one of the CLIENTTYPE_* constants
565 //spawns a client with no network connection, to allow bots to use client slots with no hacks.
569 local entity oldself;
571 self = spawnclient();
574 bprint("Can not add bot, server full.\n");
578 self.netname = "Yoyobot";
579 self.clientcolors = 12 * 16 + 4; // yellow (12) shirt and red (4) pants
584 // to remove all bots
586 head = find(world, classname, "player");
589 if (clienttype(head) == CLIENTTYPE_BOT)
591 head = find(head, classname, "player");
594 // to identify if a client is a bot (for example in PlayerPreThink)
595 if (clienttype(self) == CLIENTTYPE_BOT)
598 //see also DP_SV_CLIENTCOLORS DP_SV_CLIENTNAME DP_SV_DROPCLIENT
600 //creates a new client, calls SetNewParms and stores the parms, and returns the client.
601 //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
602 //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).
603 //parms work the same on bot clients as they do on real clients, and do carry from level to level
607 //darkplaces implementation: LordHavoc
608 .float clientcolors; // colors of the client (format: pants + shirt * 16)
610 //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
614 //darkplaces implementation: LordHavoc
615 //allows qc to modify the client's .netname, and automatically sends out any appropriate network updates if changed
617 //DP_SV_DRAWONLYTOCLIENT
619 //darkplaces implementation: LordHavoc
621 .entity drawonlytoclient;
623 //the entity is only visible to the specified client.
627 //darkplaces implementation: LordHavoc
628 //builtin definitions:
629 void(vector org, string modelname, float startframe, float endframe, float framerate) effect = #404;
631 //float svc_effect = #52; // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
632 //float svc_effect2 = #53; // [vector] org [short] modelindex [byte] startframe [byte] framecount [byte] framerate
634 //clientside playback of simple custom sprite effects (explosion sprites, etc).
636 //DP_SV_NODRAWTOCLIENT
638 //darkplaces implementation: LordHavoc
640 .entity nodrawtoclient;
642 //the entity is not visible to the specified client.
644 //DP_SV_PLAYERPHYSICS
646 //darkplaces implementation: LordHavoc
649 //engine-called QC prototypes:
650 //void() SV_PlayerPhysics;
652 //.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)
656 //darkplaces implementation: LordHavoc
657 //builtin definitions:
658 void(entity ent, float colors) setcolor = #401;
659 //engine called QC functions (optional):
660 //void(float color) SV_ChangeTeam;
662 //setcolor sets the color on a client and updates internal color information accordingly (equivilant to stuffing a "color" command but immediate)
663 //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.
664 //the color format is pants + shirt * 16 (0-255 potentially)
668 //darkplaces implementation: LordHavoc
670 //"slowmo" (0+, default 1)
672 //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.
673 //range is 0 to infinite, recommended values to try are 0.1 (very slow, 10% speed), 1 (normal speed), 5 (500% speed).
677 //darkplaces implementation: LordHavoc
678 //builtin definitions:
679 void(vector org, vector velocity, float howmany) te_blood = #405;
680 //temp entity definitions:
684 //byte xvelocity (-128 to +127)
685 //byte yvelocity (-128 to +127)
686 //byte zvelocity (-128 to +127)
687 //byte count (0 to 255, how much blood)
689 //creates a blood effect.
693 //darkplaces implementation: LordHavoc
694 //builtin definitions:
695 void(vector mincorner, vector maxcorner, float explosionspeed, float howmany) te_bloodshower = #406;
696 //temp entity definitions:
697 //float TE_BLOODSHOWER = 52;
699 //vector mins (minimum corner of the cube)
700 //vector maxs (maximum corner of the cube)
701 //coord explosionspeed (velocity of blood particles flying out of the center)
702 //short count (number of blood particles)
704 //creates an exploding shower of blood, for making gibbings more convincing.
708 //darkplaces implementation: LordHavoc
709 //builtin definitions:
710 void(vector org, float radius, float lifetime, vector color) te_customflash = #417;
711 //temp entity definitions:
712 //float TE_CUSTOMFLASH = 73;
715 //byte radius ((MSG_ReadByte() + 1) * 8, meaning 8-2048 unit radius)
716 //byte lifetime ((MSG_ReadByte() + 1) / 256.0, meaning approximately 0-1 second lifetime)
717 //byte red (0.0 to 1.0 converted to 0-255)
718 //byte green (0.0 to 1.0 converted to 0-255)
719 //byte blue (0.0 to 1.0 converted to 0-255)
721 //creates a customized light flash.
