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
19 //DP_QC_TRACE_MOVETYPES
21 //darkplaces implementation: id Software
22 //constant definitions:
23 float MOVE_NORMAL = 0; // same as FALSE
24 float MOVE_NOMONSTERS = 1; // same as TRUE
25 float MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE
27 //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
29 //DP_QC_TRACE_MOVETYPE_WORLDONLY
31 //darkplaces implementation: LordHavoc
32 //constant definitions:
33 float MOVE_WORLDONLY = 3;
35 //allows traces to hit only world (see DP_QC_TRACE_MOVETYPES for how to use this)
37 //DP_QC_TRACE_MOVETYPE_HITMODEL
39 //darkplaces implementation: LordHavoc
40 //constant definitions:
41 float MOVE_HITMODEL = 4;
43 //allows traces to hit alias models (not sprites!) instead of entity boxes (see DP_QC_TRACE_MOVETYPES for how to use this)
45 // LordHavoc: HIGHLY experimental, do not implement this in other engines
48 //darkplaces implementation: LordHavoc
50 float svc_cgame = 50; // [short] length [bytes] data
52 //contains network messages to client gamecode.
55 //idea: Nehahra, LordHavoc
56 //darkplaces implementation: LordHavoc
57 //client console commands:
58 //"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)
60 //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).
64 //darkplaces implementation: LordHavoc
66 float EF_ADDITIVE = 32;
68 //additive blending when this object is rendered
72 //darkplaces implementation: LordHavoc
76 //entity emits blue light (used for quad)
80 //darkplaces implementation: LordHavoc
82 float EF_FLAME = 1024;
88 //darkplaces implementation: LordHavoc
90 float EF_FULLBRIGHT = 512;
92 //entity is always brightly lit
96 //darkplaces implementation: LordHavoc
100 //prevents server from sending entity to client (forced invisible, even if it would have been a light source or other such things)
104 //darkplaces implementation: LordHavoc
108 //entity emits red light (used for invulnerability)
111 //idea: MythWorks Inc
112 //darkplaces implementation: LordHavoc
114 float EF_STARDUST = 2048;
116 //entity emits bouncing sparkles in every direction
118 //entity attributes used for rendering/networking:
120 //darkplaces implementation: LordHavoc
125 //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).
128 //NOTE: no longer supported by darkplaces because no one used it
129 //DP_ENT_COLORMOD // no longer supported
131 //darkplaces implementation: LordHavoc
135 //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).
138 //DP_ENT_CUSTOMCOLORMAP
140 //darkplaces implementation: LordHavoc
142 //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.
145 //NOTE: no longer supported by darkplaces because all entities are delta compressed now
146 //DP_ENT_DELTACOMPRESS // no longer supported
148 //darkplaces implementation: LordHavoc
150 float EF_DELTA = 8388608;
152 //(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).
155 //DP_ENT_EXTERIORMODELTOCLIENT
157 //darkplaces implementation: LordHavoc
159 .entity exteriormodeltoclient;
161 //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.
165 //darkplaces implementation: LordHavoc
171 //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.
173 //DP_ENT_LOWPRECISION
175 //darkplaces implementation: LordHavoc
177 float EF_LOWPRECISION = 4194304;
179 //uses low quality origin coordinates, reducing network traffic compared to the default high precision, intended for numerous objects (projectiles/gibs/bullet holes/etc).
183 //darkplaces implementation: LordHavoc
187 //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.
191 //darkplaces implementation: LordHavoc
193 .entity viewmodelforclient;
195 //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.
199 //darkplaces implementation: LordHavoc
201 //"fog" (parameters: "density red green blue", example: "0.1 0.3 0.3 0.3")
203 //global fog for the map, can not be changed by QC
207 //darkplaces implementation: LordHavoc
209 //"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)
211 //global skybox for the map, can not be changed by QC
213 //DP_GFX_EXTERNALTEXTURES
215 //darkplaces implementation: LordHavoc
217 //loads external textures found in various directories (tenebrae compatible)...
