2 //DarkPlaces supported extension list, draft version 1.04
4 //definitions that id Software left out
5 //these are passed as the 'nomonsters' parameter to traceline/tracebox (yes really this was supported in all quake engines, nomonsters is misnamed)
6 float MOVE_NORMAL = 0; // same as FALSE
7 float MOVE_NOMONSTERS = 1; // same as TRUE
8 float MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE
10 //checkextension function
11 //idea: expected by almost everyone
12 //darkplaces implementation: LordHavoc
13 float(string s) checkextension = #99;
15 //check if (cvar("pr_checkextension")) before calling this, this is the only
16 //guarenteed extension to be present in the extension system, it allows you
17 //to check if an extension is available, by name, to check for an extension
19 //// (it is recommended this code be placed in worldspawn or a worldspawn called function somewhere)
20 //if (cvar("pr_checkextension"))
21 //if (checkextension("DP_SV_SETCOLOR"))
22 // ext_setcolor = TRUE;
23 //from then on you can check ext_setcolor to know if that extension is available
27 //darkplaces implementation: LordHavoc
31 //true if the player is currently chatting (in messagemode, menus or console)
35 //darkplaces implementation: LordHavoc
38 //client console commands:
42 //made +use and -use commands work, they now control the .buttonuse field (.button1 was used by many mods for other purposes).
44 // LordHavoc: HIGHLY experimental, do not implement this in other engines
47 //darkplaces implementation: LordHavoc
49 float svc_cgame = 50; // [short] length [bytes] data
51 //contains network messages to client gamecode.
54 //idea: Nehahra, LordHavoc
55 //darkplaces implementation: LordHavoc
56 //client console commands:
57 //"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)
59 //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).
63 //darkplaces implementation: LordHavoc
65 //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.
69 //darkplaces implementation: LordHavoc
71 //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.
73 //DP_CON_ALIASPARAMETERS
75 //darkplaces implementation: Black
77 //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).
81 //darkplaces implementation: Black
83 //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.
87 //darkplaces implementation: LordHavoc
89 //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".
93 //darkplaces implementation: LordHavoc
95 float EF_ADDITIVE = 32;
97 //additive blending when this object is rendered
101 //darkplaces implementation: LordHavoc
105 //entity emits blue light (used for quad)
109 //darkplaces implementation: LordHavoc
111 float EF_FLAME = 1024;
117 //darkplaces implementation: LordHavoc
119 float EF_FULLBRIGHT = 512;
121 //entity is always brightly lit
125 //darkplaces implementation: LordHavoc
127 float EF_NODEPTHTEST = 8192;
129 //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
133 //darkplaces implementation: LordHavoc
135 float EF_NODRAW = 16;
137 //prevents server from sending entity to client (forced invisible, even if it would have been a light source or other such things)
141 //darkplaces implementation: LordHavoc
143 float EF_NOSHADOW = 4096;
145 //realtime lights will not cast shadows from this entity (but can still illuminate it)
149 //darkplaces implementation: LordHavoc
153 //entity emits red light (used for invulnerability)
156 //idea: MythWorks Inc
157 //darkplaces implementation: LordHavoc
159 float EF_STARDUST = 2048;
161 //entity emits bouncing sparkles in every direction
165 //darkplaces implementation: LordHavoc
169 //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).
173 //darkplaces implementation: LordHavoc
177 //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).
179 //DP_ENT_CUSTOMCOLORMAP
181 //darkplaces implementation: LordHavoc
183 //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.
186 //NOTE: no longer supported by darkplaces because all entities are delta compressed now
187 //DP_ENT_DELTACOMPRESS // no longer supported
189 //darkplaces implementation: LordHavoc
191 float EF_DELTA = 8388608;
193 //(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).
196 //DP_ENT_EXTERIORMODELTOCLIENT
198 //darkplaces implementation: LordHavoc
200 .entity exteriormodeltoclient;
202 //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.
206 //darkplaces implementation: LordHavoc
212 //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.
214 //DP_ENT_LOWPRECISION
216 //darkplaces implementation: LordHavoc
218 float EF_LOWPRECISION = 4194304;
220 //uses low quality origin coordinates, reducing network traffic compared to the default high precision, intended for numerous objects (projectiles/gibs/bullet holes/etc).
224 //darkplaces implementation: LordHavoc
228 //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.
232 //darkplaces implementation: LordHavoc
234 .entity viewmodelforclient;
236 //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.