725 //darkplaces implementation: LordHavoc
726 //builtin definitions:
727 void(vector org, vector color) te_explosionrgb = #407;
728 //temp entity definitions:
729 //float TE_EXPLOSIONRGB = 53;
732 //byte red (0.0 to 1.0 converted to 0 to 255)
733 //byte green (0.0 to 1.0 converted to 0 to 255)
734 //byte blue (0.0 to 1.0 converted to 0 to 255)
736 //creates a colored explosion effect.
740 //darkplaces implementation: LordHavoc
741 //temp entity definitions:
742 float TE_FLAMEJET = 74;
746 //byte count (0 to 255, how many flame particles)
748 //creates a single puff of flame particles. (not very useful really)
752 //darkplaces implementation: LordHavoc
753 //builtin definitions:
754 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube = #408;
755 //temp entity definitions:
756 //float TE_PARTICLECUBE = 54;
758 //vector mins (minimum corner of the cube)
759 //vector maxs (maximum corner of the cube)
762 //byte color (palette color)
763 //byte gravity (TRUE or FALSE, FIXME should this be a scaler instead?)
764 //coord randomvel (how much to jitter the velocity)
766 //creates a cloud of particles, useful for forcefields but quite customizable.
770 //darkplaces implementation: LordHavoc
771 //builtin definitions:
772 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlerain = #409;
773 //temp entity definitions:
774 //float TE_PARTICLERAIN = 55;
776 //vector mins (minimum corner of the cube)
777 //vector maxs (maximum corner of the cube)
778 //vector velocity (velocity of particles)
779 //short count (number of particles)
780 //byte color (8bit palette color)
782 //creates a shower of rain, the rain will appear either at the top (if falling down) or bottom (if falling up) of the cube.
786 //darkplaces implementation: LordHavoc
787 //builtin definitions:
788 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlesnow = #410;
789 //temp entity definitions:
790 //float TE_PARTICLERAIN = 56;
792 //vector mins (minimum corner of the cube)
793 //vector maxs (maximum corner of the cube)
794 //vector velocity (velocity of particles)
795 //short count (number of particles)
796 //byte color (8bit palette color)
798 //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.
802 //darkplaces implementation: LordHavoc
803 //builtin definitions:
804 void(vector org) te_gunshotquad = #412;
805 void(vector org) te_spikequad = #413;
806 void(vector org) te_superspikequad = #414;
807 void(vector org) te_explosionquad = #415;
808 //temp entity definitions:
809 //float TE_GUNSHOTQUAD = 57; // [vector] origin
810 //float TE_SPIKEQUAD = 58; // [vector] origin
811 //float TE_SUPERSPIKEQUAD = 59; // [vector] origin
812 //float TE_EXPLOSIONQUAD = 70; // [vector] origin
816 //all of these just take a location, and are equivilant in function (but not appearance :) to the original TE_GUNSHOT, etc.
820 //darkplaces implementation: LordHavoc
821 //builtin definitions:
822 void(vector org) te_smallflash = #416;
823 //temp entity definitions:
824 //float TE_SMALLFLASH = 72;
828 //creates a small light flash (radius 200, time 0.2).
832 //darkplaces implementation: LordHavoc
833 //builtin definitions:
834 void(vector org, vector vel, float howmany) te_spark = #411;
835 //temp entity definitions:
836 //float TE_SPARK = 51;
839 //byte xvelocity (-128 to 127)
840 //byte yvelocity (-128 to 127)
841 //byte zvelocity (-128 to 127)
842 //byte count (number of sparks)
844 //creates a shower of sparks and a smoke puff.
846 //DP_TE_STANDARDEFFECTBUILTINS
848 //darkplaces implementation: LordHavoc
849 //builtin definitions:
850 void(vector org) te_gunshot = #418;
851 void(vector org) te_spike = #419;
852 void(vector org) te_superspike = #420;
853 void(vector org) te_explosion = #421;
854 void(vector org) te_tarexplosion = #422;
855 void(vector org) te_wizspike = #423;
856 void(vector org) te_knightspike = #424;
857 void(vector org) te_lavasplash = #425;
858 void(vector org) te_teleport = #426;
859 void(vector org, float color) te_explosion2 = #427;
860 void(entity own, vector start, vector end) te_lightning1 = #428;
861 void(entity own, vector start, vector end) te_lightning2 = #429;
862 void(entity own, vector start, vector end) te_lightning3 = #430;
863 void(entity own, vector start, vector end) te_beam = #431;
865 //to make life easier on mod coders.