219 in all examples .tga is merely the base texture, it can be any of these:
221 _glow.tga (fullbrights or other glowing overlay stuff, NOTE: this is done using additive blend, not alpha)
222 _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)
223 _shirt.tga (same idea as pants, but for shirt color)
224 _diffuse.tga (this may be used instead of base texture for per pixel lighting)
225 _gloss.tga (specular texture for per pixel lighting, note this can be in color (tenebrae only supports greyscale))
226 _norm.tga (normalmap texture for per pixel lighting)
227 _bump.tga (bumpmap, converted to normalmap at load time, supported only for reasons of tenebrae compatibility)
228 _luma.tga (same as _glow but supported only for reasons of tenebrae compatibility)
230 due to glquake's incomplete Targa(r) loader, this section describes
231 required Targa(r) features support:
233 type 1 (uncompressed 8bit paletted with 24bit/32bit palette)
234 type 2 (uncompressed 24bit/32bit true color, glquake supported this)
235 type 3 (uncompressed 8bit greyscale)
236 type 9 (RLE compressed 8bit paletted with 24bit/32bit palette)
237 type 10 (RLE compressed 24bit/32bit true color, glquake supported this)
238 type 11 (RLE compressed 8bit greyscale)
239 attribute bit 0x20 (Origin At Top Left, top to bottom, left to right)
241 image formats guarenteed to be supported: tga, pcx, lmp
242 image formats that are optional: png, jpg
244 mdl/spr/spr32 examples:
245 skins are named _A (A being a number) and skingroups are named like _A_B
246 these act as suffixes on the model name...
247 example names for skin _2_1 of model "progs/armor.mdl":
248 game/override/progs/armor.mdl_2_1.tga
249 game/textures/progs/armor.mdl_2_1.tga
250 game/progs/armor.mdl_2_1.tga
251 example names for skin _0 of the model "progs/armor.mdl":
252 game/override/progs/armor.mdl_0.tga
253 game/textures/progs/armor.mdl_0.tga
254 game/progs/armor.mdl_0.tga
255 note that there can be more skins files (of the _0 naming) than the mdl
256 contains, this is only useful to save space in the .mdl file if classic quake
257 compatibility is not a concern.
259 bsp/md2/md3 examples:
260 example names for the texture "quake" of model "maps/start.bsp":
261 game/override/quake.tga
262 game/textures/quake.tga
265 sbar/menu/console textures: for example the texture "conchars" (console font) in gfx.wad
266 game/override/gfx/conchars.tga
267 game/textures/gfx/conchars.tga
268 game/gfx/conchars.tga
271 //DP_GFX_QUAKE3MODELTAGS
273 //darkplaces implementation: LordHavoc
275 .entity tag_entity; // entity this is attached to (call setattachment to set this)
276 .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)
277 //builtin definitions:
278 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)
280 //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).
281 //note 2: if the tag is not found, it defaults to "" (attach to origin/angles of entity)
282 //note 3: attaching to world turns off attachment
283 //note 4: the entity that this is attached to must be visible for this to work
287 //darkplaces implementation: LordHavoc
289 //alias models (mdl, md2, md3) can have .skin files to replace conventional texture naming, these have a naming format such as:
290 //progs/test.md3_0.skin
291 //progs/test.md3_1.skin
294 //these files contain replace commands (replace meshname shadername), example:
295 //replace "helmet" "progs/test/helmet1.tga" // this is a mesh shader replacement
296 //replace "teamstripes" "progs/test/redstripes.tga"
297 //replace "visor" "common/nodraw" // this makes the visor mesh invisible
298 ////it is not possible to rename tags using this format
300 //Or the Quake3 syntax (100% compatible with Quake3's .skin files):
301 //helmet,progs/test/helmet1.tga // this is a mesh shader replacement
302 //teamstripes,progs/test/redstripes.tga
303 //visor,common/nodraw // this makes the visor mesh invisible
304 //tag_camera, // this defines that the first tag in the model is called tag_camera
305 //tag_test, // this defines that the second tag in the model is called tag_test
307 //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.
308 //this feature is intended to allow multiple skin sets on md3 models (which otherwise only have one skin set).
309 //other commands might be added someday but it is not expected.
313 //darkplaces implementation: LordHavoc
315 //simply indicates that the engine supports HalfLife maps (BSP version 30, NOT the QER RGBA ones which are also version 30).
317 //DP_HALFLIFE_MAP_CVAR
319 //darkplaces implementation: LordHavoc
323 //engine sets this cvar when loading a map to indicate if it is halflife format or not.
327 //darkplaces implementation: LordHavoc
336 //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).
340 //darkplaces implementation: LordHavoc
342 //MOVETYPE_WALK is permitted on non-clients, so bots can move smoothly, run off ledges, etc, just like a real player.