238 //DP_GFX_EXTERNALTEXTURES
240 //darkplaces implementation: LordHavoc
242 //loads external textures found in various directories (tenebrae compatible)...
244 in all examples .tga is merely the base texture, it can be any of these:
246 _glow.tga (fullbrights or other glowing overlay stuff, NOTE: this is done using additive blend, not alpha)
247 _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)
248 _shirt.tga (same idea as pants, but for shirt color)
249 _diffuse.tga (this may be used instead of base texture for per pixel lighting)
250 _gloss.tga (specular texture for per pixel lighting, note this can be in color (tenebrae only supports greyscale))
251 _norm.tga (normalmap texture for per pixel lighting)
252 _bump.tga (bumpmap, converted to normalmap at load time, supported only for reasons of tenebrae compatibility)
253 _luma.tga (same as _glow but supported only for reasons of tenebrae compatibility)
255 due to glquake's incomplete Targa(r) loader, this section describes
256 required Targa(r) features support:
258 type 1 (uncompressed 8bit paletted with 24bit/32bit palette)
259 type 2 (uncompressed 24bit/32bit true color, glquake supported this)
260 type 3 (uncompressed 8bit greyscale)
261 type 9 (RLE compressed 8bit paletted with 24bit/32bit palette)
262 type 10 (RLE compressed 24bit/32bit true color, glquake supported this)
263 type 11 (RLE compressed 8bit greyscale)
264 attribute bit 0x20 (Origin At Top Left, top to bottom, left to right)
266 image formats guarenteed to be supported: tga, pcx, lmp
267 image formats that are optional: png, jpg
269 mdl/spr/spr32 examples:
270 skins are named _A (A being a number) and skingroups are named like _A_B
271 these act as suffixes on the model name...
272 example names for skin _2_1 of model "progs/armor.mdl":
273 game/override/progs/armor.mdl_2_1.tga
274 game/textures/progs/armor.mdl_2_1.tga
275 game/progs/armor.mdl_2_1.tga
276 example names for skin _0 of the model "progs/armor.mdl":
277 game/override/progs/armor.mdl_0.tga
278 game/textures/progs/armor.mdl_0.tga
279 game/progs/armor.mdl_0.tga
280 note that there can be more skins files (of the _0 naming) than the mdl
281 contains, this is only useful to save space in the .mdl file if classic quake
282 compatibility is not a concern.
284 bsp/md2/md3 examples:
285 example names for the texture "quake" of model "maps/start.bsp":
286 game/override/quake.tga
287 game/textures/quake.tga
290 sbar/menu/console textures: for example the texture "conchars" (console font) in gfx.wad
291 game/override/gfx/conchars.tga
292 game/textures/gfx/conchars.tga
293 game/gfx/conchars.tga
298 //darkplaces implementation: LordHavoc
300 //"fog" (parameters: "density red green blue", example: "0.1 0.3 0.3 0.3")
302 //global fog for the map, can not be changed by QC
304 //DP_GFX_QUAKE3MODELTAGS
306 //darkplaces implementation: LordHavoc
308 .entity tag_entity; // entity this is attached to (call setattachment to set this)
309 .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)
310 //builtin definitions:
311 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)
313 //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).
314 //note 2: if the tag is not found, it defaults to "" (attach to origin/angles of entity)
315 //note 3: attaching to world turns off attachment
316 //note 4: the entity that this is attached to must be visible for this to work
317 //note 5: if an entity is attached to the player entity it will not be drawn in first person.
321 //darkplaces implementation: LordHavoc
323 //alias models (mdl, md2, md3) can have .skin files to replace conventional texture naming, these have a naming format such as:
324 //progs/test.md3_0.skin
325 //progs/test.md3_1.skin
328 //these files contain replace commands (replace meshname shadername), example:
329 //replace "helmet" "progs/test/helmet1.tga" // this is a mesh shader replacement
330 //replace "teamstripes" "progs/test/redstripes.tga"
331 //replace "visor" "common/nodraw" // this makes the visor mesh invisible
332 ////it is not possible to rename tags using this format
334 //Or the Quake3 syntax (100% compatible with Quake3's .skin files):
335 //helmet,progs/test/helmet1.tga // this is a mesh shader replacement
336 //teamstripes,progs/test/redstripes.tga
337 //visor,common/nodraw // this makes the visor mesh invisible
338 //tag_camera, // this defines that the first tag in the model is called tag_camera
339 //tag_test, // this defines that the second tag in the model is called tag_test
341 //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.
