2 //DarkPlaces supported extension list, draft version 1.03
6 //darkplaces implementation: LordHavoc
8 //entity() spawnclient = #; // like spawn but for client slots (also calls relevant connect/spawn functions), returns world if no clients available
9 //void(entity e) removeclient = #; // like remove but for client slots (also calls relevant disconnect functions)
11 //functions to allow bots to use client slots with no hacks, some notes:
12 //.netname controls name on scoreboard (so be sure to set it)
13 //.frags controls score on scoreboard (this is expected)
14 //.clientcolors controls coloring on scoreboard (this determines player colors exactly like the "color" command, except for using )
16 //unassigned stuff: (need to write up specs but haven't yet)
17 .vector punchvector; // DP_SV_PUNCHVECTOR
18 .float ping; // DP_SV_PING
20 //checkextension function
21 //idea: expected by almost everyone
22 //darkplaces implementation: LordHavoc
23 float(string s) checkextension = #99;
24 //description: check if (cvar("pr_checkextension")) before calling this, this is the only guarenteed extension to be present in the extension system, it allows you to check if an extension is available, by name, to check for an extension use code like this:
25 //// (it is recommended this code be placed in worldspawn or a worldspawn called function somewhere)
26 //if (cvar("pr_checkextension"))
27 //if (checkextension("DP_SV_SETCOLOR"))
28 // ext_setcolor = TRUE;
29 //from then on you can check ext_setcolor to know if that extension is available
31 // LordHavoc: HIGHLY experimental, do not implement this in other engines
34 //darkplaces implementation: LordHavoc
36 float svc_cgame = 50; // [short] length [bytes] data
38 //contains network messages to client gamecode.
41 //idea: Nehahra, LordHavoc
42 //darkplaces implementation: LordHavoc
43 //client console commands:
44 //"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)
46 //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).
50 //darkplaces implementation: LordHavoc
52 float EF_ADDITIVE = 32;
54 //additive blending when this object is rendered
58 //darkplaces implementation: LordHavoc
62 //entity emits blue light (used for quad)
66 //darkplaces implementation: LordHavoc
68 float EF_FLAME = 1024;
74 //darkplaces implementation: LordHavoc
76 float EF_FULLBRIGHT = 512;
78 //entity is always brightly lit
82 //darkplaces implementation: LordHavoc
86 //prevents server from sending entity to client (forced invisible, even if it would have been a light source or other such things)
90 //darkplaces implementation: LordHavoc
94 //entity emits red light (used for invulnerability)
98 //darkplaces implementation: LordHavoc
100 float EF_STARDUST = 2048;
102 //entity emits bouncing sparkles in every direction (it is doubtful anyone would want to use this effect)
104 //entity attributes used for rendering/networking:
106 //darkplaces implementation: LordHavoc
111 //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).
114 //NOTE: no longer supported by darkplaces because no one used it
115 //DP_ENT_COLORMOD // no longer supported
117 //darkplaces implementation: LordHavoc
121 //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).
124 //DP_ENT_CUSTOMCOLORMAP
126 //darkplaces implementation: LordHavoc
128 //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.
131 //NOTE: no longer supported by darkplaces because all entities are delta compressed now
132 //DP_ENT_DELTACOMPRESS // no longer supported
134 //darkplaces implementation: LordHavoc
136 float EF_DELTA = 8388608;
138 //(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).
141 //DP_ENT_EXTERIORMODELTOCLIENT
143 //darkplaces implementation: LordHavoc
145 .entity exteriormodeltoclient;
147 //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.
151 //darkplaces implementation: LordHavoc
157 //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.
159 //DP_ENT_LOWPRECISION
161 //darkplaces implementation: LordHavoc
163 float EF_LOWPRECISION = 4194304;
165 //uses low quality origin coordinates, reducing network traffic compared to the default high precision, intended for numerous objects (projectiles/gibs/bullet holes/etc).
169 //darkplaces implementation: LordHavoc
173 //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.
177 //darkplaces implementation: LordHavoc
179 .entity viewmodelforclient;
181 //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.