344 //DP_MOVETYPEBOUNCEMISSILE
346 //darkplaces implementation: id Software
347 //movetype definitions:
348 float MOVETYPE_BOUNCEMISSILE = 11;
350 //MOVETYPE_BOUNCE but without gravity, and with full reflection (no speed loss like grenades have), in other words - bouncing laser bolts.
353 //idea: id Software, LordHavoc (redesigned)
354 //darkplaces implementation: LordHavoc
355 //movetype definitions:
356 float MOVETYPE_FOLLOW = 12;
358 //MOVETYPE_FOLLOW implemented, this uses existing entity fields in unusual ways:
359 //aiment - the entity this is attached to.
360 //punchangle - the original angles when the follow began.
361 //view_ofs - the relative origin (note that this is un-rotated by punchangle, and that is actually the only purpose of punchangle).
362 //v_angle - the relative angles.
363 //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:
364 //hole.movetype = MOVETYPE_FOLLOW; // make the hole follow
365 //hole.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid
366 //hole.aiment = bmodel; // make the hole follow bmodel
367 //hole.punchangle = bmodel.angles; // the original angles of bmodel
368 //hole.view_ofs = hole.origin - bmodel.origin; // relative origin
369 //hole.v_angle = hole.angles - bmodel.angles; // relative angles
373 //darkplaces implementation: id Software
377 //builtin definitions:
378 void(entity ent) changepitch = #63;
380 //equivilant to changeyaw, ent is normally self. (this was a Q2 builtin)
384 //darkplaces implementation: LordHavoc
385 //builtin definitions:
386 void(entity from, entity to) copyentity = #400;
388 //copies all data in the entity to another entity.
392 //darkplaces implementation: id Software
393 //builtin definitions:
394 string(entity ent) etos = #65;
396 //lists all of the entity's fields into a string (similar to edict command in console). (this was a Q2 builtin)
400 //darkplaces implementation: LordHavoc
401 //builtin definitions:
402 entity(.string fld, string match) findchain = #402;
404 //similar to find() but returns a chain of entities like findradius.
406 //DP_QC_FINDCHAINFLOAT
408 //darkplaces implementation: LordHavoc
409 //builtin definitions:
410 entity(.entity fld, entity match) findchainentity = #403;
411 entity(.float fld, float match) findchainfloat = #403;
413 //similar to findentity()/findfloat() but returns a chain of entities like findradius.
417 //darkplaces implementation: LordHavoc
418 //builtin definitions:
419 entity(entity start, .entity fld, entity match) findentity = #98;
420 entity(entity start, .float fld, float match) findfloat = #98;
422 //finds an entity or float field value, similar to find(), but for entity and float fields.
426 //darkplaces implementation: LordHavoc
427 //builtin definitions:
428 vector(vector org) getlight = #92;
430 //returns the lighting at the requested location (in color), 0-255 range (can exceed 255).
434 //darkplaces implementation: LordHavoc
435 //builtin definitions:
436 float(entity e, float s) getsurfacenumpoints = #434;
437 vector(entity e, float s, float n) getsurfacepoint = #435;
438 vector(entity e, float s) getsurfacenormal = #436;
439 string(entity e, float s) getsurfacetexture = #437;
440 float(entity e, vector p) getsurfacenearpoint = #438;
441 vector(entity e, float s, vector p) getsurfaceclippedpoint = #439;
443 //functions to query surface information.
447 //darkplaces implementation: LordHavoc
448 //builtin definitions:
449 float(float a, float b) min = #94;
450 float(float a, float b, float c) min3 = #94;
451 float(float a, float b, float c, float d) min4 = #94;
452 float(float a, float b, float c, float d, float e) min5 = #94;
453 float(float a, float b, float c, float d, float e, float f) min6 = #94;
454 float(float a, float b, float c, float d, float e, float f, float g) min7 = #94;
455 float(float a, float b, float c, float d, float e, float f, float g, float h) min8 = #94;
456 float(float a, float b) max = #95;
457 float(float a, float b, float c) max3 = #95;
458 float(float a, float b, float c, float d) max4 = #95;
459 float(float a, float b, float c, float d, float e) max5 = #95;
460 float(float a, float b, float c, float d, float e, float f) max6 = #95;
461 float(float a, float b, float c, float d, float e, float f, float g) max7 = #95;
462 float(float a, float b, float c, float d, float e, float f, float g, float h) max8 = #95;
463 float(float minimum, float val, float maximum) bound = #96;
465 //min returns the lowest of all the supplied numbers.
466 //max returns the highest of all the supplied numbers.