342 //this feature is intended to allow multiple skin sets on md3 models (which otherwise only have one skin set).
343 //other commands might be added someday but it is not expected.
347 //darkplaces implementation: LordHavoc
349 //"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)
351 //global skybox for the map, can not be changed by QC
355 //darkplaces implementation: LordHavoc
357 //simply indicates that the engine supports HalfLife maps (BSP version 30, NOT the QER RGBA ones which are also version 30).
359 //DP_HALFLIFE_MAP_CVAR
361 //darkplaces implementation: LordHavoc
365 //engine sets this cvar when loading a map to indicate if it is halflife format or not.
369 //darkplaces implementation: LordHavoc
371 //simply indicates that the engine supports HalfLife sprites.
375 //darkplaces implementation: LordHavoc
384 //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).
388 //darkplaces implementation: LordHavoc
390 //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).
394 //darkplaces implementation: LordHavoc
396 //indicates this engine loads .lit files for any quake1 format .bsp files it loads to enhance maps with colored lighting.
397 //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.
401 //darkplaces implementation: LordHavoc
403 //MOVETYPE_WALK is permitted on non-clients, so bots can move smoothly, run off ledges, etc, just like a real player.
405 //DP_MOVETYPEBOUNCEMISSILE
407 //darkplaces implementation: id Software
408 //movetype definitions:
409 //float MOVETYPE_BOUNCEMISSILE = 11; // already in defs.qc
411 //MOVETYPE_BOUNCE but without gravity, and with full reflection (no speed loss like grenades have), in other words - bouncing laser bolts.
414 //idea: id Software, LordHavoc (redesigned)
415 //darkplaces implementation: LordHavoc
416 //movetype definitions:
417 float MOVETYPE_FOLLOW = 12;
419 //MOVETYPE_FOLLOW implemented, this uses existing entity fields in unusual ways:
420 //aiment - the entity this is attached to.
421 //punchangle - the original angles when the follow began.
422 //view_ofs - the relative origin (note that this is un-rotated by punchangle, and that is actually the only purpose of punchangle).
423 //v_angle - the relative angles.
424 //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:
425 //hole.movetype = MOVETYPE_FOLLOW; // make the hole follow
426 //hole.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid
427 //hole.aiment = bmodel; // make the hole follow bmodel
428 //hole.punchangle = bmodel.angles; // the original angles of bmodel
429 //hole.view_ofs = hole.origin - bmodel.origin; // relative origin
430 //hole.v_angle = hole.angles - bmodel.angles; // relative angles
434 //darkplaces implementation: id Software
438 //builtin definitions:
439 void(entity ent) changepitch = #63;
441 //equivilant to changeyaw, ent is normally self. (this was a Q2 builtin)
445 //darkplaces implementation: LordHavoc
446 //builtin definitions:
447 void(entity from, entity to) copyentity = #400;
449 //copies all data in the entity to another entity.
453 //DarkPlaces implementation: VorteX, LordHavoc
454 //builtin definitions:
455 string(string s) cvar_string = #448;
457 //returns the value of a cvar, as a tempstring.
461 //darkplaces implementation: id Software
462 //builtin definitions:
463 string(entity ent) etos = #65;
465 //prints "entity 1" or similar into a string. (this was a Q2 builtin)
469 //darkplaces implementation: LordHavoc
470 //builtin definitions:
471 entity(.string fld, string match) findchain = #402;
473 //similar to find() but returns a chain of entities like findradius.
475 //DP_QC_FINDCHAINFLAGS
477 //darkplaces implementation: LordHavoc
478 //builtin definitions:
479 entity(.float fld, float match) findchainflags = #450;
481 //similar to findflags() but returns a chain of entities like findradius.
483 //DP_QC_FINDCHAINFLOAT
485 //darkplaces implementation: LordHavoc
486 //builtin definitions:
487 entity(.entity fld, entity match) findchainentity = #403;
488 entity(.float fld, float match) findchainfloat = #403;
490 //similar to findentity()/findfloat() but returns a chain of entities like findradius.