185 //darkplaces implementation: LordHavoc
187 //"fog" (parameters: "density red green blue", example: "0.1 0.3 0.3 0.3")
189 //global fog for the map, can not be changed by QC
193 //darkplaces implementation: LordHavoc
195 //"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)
197 //global skybox for the map, can not be changed by QC
199 //DP_GFX_EXTERNALTEXTURES
201 //darkplaces implementation: LordHavoc
203 //loads external textures found in various directories (tenebrae compatible)...
205 in all examples .tga is merely the base texture, it can be any of these:
207 _glow.tga (fullbrights or other glowing overlay stuff, NOTE: this is done using additive blend, not alpha)
208 _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)
209 _shirt.tga (same idea as pants, but for shirt color)
210 _diffuse.tga (this may be used instead of base texture for per pixel lighting)
211 _gloss.tga (specular texture for per pixel lighting, note this can be in color (tenebrae only supports greyscale))
212 _norm.tga (normalmap texture for per pixel lighting)
213 _bump.tga (bumpmap, converted to normalmap at load time, supported only for reasons of tenebrae compatibility)
214 _luma.tga (same as _glow but supported only for reasons of tenebrae compatibility)
216 due to glquake's incomplete Targa(r) loader, this section describes
217 required Targa(r) features support:
219 type 1 (uncompressed 8bit paletted with 24bit/32bit palette)
220 type 2 (uncompressed 24bit/32bit true color, glquake supported this)
221 type 3 (uncompressed 8bit greyscale)
222 type 9 (RLE compressed 8bit paletted with 24bit/32bit palette)
223 type 10 (RLE compressed 24bit/32bit true color, glquake supported this)
224 type 11 (RLE compressed 8bit greyscale)
225 attribute bit 0x20 (Origin At Top Left, top to bottom, left to right)
227 image formats guarenteed to be supported: tga, pcx, lmp
228 image formats that are optional: png, jpg
230 mdl/spr/spr32 examples:
231 skins are named _A (A being a number) and skingroups are named like _A_B
232 these act as suffixes on the model name...
233 example names for skin _2_1 of model "progs/armor.mdl":
234 game/override/progs/armor.mdl_2_1.tga
235 game/textures/progs/armor.mdl_2_1.tga
236 game/progs/armor.mdl_2_1.tga
237 example names for skin _0 of the model "progs/armor.mdl":
238 game/override/progs/armor.mdl_0.tga
239 game/textures/progs/armor.mdl_0.tga
240 game/progs/armor.mdl_0.tga
241 note that there can be more skins files (of the _0 naming) than the mdl
242 contains, this is only useful to save space in the .mdl file if classic quake
243 compatibility is not a concern.
245 bsp/md2/md3 examples:
246 example names for the texture "quake" of model "maps/start.bsp":
247 game/override/quake.tga
248 game/textures/quake.tga
251 sbar/menu/console textures: for example the texture "conchars" (console font) in gfx.wad
252 game/override/gfx/conchars.tga
253 game/textures/gfx/conchars.tga
254 game/gfx/conchars.tga
259 //darkplaces implementation: LordHavoc
261 //simply indicates that the engine supports HalfLife maps (BSP version 30, NOT the QER RGBA ones which are also version 30).
263 //DP_HALFLIFE_MAP_CVAR
265 //darkplaces implementation: LordHavoc
269 //engine sets this cvar when loading a map to indicate if it is halflife format or not.
273 //darkplaces implementation: LordHavoc
282 //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).
286 //darkplaces implementation: LordHavoc
288 //MOVETYPE_WALK is permitted on non-clients, so bots can move smoothly, run off ledges, etc, just like a real player.
290 //DP_MOVETYPEBOUNCEMISSILE
292 //darkplaces implementation: id Software
293 //movetype definitions:
294 float MOVETYPE_BOUNCEMISSILE = 11;
296 //MOVETYPE_BOUNCE but without gravity, and with full reflection (no speed loss like grenades have), in other words - bouncing laser bolts.