869 //darkplaces implementation: LordHavoc
870 //builtin definitions:
871 void(vector org) te_plasmaburn = #433;
872 //temp entity definitions:
873 //float TE_PLASMABURN = 75;
877 //creates a small light flash (radius 200, time 0.2) and marks the walls.
879 //DP_TRACE_HITCONTENTSMASK_SURFACEINFO
881 //darkplaces implementation: LordHavoc
883 //.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
884 float trace_dpstartcontents; // DPCONTENTS_ value at start position of trace
885 float trace_dphitcontents; // DPCONTENTS_ value of impacted surface (not contents at impact point, just contents of the surface that was hit)
886 float trace_dphitq3surfaceflags; // Q3SURFACEFLAG_ value of impacted surface
887 //string trace_dphittexturename; // texture name of impacted surface
889 float DPCONTENTS_SOLID = 1; // hit a bmodel, not a bounding box
890 float DPCONTENTS_WATER = 2;
891 float DPCONTENTS_SLIME = 4;
892 float DPCONTENTS_LAVA = 8;
893 float DPCONTENTS_SKY = 16;
894 float DPCONTENTS_BODY = 32; // hit a bounding box, not a bmodel
895 float DPCONTENTS_CORPSE = 64; // hit a SOLID_CORPSE entity
896 float DPCONTENTS_NODROP = 128; // an area where backpacks should not spawn
897 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
898 float DPCONTENTS_MONSTERCLIP = 512; // blocks monster movement
899 float DPCONTENTS_DONOTENTER = 1024; // AI hint brush
900 float DPCONTENTS_LIQUIDSMASK = 14; // WATER | SLIME | LAVA
901 float Q3SURFACEFLAG_NODAMAGE = 1;
902 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
903 float Q3SURFACEFLAG_SKY = 4; // sky surface (also has NOIMPACT and NOMARKS set)
904 float Q3SURFACEFLAG_LADDER = 8; // climbable surface
905 float Q3SURFACEFLAG_NOIMPACT = 16; // projectiles should remove themselves on impact (this is set on sky)
906 float Q3SURFACEFLAG_NOMARKS = 32; // projectiles should not leave marks, such as decals (this is set on sky)
907 float Q3SURFACEFLAG_FLESH = 64; // projectiles should do a fleshy effect (blood?) on impact
908 //float Q3SURFACEFLAG_NODRAW = 128; // compiler hint (not important to qc)
909 //float Q3SURFACEFLAG_HINT = 256; // compiler hint (not important to qc)
910 //float Q3SURFACEFLAG_SKIP = 512; // compiler hint (not important to qc)
911 //float Q3SURFACEFLAG_NOLIGHTMAP = 1024; // compiler hint (not important to qc)
912 //float Q3SURFACEFLAG_POINTLIGHT = 2048; // compiler hint (not important to qc)
913 float Q3SURFACEFLAG_METALSTEPS = 4096; // walking on this surface should make metal step sounds
914 float Q3SURFACEFLAG_NOSTEPS = 8192; // walking on this surface should not make footstep sounds
915 //float Q3SURFACEFLAG_NONSOLID = 16384; // compiler hint (not important to qc)
916 //float Q3SURFACEFLAG_LIGHTFILTER = 32768; // compiler hint (not important to qc)
917 //float Q3SURFACEFLAG_ALPHASHADOW = 65536; // compiler hint (not important to qc)
918 //float Q3SURFACEFLAG_NODLIGHT = 131072; // compiler hint (not important to qc)
919 //float Q3SURFACEFLAG_DUST = 262144; // translucent 'light beam' effect (not important to qc)
921 //adds additional information after a traceline/tracebox/tracetoss call.