494 //darkplaces implementation: LordHavoc
495 //builtin definitions:
496 entity(entity start, .float fld, float match) findflags = #449;
498 //finds an entity with the specified flag set in the field, similar to find()
502 //darkplaces implementation: LordHavoc
503 //builtin definitions:
504 entity(entity start, .entity fld, entity match) findentity = #98;
505 entity(entity start, .float fld, float match) findfloat = #98;
507 //finds an entity or float field value, similar to find(), but for entity and float fields.
511 //darkplaces implementation: Black
512 //builtin definitions:
513 float(string pattern, float caseinsensitive, float quiet) search_begin = #444;
514 void(float handle) search_end = #445;
515 float(float handle) search_getsize = #446;
516 string(float handle, float num) search_getfilename = #447;
518 //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).
519 //search_end frees a search slot (also done at progs reload).
520 //search_getsize returns how many filenames were found.
521 //search_getfilename returns a filename from the search.
525 //darkplaces implementation: LordHavoc
526 //builtin definitions:
527 vector(vector org) getlight = #92;
529 //returns the lighting at the requested location (in color), 0-255 range (can exceed 255).
533 //darkplaces implementation: LordHavoc
534 //builtin definitions:
535 float(entity e, float s) getsurfacenumpoints = #434;
536 vector(entity e, float s, float n) getsurfacepoint = #435;
537 vector(entity e, float s) getsurfacenormal = #436;
538 string(entity e, float s) getsurfacetexture = #437;
539 float(entity e, vector p) getsurfacenearpoint = #438;
540 vector(entity e, float s, vector p) getsurfaceclippedpoint = #439;
542 //functions to query surface information.
545 //idea: VorteX, LordHavoc (somebody else?)
546 //DarkPlaces implementation: VorteX
547 //builtin definitions:
548 float(entity ent, string tagname) gettagindex = #451;
549 vector(entity ent, float tagindex) gettaginfo = #452;
551 //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).
552 //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.
556 //darkplaces implementation: LordHavoc
557 //builtin definitions:
558 float(float a, float b) min = #94;
559 float(float a, float b, float c) min3 = #94;
560 float(float a, float b, float c, float d) min4 = #94;
561 float(float a, float b, float c, float d, float e) min5 = #94;
562 float(float a, float b, float c, float d, float e, float f) min6 = #94;
563 float(float a, float b, float c, float d, float e, float f, float g) min7 = #94;
564 float(float a, float b, float c, float d, float e, float f, float g, float h) min8 = #94;
565 float(float a, float b) max = #95;
566 float(float a, float b, float c) max3 = #95;
567 float(float a, float b, float c, float d) max4 = #95;
568 float(float a, float b, float c, float d, float e) max5 = #95;
569 float(float a, float b, float c, float d, float e, float f) max6 = #95;
570 float(float a, float b, float c, float d, float e, float f, float g) max7 = #95;
571 float(float a, float b, float c, float d, float e, float f, float g, float h) max8 = #95;
572 float(float minimum, float val, float maximum) bound = #96;
574 //min returns the lowest of all the supplied numbers.
575 //max returns the highest of all the supplied numbers.
576 //bound clamps the value to the range and returns it.
578 //DP_QC_MULTIPLETEMPSTRINGS
580 //darkplaces implementation: LordHavoc
582 //this extension makes all builtins returning tempstrings (ftos for example) cycle through a pool of multiple tempstrings (at least 16), allowing multiple ftos results to be gathered before putting them to use, normal quake only had 1 tempstring, causing many headaches. Note that for longer term storage (or compatibility on engines having FRIK_FILE but not this extension) the FRIK_FILE extension's strzone/strunzone builtins provide similar functionality (slower though).
586 //darkplaces implementation: LordHavoc
587 //builtin definitions:
588 vector() randomvec = #91;
590 //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)
592 //DP_QC_SINCOSSQRTPOW
593 //idea: id Software, LordHavoc
594 //darkplaces implementation: id Software, LordHavoc
595 //builtin definitions:
596 float(float val) sin = #60;
597 float(float val) cos = #61;
598 float(float val) sqrt = #62;
599 float(float a, float b) pow = #97;
601 //useful math functions, sine of val, cosine of val, square root of val, and raise a to power b, respectively.
605 //darkplaces implementation: id Software
606 //builtin definitions:
607 void(vector v1, vector min, vector max, vector v2, float nomonsters, entity forent) tracebox = #90;
609 //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).
613 //darkplaces implementation: id Software
614 //builtin definitions:
615 void(entity ent, entity ignore) tracetoss = #64;
617 //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.