467 //bound clamps the value to the range and returns it.
471 //darkplaces implementation: LordHavoc
472 //builtin definitions:
473 vector() randomvec = #91;
475 //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)
477 //DP_QC_SINCOSSQRTPOW
478 //idea: id Software, LordHavoc
479 //darkplaces implementation: id Software, LordHavoc
480 //builtin definitions:
481 float(float val) sin = #60;
482 float(float val) cos = #61;
483 float(float val) sqrt = #62;
484 float(float a, float b) pow = #97;
486 //useful math functions, sine of val, cosine of val, square root of val, and raise a to power b, respectively.
490 //darkplaces implementation: id Software
491 //builtin definitions:
492 void(vector v1, vector min, vector max, vector v2, float nomonsters, entity forent) tracebox = #90;
494 //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).
498 //darkplaces implementation: id Software
499 //builtin definitions:
500 void(entity ent, entity ignore) tracetoss = #64;
502 //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.
504 //DP_QC_VECTORVECTORS
506 //darkplaces implementation: LordHavoc
507 //builtin definitions:
508 void(vector dir) vectorvectors = #432;
510 //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.
513 //idea: quake community
514 //darkplaces implementation: LordHavoc
516 //shows that the engine supports Quake2 .md2 files.
519 //idea: quake community
520 //darkplaces implementation: LordHavoc
522 //shows that the engine supports Quake3 .md3 files.
526 //darkplaces implementation: LordHavoc
527 //builtin definitions:
528 float(string name, string value) registercvar = #93;
530 //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.
534 //darkplaces implementation: LordHavoc
536 float SOLID_CORPSE = 5;
538 //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.
542 //darkplaces implementation: LordHavoc
544 //the engine supports .spr32 sprites.
548 //darkplaces implementation: LordHavoc
549 .float clientcolors; // colors of the client (format: pants + shirt * 16)
551 //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
555 //darkplaces implementation: LordHavoc
556 //allows qc to modify the client's .netname, and automatically sends out any appropriate network updates if changed
558 //DP_SV_DRAWONLYTOCLIENT
560 //darkplaces implementation: LordHavoc
562 .entity drawonlytoclient;
564 //the entity is only visible to the specified client.
568 //darkplaces implementation: LordHavoc
569 //builtin definitions:
570 void(vector org, string modelname, float startframe, float endframe, float framerate) effect = #404;
572 //float svc_effect = #52; // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
573 //float svc_effect2 = #53; // [vector] org [short] modelindex [byte] startframe [byte] framecount [byte] framerate
575 //clientside playback of simple custom sprite effects (explosion sprites, etc).
577 //DP_SV_NODRAWTOCLIENT
579 //darkplaces implementation: LordHavoc
581 .entity nodrawtoclient;
583 //the entity is not visible to the specified client.
585 //DP_SV_PLAYERPHYSICS
587 //darkplaces implementation: LordHavoc
590 //engine-called QC prototypes:
591 //void() SV_PlayerPhysics;
593 //.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)
597 //darkplaces implementation: LordHavoc
598 //builtin definitions:
599 void(entity ent, float colors) setcolor = #401;
600 //engine called QC functions (optional):
601 //void(float color) SV_ChangeTeam;
603 //setcolor sets the color on a client and updates internal color information accordingly (equivilant to stuffing a "color" command but immediate)
604 //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.
605 //the color format is pants + shirt * 16 (0-255 potentially)
609 //darkplaces implementation: LordHavoc
611 //"slowmo" (0+, default 1)
613 //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.
614 //range is 0 to infinite, recommended values to try are 0.1 (very slow, 10% speed), 1 (normal speed), 5 (500% speed).
618 //darkplaces implementation: LordHavoc
619 //builtin definitions:
620 void(vector org, vector velocity, float howmany) te_blood = #405;
621 //temp entity definitions:
625 //byte xvelocity (-128 to +127)
626 //byte yvelocity (-128 to +127)
627 //byte zvelocity (-128 to +127)
628 //byte count (0 to 255, how much blood)
630 //creates a blood effect.
634 //darkplaces implementation: LordHavoc
635 //builtin definitions:
636 void(vector mincorner, vector maxcorner, float explosionspeed, float howmany) te_bloodshower = #406;
637 //temp entity definitions:
638 //float TE_BLOODSHOWER = 52;
640 //vector mins (minimum corner of the cube)
641 //vector maxs (maximum corner of the cube)
642 //coord explosionspeed (velocity of blood particles flying out of the center)
643 //short count (number of blood particles)
645 //creates an exploding shower of blood, for making gibbings more convincing.
