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).
129 //darkplaces implementation: LordHavoc
133 //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).
135 //DP_ENT_CUSTOMCOLORMAP
137 //darkplaces implementation: LordHavoc
139 //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.
142 //NOTE: no longer supported by darkplaces because all entities are delta compressed now
143 //DP_ENT_DELTACOMPRESS // no longer supported
145 //darkplaces implementation: LordHavoc
147 float EF_DELTA = 8388608;
149 //(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).
152 //DP_ENT_EXTERIORMODELTOCLIENT
154 //darkplaces implementation: LordHavoc
156 .entity exteriormodeltoclient;
158 //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.
162 //darkplaces implementation: LordHavoc
168 //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.
170 //DP_ENT_LOWPRECISION
172 //darkplaces implementation: LordHavoc
174 float EF_LOWPRECISION = 4194304;
176 //uses low quality origin coordinates, reducing network traffic compared to the default high precision, intended for numerous objects (projectiles/gibs/bullet holes/etc).
180 //darkplaces implementation: LordHavoc
184 //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.
188 //darkplaces implementation: LordHavoc
190 .entity viewmodelforclient;
192 //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.
196 //darkplaces implementation: LordHavoc
198 //"fog" (parameters: "density red green blue", example: "0.1 0.3 0.3 0.3")
200 //global fog for the map, can not be changed by QC
204 //darkplaces implementation: LordHavoc
206 //"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)
208 //global skybox for the map, can not be changed by QC
210 //DP_GFX_EXTERNALTEXTURES
212 //darkplaces implementation: LordHavoc
214 //loads external textures found in various directories (tenebrae compatible)...
216 in all examples .tga is merely the base texture, it can be any of these:
218 _glow.tga (fullbrights or other glowing overlay stuff, NOTE: this is done using additive blend, not alpha)
219 _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)
220 _shirt.tga (same idea as pants, but for shirt color)
221 _diffuse.tga (this may be used instead of base texture for per pixel lighting)
222 _gloss.tga (specular texture for per pixel lighting, note this can be in color (tenebrae only supports greyscale))
223 _norm.tga (normalmap texture for per pixel lighting)
224 _bump.tga (bumpmap, converted to normalmap at load time, supported only for reasons of tenebrae compatibility)
225 _luma.tga (same as _glow but supported only for reasons of tenebrae compatibility)
227 due to glquake's incomplete Targa(r) loader, this section describes
228 required Targa(r) features support:
230 type 1 (uncompressed 8bit paletted with 24bit/32bit palette)
231 type 2 (uncompressed 24bit/32bit true color, glquake supported this)
232 type 3 (uncompressed 8bit greyscale)
233 type 9 (RLE compressed 8bit paletted with 24bit/32bit palette)
234 type 10 (RLE compressed 24bit/32bit true color, glquake supported this)
235 type 11 (RLE compressed 8bit greyscale)
236 attribute bit 0x20 (Origin At Top Left, top to bottom, left to right)
238 image formats guarenteed to be supported: tga, pcx, lmp
239 image formats that are optional: png, jpg
241 mdl/spr/spr32 examples:
242 skins are named _A (A being a number) and skingroups are named like _A_B
243 these act as suffixes on the model name...
244 example names for skin _2_1 of model "progs/armor.mdl":
245 game/override/progs/armor.mdl_2_1.tga
246 game/textures/progs/armor.mdl_2_1.tga
247 game/progs/armor.mdl_2_1.tga
248 example names for skin _0 of the model "progs/armor.mdl":
249 game/override/progs/armor.mdl_0.tga
250 game/textures/progs/armor.mdl_0.tga
251 game/progs/armor.mdl_0.tga
252 note that there can be more skins files (of the _0 naming) than the mdl
253 contains, this is only useful to save space in the .mdl file if classic quake
254 compatibility is not a concern.
256 bsp/md2/md3 examples:
257 example names for the texture "quake" of model "maps/start.bsp":
258 game/override/quake.tga
259 game/textures/quake.tga
262 sbar/menu/console textures: for example the texture "conchars" (console font) in gfx.wad
263 game/override/gfx/conchars.tga
264 game/textures/gfx/conchars.tga
265 game/gfx/conchars.tga
268 //DP_GFX_QUAKE3MODELTAGS
270 //darkplaces implementation: LordHavoc
272 .entity tag_entity; // entity this is attached to (call setattachment to set this)
273 .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)
274 //builtin definitions:
275 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)
277 //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).
278 //note 2: if the tag is not found, it defaults to "" (attach to origin/angles of entity)
279 //note 3: attaching to world turns off attachment
280 //note 4: the entity that this is attached to must be visible for this to work
284 //darkplaces implementation: LordHavoc
286 //alias models (mdl, md2, md3) can have .skin files to replace conventional texture naming, these have a naming format such as:
287 //progs/test.md3_0.skin
288 //progs/test.md3_1.skin
291 //these files contain replace commands (replace meshname shadername), example:
292 //replace "helmet" "progs/test/helmet1.tga" // this is a mesh shader replacement
293 //replace "teamstripes" "progs/test/redstripes.tga"
294 //replace "visor" "common/nodraw" // this makes the visor mesh invisible
295 ////it is not possible to rename tags using this format
297 //Or the Quake3 syntax (100% compatible with Quake3's .skin files):
298 //helmet,progs/test/helmet1.tga // this is a mesh shader replacement
299 //teamstripes,progs/test/redstripes.tga
300 //visor,common/nodraw // this makes the visor mesh invisible
301 //tag_camera, // this defines that the first tag in the model is called tag_camera
302 //tag_test, // this defines that the second tag in the model is called tag_test
304 //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.