299 //idea: id Software, LordHavoc (redesigned)
300 //darkplaces implementation: LordHavoc
301 //movetype definitions:
302 float MOVETYPE_FOLLOW = 12;
304 //MOVETYPE_FOLLOW implemented, this uses existing entity fields in unusual ways:
305 //aiment - the entity this is attached to.
306 //punchangle - the original angles when the follow began.
307 //view_ofs - the relative origin (note that this is un-rotated by punchangle, and that is actually the only purpose of punchangle).
308 //v_angle - the relative angles.
309 //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:
310 //hole.movetype = MOVETYPE_FOLLOW; // make the hole follow
311 //hole.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid
312 //hole.aiment = bmodel; // make the hole follow bmodel
313 //hole.punchangle = bmodel.angles; // the original angles of bmodel
314 //hole.view_ofs = hole.origin - bmodel.origin; // relative origin
315 //hole.v_angle = hole.angles - bmodel.angles; // relative angles
319 //darkplaces implementation: id Software
323 //builtin definitions:
324 void(entity ent) changepitch = #63;
326 //equivilant to changeyaw, ent is normally self. (this was a Q2 builtin)
330 //darkplaces implementation: LordHavoc
331 //builtin definitions:
332 void(entity from, entity to) copyentity = #400;
334 //copies all data in the entity to another entity.
338 //darkplaces implementation: id Software
339 //builtin definitions:
340 string(entity ent) etos = #65;
342 //lists all of the entity's fields into a string (similar to edict command in console). (this was a Q2 builtin)
346 //darkplaces implementation: LordHavoc
347 //builtin definitions:
348 entity(.string fld, string match) findchain = #402;
350 //similar to find() but returns a chain of entities like findradius.
352 //DP_QC_FINDCHAINFLOAT
354 //darkplaces implementation: LordHavoc
355 //builtin definitions:
356 entity(.entity fld, entity match) findchainentity = #403;
357 entity(.float fld, float match) findchainfloat = #403;
359 //similar to findentity()/findfloat() but returns a chain of entities like findradius.
363 //darkplaces implementation: LordHavoc
364 //builtin definitions:
365 entity(entity start, .entity fld, entity match) findentity = #98;
366 entity(entity start, .float fld, float match) findfloat = #98;
368 //finds an entity or float field value, similar to find(), but for entity and float fields.
372 //darkplaces implementation: LordHavoc
373 //builtin definitions:
374 vector(vector org) getlight = #92;
376 //returns the lighting at the requested location (in color), 0-255 range (can exceed 255).
380 //darkplaces implementation: LordHavoc
381 //builtin definitions:
382 float(entity e, float s) getsurfacenumpoints = #434;
383 vector(entity e, float s, float n) getsurfacepoint = #435;
384 vector(entity e, float s) getsurfacenormal = #436;
385 string(entity e, float s) getsurfacetexture = #437;
386 float(entity e, vector p) getsurfacenearpoint = #438;
387 vector(entity e, float s, vector p) getsurfaceclippedpoint = #439;
389 //functions to query surface information.
393 //darkplaces implementation: LordHavoc
394 //builtin definitions:
395 float(float a, float b) min = #94;
396 float(float a, float b, float c) min3 = #94;
397 float(float a, float b, float c, float d) min4 = #94;
398 float(float a, float b, float c, float d, float e) min5 = #94;
399 float(float a, float b, float c, float d, float e, float f) min6 = #94;
400 float(float a, float b, float c, float d, float e, float f, float g) min7 = #94;
401 float(float a, float b, float c, float d, float e, float f, float g, float h) min8 = #94;
402 float(float a, float b) max = #95;
403 float(float a, float b, float c) max3 = #95;
404 float(float a, float b, float c, float d) max4 = #95;
405 float(float a, float b, float c, float d, float e) max5 = #95;
406 float(float a, float b, float c, float d, float e, float f) max6 = #95;
407 float(float a, float b, float c, float d, float e, float f, float g) max7 = #95;
408 float(float a, float b, float c, float d, float e, float f, float g, float h) max8 = #95;
409 float(float minimum, float val, float maximum) bound = #96;
411 //min returns the lowest of all the supplied numbers.