649 //darkplaces implementation: LordHavoc
650 //builtin definitions:
651 void(vector org, float radius, float lifetime, vector color) te_customflash = #417;
652 //temp entity definitions:
653 //float TE_CUSTOMFLASH = 73;
656 //byte radius ((MSG_ReadByte() + 1) * 8, meaning 8-2048 unit radius)
657 //byte lifetime ((MSG_ReadByte() + 1) / 256.0, meaning approximately 0-1 second lifetime)
658 //byte red (0.0 to 1.0 converted to 0-255)
659 //byte green (0.0 to 1.0 converted to 0-255)
660 //byte blue (0.0 to 1.0 converted to 0-255)
662 //creates a customized light flash.
666 //darkplaces implementation: LordHavoc
667 //builtin definitions:
668 void(vector org, vector color) te_explosionrgb = #407;
669 //temp entity definitions:
670 //float TE_EXPLOSIONRGB = 53;
673 //byte red (0.0 to 1.0 converted to 0 to 255)
674 //byte green (0.0 to 1.0 converted to 0 to 255)
675 //byte blue (0.0 to 1.0 converted to 0 to 255)
677 //creates a colored explosion effect.
681 //darkplaces implementation: LordHavoc
682 //temp entity definitions:
683 float TE_FLAMEJET = 74;
687 //byte count (0 to 255, how many flame particles)
689 //creates a single puff of flame particles. (not very useful really)
693 //darkplaces implementation: LordHavoc
694 //builtin definitions:
695 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube = #408;
696 //temp entity definitions:
697 //float TE_PARTICLECUBE = 54;
699 //vector mins (minimum corner of the cube)
700 //vector maxs (maximum corner of the cube)
703 //byte color (palette color)
704 //byte gravity (TRUE or FALSE, FIXME should this be a scaler instead?)
705 //coord randomvel (how much to jitter the velocity)
707 //creates a cloud of particles, useful for forcefields but quite customizable.
711 //darkplaces implementation: LordHavoc
712 //builtin definitions:
713 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlerain = #409;
714 //temp entity definitions:
715 //float TE_PARTICLERAIN = 55;
717 //vector mins (minimum corner of the cube)
718 //vector maxs (maximum corner of the cube)
719 //vector velocity (velocity of particles)
720 //short count (number of particles)
721 //byte color (8bit palette color)
723 //creates a shower of rain, the rain will appear either at the top (if falling down) or bottom (if falling up) of the cube.
727 //darkplaces implementation: LordHavoc
728 //builtin definitions:
729 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlesnow = #410;
730 //temp entity definitions:
731 //float TE_PARTICLERAIN = 56;
733 //vector mins (minimum corner of the cube)
734 //vector maxs (maximum corner of the cube)
735 //vector velocity (velocity of particles)
736 //short count (number of particles)
737 //byte color (8bit palette color)
739 //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.
743 //darkplaces implementation: LordHavoc
744 //builtin definitions:
745 void(vector org) te_gunshotquad = #412;
746 void(vector org) te_spikequad = #413;
747 void(vector org) te_superspikequad = #414;
748 void(vector org) te_explosionquad = #415;
749 //temp entity definitions:
750 //float TE_GUNSHOTQUAD = 57; // [vector] origin
751 //float TE_SPIKEQUAD = 58; // [vector] origin
752 //float TE_SUPERSPIKEQUAD = 59; // [vector] origin
753 //float TE_EXPLOSIONQUAD = 70; // [vector] origin
757 //all of these just take a location, and are equivilant in function (but not appearance :) to the original TE_GUNSHOT, etc.
761 //darkplaces implementation: LordHavoc
762 //builtin definitions:
763 void(vector org) te_smallflash = #416;
764 //temp entity definitions:
765 //float TE_SMALLFLASH = 72;
769 //creates a small light flash (radius 200, time 0.2).
773 //darkplaces implementation: LordHavoc
774 //builtin definitions:
775 void(vector org, vector vel, float howmany) te_spark = #411;
776 //temp entity definitions:
777 //float TE_SPARK = 51;
780 //byte xvelocity (-128 to 127)
781 //byte yvelocity (-128 to 127)
782 //byte zvelocity (-128 to 127)
783 //byte count (number of sparks)
785 //creates a shower of sparks and a smoke puff.