619 //DP_QC_TRACE_MOVETYPE_HITMODEL
621 //darkplaces implementation: LordHavoc
622 //constant definitions:
623 float MOVE_HITMODEL = 4;
625 //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)
627 //DP_QC_TRACE_MOVETYPE_WORLDONLY
629 //darkplaces implementation: LordHavoc
630 //constant definitions:
631 float MOVE_WORLDONLY = 3;
633 //allows traces to hit only world (ignoring all entities, unlike MOVE_NOMONSTERS which hits all bmodels), use as the nomonsters parameter to trace functions
635 //DP_QC_VECTORVECTORS
637 //darkplaces implementation: LordHavoc
638 //builtin definitions:
639 void(vector dir) vectorvectors = #432;
641 //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.
644 //idea: quake community
645 //darkplaces implementation: LordHavoc
647 //shows that the engine supports Quake2 .md2 files.
651 //darkplaces implementation: Elric
653 //shows that the engine supports Quake2 .sp2 files.
656 //idea: quake community
657 //darkplaces implementation: LordHavoc
659 //shows that the engine supports Quake3 .bsp files.
662 //idea: quake community
663 //darkplaces implementation: LordHavoc
665 //shows that the engine supports Quake3 .md3 files.
669 //darkplaces implementation: LordHavoc
670 //builtin definitions:
671 float(string name, string value) registercvar = #93;
673 //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.
674 //NOTE: DP_CON_SET is much better.
676 //DP_SND_DIRECTIONLESSATTNNONE
678 //darkplaces implementation: LordHavoc
680 //make sounds with ATTN_NONE have no spatialization (enabling easy use as music sources).
684 //darkplaces implementation: Elric
686 //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.
687 //Note: also plays .ogg with DP_SND_OGGVORBIS extension.
691 //darkplaces implementation: Elric
693 //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).
697 //darkplaces implementation: LordHavoc
699 //the engine supports stereo WAV files. (useful with DP_SND_DIRECTIONLESSATTNNONE for music)
703 //darkplaces implementation: LordHavoc
705 float SOLID_CORPSE = 5;
707 //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.
711 //darkplaces implementation: LordHavoc
713 //the engine supports .spr32 sprites.
717 //darkplaces implementation: LordHavoc
719 float CLIENTTYPE_DISCONNECTED = 0;
720 float CLIENTTYPE_REAL = 1;
721 float CLIENTTYPE_BOT = 2;
722 float CLIENTTYPE_NOTACLIENT = 3;
723 //builtin definitions:
724 entity() spawnclient = #454; // like spawn but for client slots (also calls relevant connect/spawn functions), returns world if no clients available
725 float(entity clent) clienttype = #455; // returns one of the CLIENTTYPE_* constants
727 //spawns a client with no network connection, to allow bots to use client slots with no hacks.
731 local entity oldself;
733 self = spawnclient();
736 bprint("Can not add bot, server full.\n");
740 self.netname = "Yoyobot";
741 self.clientcolors = 12 * 16 + 4; // yellow (12) shirt and red (4) pants
746 // to remove all bots
748 head = find(world, classname, "player");
751 if (clienttype(head) == CLIENTTYPE_BOT)
753 head = find(head, classname, "player");
756 // to identify if a client is a bot (for example in PlayerPreThink)
757 if (clienttype(self) == CLIENTTYPE_BOT)
760 //see also DP_SV_CLIENTCOLORS DP_SV_CLIENTNAME DP_SV_DROPCLIENT
762 //creates a new client, calls SetNewParms and stores the parms, and returns the client.
763 //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
764 //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).
765 //parms work the same on bot clients as they do on real clients, and do carry from level to level
769 //darkplaces implementation: LordHavoc
770 .float clientcolors; // colors of the client (format: pants + shirt * 16)
772 //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
776 //darkplaces implementation: LordHavoc
777 //allows qc to modify the client's .netname, and automatically sends out any appropriate network updates if changed
779 //DP_SV_DRAWONLYTOCLIENT
781 //darkplaces implementation: LordHavoc
783 .entity drawonlytoclient;
785 //the entity is only visible to the specified client.