412 //max returns the highest of all the supplied numbers.
413 //bound clamps the value to the range and returns it.
417 //darkplaces implementation: LordHavoc
418 //builtin definitions:
419 vector() randomvec = #91;
421 //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)
423 //DP_QC_SINCOSSQRTPOW
424 //idea: id Software, LordHavoc
425 //darkplaces implementation: id Software, LordHavoc
426 //builtin definitions:
427 float(float val) sin = #60;
428 float(float val) cos = #61;
429 float(float val) sqrt = #62;
430 float(float a, float b) pow = #97;
432 //useful math functions, sine of val, cosine of val, square root of val, and raise a to power b, respectively.
436 //darkplaces implementation: id Software
437 //builtin definitions:
438 void(vector v1, vector min, vector max, vector v2, float nomonsters, entity forent) tracebox = #90;
440 //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).
444 //darkplaces implementation: id Software
445 //builtin definitions:
446 void(entity ent, entity ignore) tracetoss = #64;
448 //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.
450 //DP_QC_VECTORVECTORS
452 //darkplaces implementation: LordHavoc
453 //builtin definitions:
454 void(vector dir) vectorvectors = #432;
456 //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.
459 //idea: quake community
460 //darkplaces implementation: LordHavoc
462 //shows that the engine supports Quake2 .md2 files.
465 //idea: quake community
466 //darkplaces implementation: LordHavoc
468 //shows that the engine supports Quake3 .md3 files.
472 //darkplaces implementation: LordHavoc
473 //builtin definitions:
474 float(string name, string value) registercvar = #93;
476 //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.
480 //darkplaces implementation: LordHavoc
482 float SOLID_CORPSE = 5;
484 //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.
488 //darkplaces implementation: LordHavoc
490 //the engine supports .spr32 sprites.
494 //darkplaces implementation: LordHavoc
495 .float clientcolors; // colors of the client (format: pants + shirt * 16)
497 //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
501 //darkplaces implementation: LordHavoc
502 //allows qc to modify the client's .netname, and automatically sends out any appropriate network updates if changed
504 //DP_SV_DRAWONLYTOCLIENT
506 //darkplaces implementation: LordHavoc
508 .entity drawonlytoclient;
510 //the entity is only visible to the specified client.
514 //darkplaces implementation: LordHavoc
515 //builtin definitions:
516 void(vector org, string modelname, float startframe, float endframe, float framerate) effect = #404;
518 //float svc_effect = #52; // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
519 //float svc_effect2 = #53; // [vector] org [short] modelindex [byte] startframe [byte] framecount [byte] framerate
521 //clientside playback of simple custom sprite effects (explosion sprites, etc).
523 //DP_SV_NODRAWTOCLIENT
525 //darkplaces implementation: LordHavoc
527 .entity nodrawtoclient;
529 //the entity is not visible to the specified client.
531 //DP_SV_PLAYERPHYSICS
533 //darkplaces implementation: LordHavoc
536 //engine-called QC prototypes:
537 //void() SV_PlayerPhysics;
539 //.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)
543 //darkplaces implementation: LordHavoc
544 //builtin definitions:
545 void(entity ent, float colors) setcolor = #401;
546 //engine called QC functions (optional):
547 //void(float color) SV_ChangeTeam;
549 //setcolor sets the color on a client and updates internal color information accordingly (equivilant to stuffing a "color" command but immediate)
550 //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.
551 //the color format is pants + shirt * 16 (0-255 potentially)
555 //darkplaces implementation: LordHavoc
557 //"slowmo" (0+, default 1)
559 //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.
560 //range is 0 to infinite, recommended values to try are 0.1 (very slow, 10% speed), 1 (normal speed), 5 (500% speed).
564 //darkplaces implementation: LordHavoc
565 //builtin definitions:
566 void(vector org, vector velocity, float howmany) te_blood = #405;
567 //temp entity definitions:
571 //byte xvelocity (-128 to +127)
572 //byte yvelocity (-128 to +127)
573 //byte zvelocity (-128 to +127)
574 //byte count (0 to 255, how much blood)
576 //creates a blood effect.