787 //DP_TE_STANDARDEFFECTBUILTINS
789 //darkplaces implementation: LordHavoc
790 //builtin definitions:
791 void(vector org) te_gunshot = #418;
792 void(vector org) te_spike = #419;
793 void(vector org) te_superspike = #420;
794 void(vector org) te_explosion = #421;
795 void(vector org) te_tarexplosion = #422;
796 void(vector org) te_wizspike = #423;
797 void(vector org) te_knightspike = #424;
798 void(vector org) te_lavasplash = #425;
799 void(vector org) te_teleport = #426;
800 void(vector org, float color) te_explosion2 = #427;
801 void(entity own, vector start, vector end) te_lightning1 = #428;
802 void(entity own, vector start, vector end) te_lightning2 = #429;
803 void(entity own, vector start, vector end) te_lightning3 = #430;
804 void(entity own, vector start, vector end) te_beam = #431;
806 //to make life easier on mod coders.
810 //darkplaces implementation: LordHavoc
811 //builtin definitions:
812 void(vector org) te_plasmaburn = #433;
813 //temp entity definitions:
814 //float TE_PLASMABURN = 75;
818 //creates a small light flash (radius 200, time 0.2) and marks the walls.
822 //darkplaces implementation: LordHavoc
826 //scales fov and sensitivity of player, valid range is 0 to 1 (intended for sniper rifle zooming, and such)
830 //darkplaces implementation: LordHavoc
831 //builtin definitions:
832 float(string s) stof = #81; // get numerical value from a string
833 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
834 void(float fhandle) fclose = #111; // closes a file
835 string(float fhandle) fgets = #112; // reads a line of text from the file and returns as a tempstring
836 void(float fhandle, string s) fputs = #113; // writes a line of text to the end of the file
837 float(string s) strlen = #114; // returns how many characters are in a string
838 string(string s1, string s2) strcat = #115; // concatenates two strings (for example "abc", "def" would return "abcdef") and returns as a tempstring
839 string(string s, float start, float length) substring = #116; // returns a section of a string as a tempstring
840 vector(string s) stov = #117; // returns vector value from a string
841 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)
842 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!!!)
845 float FILE_APPEND = 1;
846 float FILE_WRITE = 2;
848 //pr_zone_min_strings : default 64 (64k), min 64 (64k), max 8192 (8mb)
850 //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.
852 //KRIMZON_SV_PARSECLIENTCOMMAND
854 //darkplaces implementation: KrimZon, LordHavoc
855 //engine-called QC prototypes:
856 //void(string s) SV_ParseClientCommand;
857 //builtin definitions:
858 void(entity e, string s) clientcommand = #440;
859 float(string s) tokenize = #441;
860 string(float n) argv = #442;
862 //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
866 //darkplaces implementation: LordHavoc
867 //engine-called QC prototypes:
868 //void() RestoreGame;
870 //when a savegame is loaded, this function is called
874 //darkplaces implementation: LordHavoc
876 //shows that the engine supports the "play2" console command (plays a sound without spatialization).
880 //darkplaces implementation: LordHavoc
882 //sv_jumpstep (0/1, default 1)
883 //sv_stepheight (default 18)
885 //sv_jumpstep allows stepping up onto stairs while airborn, sv_stepheight controls how high a single step can be.
887 // UNFINISHED section
890 //darkplaces implementation: LordHavoc
891 //builtin definitions:
892 // FIXME: these need numbers assigned, and they need to be added to the engine!
893 //entity() spawnclient = #; // like spawn but for client slots (also calls relevant connect/spawn functions), returns world if no clients available
894 //void(entity e) removeclient = #; // like remove but for client slots (also calls relevant disconnect functions)
896 //functions to allow bots to use client slots with no hacks, some notes:
897 .string netname; //controls name on scoreboard (so be sure to set it for a bot)
898 .float frags; //controls score on scoreboard (this is expected)
899 .float clientcolors; //controls coloring on scoreboard (this determines player colors exactly like the "color" command, except for using a single number that contains pants and shirt colors (pants + shirt * 16, 0-255 potentially), so be sure to set it for a bot)
900 //note also that these fields can be set on a real client to change the relevant settings.
901 //see also DP_SV_SETCOLOR extension for another way to manipulate clientcolors (made obsolete by this extension).
903 //unassigned stuff: (need to write up specs but haven't yet)
904 .vector punchvector; // DP_SV_PUNCHVECTOR
905 .float ping; // DP_SV_PING