789 //darkplaces implementation: LordHavoc
790 //builtin definitions:
791 void(entity clent) dropclient = #453;
793 //causes the server to immediately drop the client, more reliable than stuffcmd(clent, "disconnect\n"); which could be intentionally ignored by the client engine
797 //darkplaces implementation: LordHavoc
798 //builtin definitions:
799 void(vector org, string modelname, float startframe, float endframe, float framerate) effect = #404;
801 //float svc_effect = #52; // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
802 //float svc_effect2 = #53; // [vector] org [short] modelindex [byte] startframe [byte] framecount [byte] framerate
804 //clientside playback of simple custom sprite effects (explosion sprites, etc).
806 //DP_SV_NODRAWTOCLIENT
808 //darkplaces implementation: LordHavoc
810 .entity nodrawtoclient;
812 //the entity is not visible to the specified client.
816 //darkplaces implementation: LordHavoc
820 //continuously updated field indicating client's ping (based on average of last 16 packet time differences).
824 //darkplaces implementation: LordHavoc
828 //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).
830 //DP_SV_PLAYERPHYSICS
832 //darkplaces implementation: LordHavoc
836 //"sv_playerphysicsqc" (0/1, default 1, allows user to disable qc player physics)
837 //engine-called QC prototypes:
838 //void() SV_PlayerPhysics;
840 //.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)
842 //DP_SV_ROTATINGBMODEL
844 //darkplaces implementation: LordHavoc
846 //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).
847 //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)
851 //darkplaces implementation: LordHavoc
852 //builtin definitions:
853 void(entity ent, float colors) setcolor = #401;
854 //engine called QC functions (optional):
855 //void(float color) SV_ChangeTeam;
857 //setcolor sets the color on a client and updates internal color information accordingly (equivilant to stuffing a "color" command but immediate)
858 //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.
859 //the color format is pants + shirt * 16 (0-255 potentially)
863 //darkplaces implementation: LordHavoc
865 //"slowmo" (0+, default 1)
867 //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.
868 //range is 0 to infinite, recommended values to try are 0.1 (very slow, 10% speed), 1 (normal speed), 5 (500% speed).
872 //darkplaces implementation: LordHavoc
873 //builtin definitions:
874 void(vector org, vector velocity, float howmany) te_blood = #405;
875 //temp entity definitions:
879 //byte xvelocity (-128 to +127)
880 //byte yvelocity (-128 to +127)
881 //byte zvelocity (-128 to +127)
882 //byte count (0 to 255, how much blood)
884 //creates a blood effect.
888 //darkplaces implementation: LordHavoc
889 //builtin definitions:
890 void(vector mincorner, vector maxcorner, float explosionspeed, float howmany) te_bloodshower = #406;
891 //temp entity definitions:
892 //float TE_BLOODSHOWER = 52;
894 //vector mins (minimum corner of the cube)
895 //vector maxs (maximum corner of the cube)
896 //coord explosionspeed (velocity of blood particles flying out of the center)
897 //short count (number of blood particles)
899 //creates an exploding shower of blood, for making gibbings more convincing.
903 //darkplaces implementation: LordHavoc
904 //builtin definitions:
905 void(vector org, float radius, float lifetime, vector color) te_customflash = #417;
906 //temp entity definitions:
907 //float TE_CUSTOMFLASH = 73;
910 //byte radius ((MSG_ReadByte() + 1) * 8, meaning 8-2048 unit radius)
911 //byte lifetime ((MSG_ReadByte() + 1) / 256.0, meaning approximately 0-1 second lifetime)
912 //byte red (0.0 to 1.0 converted to 0-255)
913 //byte green (0.0 to 1.0 converted to 0-255)
914 //byte blue (0.0 to 1.0 converted to 0-255)
916 //creates a customized light flash.
920 //darkplaces implementation: LordHavoc
921 //builtin definitions:
922 void(vector org, vector color) te_explosionrgb = #407;
923 //temp entity definitions:
924 //float TE_EXPLOSIONRGB = 53;
927 //byte red (0.0 to 1.0 converted to 0 to 255)
928 //byte green (0.0 to 1.0 converted to 0 to 255)
929 //byte blue (0.0 to 1.0 converted to 0 to 255)
931 //creates a colored explosion effect.
935 //darkplaces implementation: LordHavoc
936 //temp entity definitions:
937 float TE_FLAMEJET = 74;
941 //byte count (0 to 255, how many flame particles)
943 //creates a single puff of flame particles. (not very useful really)
947 //darkplaces implementation: LordHavoc
948 //builtin definitions:
949 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube = #408;
950 //temp entity definitions:
951 //float TE_PARTICLECUBE = 54;
953 //vector mins (minimum corner of the cube)
954 //vector maxs (maximum corner of the cube)
957 //byte color (palette color)
958 //byte gravity (TRUE or FALSE, FIXME should this be a scaler instead?)