922 //also (very important) sets trace_* globals before calling .touch functions,
923 //this allows them to inspect the nature of the collision (for example
924 //determining if a projectile hit sky), clears trace_* variables for the other
925 //object in a touch event (that is to say, a projectile moving will see the
926 //trace results in its .touch function, but the player it hit will see very
927 //little information in the trace_ variables as it was not moving at the time)
931 //darkplaces implementation: LordHavoc
935 //scales fov and sensitivity of player, valid range is 0 to 1 (intended for sniper rifle zooming, and such)
939 //darkplaces implementation: LordHavoc
940 //builtin definitions:
941 float(string s) stof = #81; // get numerical value from a string
942 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
943 void(float fhandle) fclose = #111; // closes a file
944 string(float fhandle) fgets = #112; // reads a line of text from the file and returns as a tempstring
945 void(float fhandle, string s) fputs = #113; // writes a line of text to the end of the file
946 float(string s) strlen = #114; // returns how many characters are in a string
947 string(string s1, ...) strcat = #115; // concatenates two strings (for example "abc", "def" would return "abcdef") and returns as a tempstring
948 string(string s, float start, float length) substring = #116; // returns a section of a string as a tempstring
949 vector(string s) stov = #117; // returns vector value from a string
950 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)
951 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!!!)
954 float FILE_APPEND = 1;
955 float FILE_WRITE = 2;
957 //pr_zone_min_strings : default 64 (64k), min 64 (64k), max 8192 (8mb)
959 //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.
961 //KRIMZON_SV_PARSECLIENTCOMMAND
963 //darkplaces implementation: KrimZon, LordHavoc
964 //engine-called QC prototypes:
965 //void(string s) SV_ParseClientCommand;
966 //builtin definitions:
967 void(entity e, string s) clientcommand = #440;
968 float(string s) tokenize = #441;
969 string(float n) argv = #442;
971 //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
975 //darkplaces implementation: LordHavoc
976 //engine-called QC prototypes:
977 //void() RestoreGame;
979 //when a savegame is loaded, this function is called
983 //darkplaces implementation: LordHavoc
985 //shows that the engine supports the "play2" console command (plays a sound without spatialization).
987 //PRYDON_CLIENTCURSOR
989 //darkplaces implementation: LordHavoc
991 float EF_SELECTABLE = 16384; // allows cursor to highlight entity (brighten)
993 .float cursor_active; // true if cl_prydoncursor mode is on
994 .vector cursor_screen; // screen position of cursor as -1 to +1 in _x and _y (_z unused)
995 .vector cursor_trace_start; // position of camera
996 .vector cursor_trace_endpos; // position of cursor in world (as traced from camera)
997 .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)
999 //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)
1001 //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.
1002 //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.
1003 //the clientside trace skips transparent entities (except those marked EF_SELECTABLE).
1004 //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).
1005 //intended to be used by Prydon Gate.
1007 //TENEBRAE_GFX_DLIGHTS
1009 //darkplaces implementation: LordHavoc
1011 .float light_lev; // radius (does not affect brightness), typical value 350
1012 .vector color; // color (does not affect radius), typical value '1 1 1' (bright white), can be up to '255 255 255' (nuclear blast)
1013 .float style; // light style (like normal light entities, flickering torches or switchable, etc)
1014 .float pflags; // flags (see PFLAGS_ constants)
1015 .vector angles; // orientation of the light
1016 .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
1018 float PFLAGS_NOSHADOW = 1; // light does not cast shadows
1019 float PFLAGS_CORONA = 2; // light has a corona flare
1020 float PFLAGS_FULLDYNAMIC = 128; // light enable (without this set no light is produced!)
1022 //more powerful dynamic light settings
1023 //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)
1024 //changes compared to tenebrae (because they're too 'leet' for standards):
1025 //EF_FULLDYNAMIC effects flag replaced by PFLAGS_FULLDYNAMIC flag (EF_FULLDYNAMIC conflicts with EF_NODRAW)
1029 //darkplaces implementation: LordHavoc
1031 //sv_jumpstep (0/1, default 1)
1032 //sv_stepheight (default 18)
1034 //sv_jumpstep allows stepping up onto stairs while airborn, sv_stepheight controls how high a single step can be.
1036 // NEXUIZ_PLAYERMODEL
1037 // NEXUIZ_PLAYERSKIN
1039 //darkplaces implementation: Black
1040 .string playermodel; // contains the name of the model set by a client with playermodel
1041 .string playerskin; // contains the name of the skin set by a client with playerskin
1043 //unassigned stuff: (need to write up specs but haven't yet)
1044 .vector punchvector; // DP_SV_PUNCHVECTOR
1045 .float ping; // DP_SV_PING