580 //darkplaces implementation: LordHavoc
581 //builtin definitions:
582 void(vector mincorner, vector maxcorner, float explosionspeed, float howmany) te_bloodshower = #406;
583 //temp entity definitions:
584 //float TE_BLOODSHOWER = 52;
586 //vector mins (minimum corner of the cube)
587 //vector maxs (maximum corner of the cube)
588 //coord explosionspeed (velocity of blood particles flying out of the center)
589 //short count (number of blood particles)
591 //creates an exploding shower of blood, for making gibbings more convincing.
595 //darkplaces implementation: LordHavoc
596 //builtin definitions:
597 void(vector org, float radius, float lifetime, vector color) te_customflash = #417;
598 //temp entity definitions:
599 //float TE_CUSTOMFLASH = 72;
602 //byte radius ((MSG_ReadByte() + 1) * 8, meaning 8-2048 unit radius)
603 //byte lifetime ((MSG_ReadByte() + 1) / 256.0, meaning approximately 0-1 second lifetime)
604 //byte red (0.0 to 1.0 converted to 0-255)
605 //byte green (0.0 to 1.0 converted to 0-255)
606 //byte blue (0.0 to 1.0 converted to 0-255)
608 //creates a customized light flash.
612 //darkplaces implementation: LordHavoc
613 //builtin definitions:
614 void(vector org, vector color) te_explosionrgb = #407;
615 //temp entity definitions:
616 //float TE_EXPLOSIONRGB = 53;
619 //byte red (0.0 to 1.0 converted to 0 to 255)
620 //byte green (0.0 to 1.0 converted to 0 to 255)
621 //byte blue (0.0 to 1.0 converted to 0 to 255)
623 //creates a colored explosion effect.
627 //darkplaces implementation: LordHavoc
628 //temp entity definitions:
629 float TE_FLAMEJET = 74;
633 //byte count (0 to 255, how many flame particles)
635 //creates a single puff of flame particles. (not very useful really)
639 //darkplaces implementation: LordHavoc
640 //builtin definitions:
641 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube = #408;
642 //temp entity definitions:
643 //float TE_PARTICLECUBE = 54;
645 //vector mins (minimum corner of the cube)
646 //vector maxs (maximum corner of the cube)
649 //byte color (palette color)
650 //byte gravity (TRUE or FALSE, FIXME should this be a scaler instead?)
651 //coord randomvel (how much to jitter the velocity)
653 //creates a cloud of particles, useful for forcefields but quite customizable.
657 //darkplaces implementation: LordHavoc
658 //builtin definitions:
659 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlerain = #409;
660 //temp entity definitions:
661 //float TE_PARTICLERAIN = 55;
663 //vector mins (minimum corner of the cube)
664 //vector maxs (maximum corner of the cube)
665 //vector velocity (velocity of particles)
666 //short count (number of particles)
667 //byte color (8bit palette color)
669 //creates a shower of rain, the rain will appear either at the top (if falling down) or bottom (if falling up) of the cube.
673 //darkplaces implementation: LordHavoc
674 //builtin definitions:
675 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlesnow = #410;
676 //temp entity definitions:
677 //float TE_PARTICLERAIN = 56;
679 //vector mins (minimum corner of the cube)
680 //vector maxs (maximum corner of the cube)
681 //vector velocity (velocity of particles)
682 //short count (number of particles)
683 //byte color (8bit palette color)
685 //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.
689 //darkplaces implementation: LordHavoc
690 //builtin definitions:
691 void(vector org) te_gunshotquad = #412;
692 void(vector org) te_spikequad = #413;
693 void(vector org) te_superspikequad = #414;
694 void(vector org) te_explosionquad = #415;
695 //temp entity definitions:
696 //float TE_GUNSHOTQUAD = 57; // [vector] origin
697 //float TE_SPIKEQUAD = 58; // [vector] origin
698 //float TE_SUPERSPIKEQUAD = 59; // [vector] origin
699 //float TE_EXPLOSIONQUAD = 70; // [vector] origin
703 //all of these just take a location, and are equivilant in function (but not appearance :) to the original TE_GUNSHOT, etc.