959 //coord randomvel (how much to jitter the velocity)
961 //creates a cloud of particles, useful for forcefields but quite customizable.
965 //darkplaces implementation: LordHavoc
966 //builtin definitions:
967 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlerain = #409;
968 //temp entity definitions:
969 //float TE_PARTICLERAIN = 55;
971 //vector mins (minimum corner of the cube)
972 //vector maxs (maximum corner of the cube)
973 //vector velocity (velocity of particles)
974 //short count (number of particles)
975 //byte color (8bit palette color)
977 //creates a shower of rain, the rain will appear either at the top (if falling down) or bottom (if falling up) of the cube.
981 //darkplaces implementation: LordHavoc
982 //builtin definitions:
983 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlesnow = #410;
984 //temp entity definitions:
985 //float TE_PARTICLERAIN = 56;
987 //vector mins (minimum corner of the cube)
988 //vector maxs (maximum corner of the cube)
989 //vector velocity (velocity of particles)
990 //short count (number of particles)
991 //byte color (8bit palette color)
993 //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.
997 //darkplaces implementation: LordHavoc
998 //builtin definitions:
999 void(vector org) te_plasmaburn = #433;
1000 //temp entity definitions:
1001 //float TE_PLASMABURN = 75;
1005 //creates a small light flash (radius 200, time 0.2) and marks the walls.
1007 //DP_TE_QUADEFFECTS1
1009 //darkplaces implementation: LordHavoc
1010 //builtin definitions:
1011 void(vector org) te_gunshotquad = #412;
1012 void(vector org) te_spikequad = #413;
1013 void(vector org) te_superspikequad = #414;
1014 void(vector org) te_explosionquad = #415;
1015 //temp entity definitions:
1016 //float TE_GUNSHOTQUAD = 57; // [vector] origin
1017 //float TE_SPIKEQUAD = 58; // [vector] origin
1018 //float TE_SUPERSPIKEQUAD = 59; // [vector] origin
1019 //float TE_EXPLOSIONQUAD = 70; // [vector] origin
1023 //all of these just take a location, and are equivilant in function (but not appearance :) to the original TE_GUNSHOT, etc.
1027 //darkplaces implementation: LordHavoc
1028 //builtin definitions:
1029 void(vector org) te_smallflash = #416;
1030 //temp entity definitions:
1031 //float TE_SMALLFLASH = 72;
1035 //creates a small light flash (radius 200, time 0.2).
1039 //darkplaces implementation: LordHavoc
1040 //builtin definitions:
1041 void(vector org, vector vel, float howmany) te_spark = #411;
1042 //temp entity definitions:
1043 //float TE_SPARK = 51;
1046 //byte xvelocity (-128 to 127)
1047 //byte yvelocity (-128 to 127)
1048 //byte zvelocity (-128 to 127)
1049 //byte count (number of sparks)
1051 //creates a shower of sparks and a smoke puff.
1053 //DP_TE_STANDARDEFFECTBUILTINS
1055 //darkplaces implementation: LordHavoc
1056 //builtin definitions:
1057 void(vector org) te_gunshot = #418;
1058 void(vector org) te_spike = #419;
1059 void(vector org) te_superspike = #420;
1060 void(vector org) te_explosion = #421;
1061 void(vector org) te_tarexplosion = #422;
1062 void(vector org) te_wizspike = #423;
1063 void(vector org) te_knightspike = #424;
1064 void(vector org) te_lavasplash = #425;
1065 void(vector org) te_teleport = #426;
1066 void(vector org, float color, float colorlength) te_explosion2 = #427;
1067 void(entity own, vector start, vector end) te_lightning1 = #428;
1068 void(entity own, vector start, vector end) te_lightning2 = #429;
1069 void(entity own, vector start, vector end) te_lightning3 = #430;
1070 void(entity own, vector start, vector end) te_beam = #431;
1072 //to make life easier on mod coders.