707 //darkplaces implementation: LordHavoc
708 //builtin definitions:
709 void(vector org) te_smallflash = #416;
710 //temp entity definitions:
711 //float TE_SMALLFLASH = 71;
715 //creates a small light flash (radius 200, time 0.2).
719 //darkplaces implementation: LordHavoc
720 //builtin definitions:
721 void(vector org, vector vel, float howmany) te_spark = #411;
722 //temp entity definitions:
723 //float TE_SPARK = 51;
726 //byte xvelocity (-128 to 127)
727 //byte yvelocity (-128 to 127)
728 //byte zvelocity (-128 to 127)
729 //byte count (number of sparks)
731 //creates a shower of sparks and a smoke puff.
733 //DP_TE_STANDARDEFFECTBUILTINS
735 //darkplaces implementation: LordHavoc
736 //builtin definitions:
737 void(vector org) te_gunshot = #418;
738 void(vector org) te_spike = #419;
739 void(vector org) te_superspike = #420;
740 void(vector org) te_explosion = #421;
741 void(vector org) te_tarexplosion = #422;
742 void(vector org) te_wizspike = #423;
743 void(vector org) te_knightspike = #424;
744 void(vector org) te_lavasplash = #425;
745 void(vector org) te_teleport = #426;
746 void(vector org, float color) te_explosion2 = #427;
747 void(entity own, vector start, vector end) te_lightning1 = #428;
748 void(entity own, vector start, vector end) te_lightning2 = #429;
749 void(entity own, vector start, vector end) te_lightning3 = #430;
750 void(entity own, vector start, vector end) te_beam = #431;
752 //to make life easier on mod coders.
756 //darkplaces implementation: LordHavoc
757 //builtin definitions:
758 void(vector org) te_plasmaburn = #433;
759 //temp entity definitions:
760 //float TE_PLASMABURN = 75;
764 //creates a small light flash (radius 200, time 0.2) and marks the walls.
768 //darkplaces implementation: LordHavoc
772 //scales fov and sensitivity of player, valid range is 0 to 1 (intended for sniper rifle zooming, and such)
776 //darkplaces implementation: LordHavoc
777 //builtin definitions:
778 float(string s) stof = #81; // get numerical value from a string
779 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
780 void(float fhandle) fclose = #111; // closes a file
781 string(float fhandle) fgets = #112; // reads a line of text from the file and returns as a tempstring
782 void(float fhandle, string s) fputs = #113; // writes a line of text to the end of the file
783 float(string s) strlen = #114; // returns how many characters are in a string
784 string(string s1, string s2) strcat = #115; // concatenates two strings (for example "abc", "def" would return "abcdef") and returns as a tempstring
785 string(string s, float start, float length) substring = #116; // returns a section of a string as a tempstring
786 vector(string s) stov = #117; // returns vector value from a string
787 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)
788 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!!!)
791 float FILE_APPEND = 1;
792 float FILE_WRITE = 2;
794 //pr_zone_min_strings : default 64 (64k), min 64 (64k), max 8192 (8mb)
796 //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.
798 //KRIMZON_SV_PARSECLIENTCOMMAND
800 //darkplaces implementation: KrimZon, LordHavoc
801 //engine-called QC prototypes:
802 //void(string s) SV_ParseCommand;
803 //builtin definitions:
804 void(entity e, string s) clientcommand = #440;
805 float(string s) tokenize = #441;
806 string(float n) argv = #442;
808 //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
812 //darkplaces implementation: LordHavoc
813 //engine-called QC prototypes:
814 //void() RestoreGame;
816 //when a savegame is loaded, this function is called
820 //darkplaces implementation: LordHavoc
822 //shows that the engine supports the "play2" console command (plays a sound without spatialization).
826 //darkplaces implementation: LordHavoc
828 //sv_jumpstep (0/1, default 1)
829 //sv_stepheight (default 18)
831 //sv_jumpstep allows stepping up onto stairs while airborn, sv_stepheight controls how high a single step can be.