1076 //darkplaces implementation: LordHavoc
1077 //field definitions:
1080 //scales fov and sensitivity of player, valid range is 0 to 1 (intended for sniper rifle zooming, and such)
1084 //darkplaces implementation: LordHavoc
1085 //builtin definitions:
1086 float(string s) stof = #81; // get numerical value from a string
1087 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
1088 void(float fhandle) fclose = #111; // closes a file
1089 string(float fhandle) fgets = #112; // reads a line of text from the file and returns as a tempstring
1090 void(float fhandle, string s) fputs = #113; // writes a line of text to the end of the file
1091 float(string s) strlen = #114; // returns how many characters are in a string
1092 string(string s1, string s2) strcat = #115; // concatenates two strings (for example "abc", "def" would return "abcdef") and returns as a tempstring
1093 string(string s, float start, float length) substring = #116; // returns a section of a string as a tempstring
1094 vector(string s) stov = #117; // returns vector value from a string
1095 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)
1096 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!!!)
1098 float FILE_READ = 0;
1099 float FILE_APPEND = 1;
1100 float FILE_WRITE = 2;
1102 //pr_zone_min_strings : default 64 (64k), min 64 (64k), max 8192 (8mb)
1104 //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.
1106 //KRIMZON_SV_PARSECLIENTCOMMAND
1108 //darkplaces implementation: KrimZon, LordHavoc
1109 //engine-called QC prototypes:
1110 //void(string s) SV_ParseClientCommand;
1111 //builtin definitions:
1112 void(entity e, string s) clientcommand = #440;
1113 float(string s) tokenize = #441;
1114 string(float n) argv = #442;
1116 //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
1120 //darkplaces implementation: LordHavoc
1122 //shows that the engine supports the "play2" console command (plays a sound without spatialization).
1126 //darkplaces implementation: LordHavoc
1127 //engine-called QC prototypes:
1128 //void() RestoreGame;
1130 //when a savegame is loaded, this function is called
1132 //NEXUIZ_PLAYERMODEL
1134 //darkplaces implementation: Black
1136 //playermodel <name> - FIXME: EXAMPLE NEEDED
1137 //playerskin <name> - FIXME: EXAMPLE NEEDED
1138 //field definitions:
1139 .string playermodel; // name of player model sent by client
1140 .string playerskin; // name of player skin sent by client
1142 //these client properties are used by Nexuiz.
1146 //darkplaces implementation: LordHavoc
1148 //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
1150 //PRYDON_CLIENTCURSOR
1152 //darkplaces implementation: LordHavoc
1154 float EF_SELECTABLE = 16384; // allows cursor to highlight entity (brighten)
1155 //field definitions:
1156 .float cursor_active; // true if cl_prydoncursor mode is on
1157 .vector cursor_screen; // screen position of cursor as -1 to +1 in _x and _y (_z unused)
1158 .vector cursor_trace_start; // position of camera
1159 .vector cursor_trace_endpos; // position of cursor in world (as traced from camera)
1160 .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)
1162 //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)
1164 //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.
1165 //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.
1166 //the clientside trace skips transparent entities (except those marked EF_SELECTABLE).
1167 //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).
1168 //intended to be used by Prydon Gate.
1170 //TENEBRAE_GFX_DLIGHTS
1172 //darkplaces implementation: LordHavoc
1174 .float light_lev; // radius (does not affect brightness), typical value 350
1175 .vector color; // color (does not affect radius), typical value '1 1 1' (bright white), can be up to '255 255 255' (nuclear blast)
1176 .float style; // light style (like normal light entities, flickering torches or switchable, etc)
1177 .float pflags; // flags (see PFLAGS_ constants)
1178 .vector angles; // orientation of the light
1179 .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
1181 float PFLAGS_NOSHADOW = 1; // light does not cast shadows
1182 float PFLAGS_CORONA = 2; // light has a corona flare
1183 float PFLAGS_FULLDYNAMIC = 128; // light enable (without this set no light is produced!)
1185 //more powerful dynamic light settings
1186 //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)
1187 //changes compared to tenebrae (because they're too 'leet' for standards):
1188 //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)
1189 //EF_FULLDYNAMIC effects flag replaced by PFLAGS_FULLDYNAMIC flag (EF_FULLDYNAMIC conflicts with EF_NODRAW)
1193 //darkplaces implementation: LordHavoc
1195 //sv_jumpstep (0/1, default 1)
1196 //sv_stepheight (default 18)
1198 //sv_jumpstep allows stepping up onto stairs while airborn, sv_stepheight controls how high a single step can be.