305 //this feature is intended to allow multiple skin sets on md3 models (which otherwise only have one skin set).
306 //other commands might be added someday but it is not expected.
310 //darkplaces implementation: LordHavoc
312 //simply indicates that the engine supports HalfLife maps (BSP version 30, NOT the QER RGBA ones which are also version 30).
314 //DP_HALFLIFE_MAP_CVAR
316 //darkplaces implementation: LordHavoc
320 //engine sets this cvar when loading a map to indicate if it is halflife format or not.
324 //darkplaces implementation: LordHavoc
333 //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).
337 //darkplaces implementation: LordHavoc
339 //MOVETYPE_WALK is permitted on non-clients, so bots can move smoothly, run off ledges, etc, just like a real player.
341 //DP_MOVETYPEBOUNCEMISSILE
343 //darkplaces implementation: id Software
344 //movetype definitions:
345 float MOVETYPE_BOUNCEMISSILE = 11;
347 //MOVETYPE_BOUNCE but without gravity, and with full reflection (no speed loss like grenades have), in other words - bouncing laser bolts.
350 //idea: id Software, LordHavoc (redesigned)
351 //darkplaces implementation: LordHavoc
352 //movetype definitions:
353 float MOVETYPE_FOLLOW = 12;
355 //MOVETYPE_FOLLOW implemented, this uses existing entity fields in unusual ways:
356 //aiment - the entity this is attached to.
357 //punchangle - the original angles when the follow began.
358 //view_ofs - the relative origin (note that this is un-rotated by punchangle, and that is actually the only purpose of punchangle).
359 //v_angle - the relative angles.
360 //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:
361 //hole.movetype = MOVETYPE_FOLLOW; // make the hole follow
362 //hole.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid
363 //hole.aiment = bmodel; // make the hole follow bmodel
364 //hole.punchangle = bmodel.angles; // the original angles of bmodel
365 //hole.view_ofs = hole.origin - bmodel.origin; // relative origin
366 //hole.v_angle = hole.angles - bmodel.angles; // relative angles
370 //darkplaces implementation: id Software
374 //builtin definitions:
375 void(entity ent) changepitch = #63;
377 //equivilant to changeyaw, ent is normally self. (this was a Q2 builtin)
381 //darkplaces implementation: LordHavoc
382 //builtin definitions:
383 void(entity from, entity to) copyentity = #400;
385 //copies all data in the entity to another entity.
389 //darkplaces implementation: id Software
390 //builtin definitions:
391 string(entity ent) etos = #65;
393 //lists all of the entity's fields into a string (similar to edict command in console). (this was a Q2 builtin)
397 //darkplaces implementation: LordHavoc
398 //builtin definitions:
399 entity(.string fld, string match) findchain = #402;
401 //similar to find() but returns a chain of entities like findradius.
403 //DP_QC_FINDCHAINFLOAT
405 //darkplaces implementation: LordHavoc
406 //builtin definitions:
407 entity(.entity fld, entity match) findchainentity = #403;
408 entity(.float fld, float match) findchainfloat = #403;
410 //similar to findentity()/findfloat() but returns a chain of entities like findradius.
414 //darkplaces implementation: LordHavoc
415 //builtin definitions:
416 entity(entity start, .entity fld, entity match) findentity = #98;
417 entity(entity start, .float fld, float match) findfloat = #98;
419 //finds an entity or float field value, similar to find(), but for entity and float fields.
423 //darkplaces implementation: LordHavoc
424 //builtin definitions:
425 vector(vector org) getlight = #92;
427 //returns the lighting at the requested location (in color), 0-255 range (can exceed 255).
431 //darkplaces implementation: LordHavoc
432 //builtin definitions:
433 float(entity e, float s) getsurfacenumpoints = #434;
434 vector(entity e, float s, float n) getsurfacepoint = #435;
435 vector(entity e, float s) getsurfacenormal = #436;
436 string(entity e, float s) getsurfacetexture = #437;
437 float(entity e, vector p) getsurfacenearpoint = #438;
438 vector(entity e, float s, vector p) getsurfaceclippedpoint = #439;
440 //functions to query surface information.
444 //darkplaces implementation: LordHavoc
445 //builtin definitions:
446 float(float a, float b) min = #94;
447 float(float a, float b, float c) min3 = #94;
448 float(float a, float b, float c, float d) min4 = #94;
449 float(float a, float b, float c, float d, float e) min5 = #94;
450 float(float a, float b, float c, float d, float e, float f) min6 = #94;
451 float(float a, float b, float c, float d, float e, float f, float g) min7 = #94;
452 float(float a, float b, float c, float d, float e, float f, float g, float h) min8 = #94;
453 float(float a, float b) max = #95;
454 float(float a, float b, float c) max3 = #95;
455 float(float a, float b, float c, float d) max4 = #95;
456 float(float a, float b, float c, float d, float e) max5 = #95;
457 float(float a, float b, float c, float d, float e, float f) max6 = #95;
458 float(float a, float b, float c, float d, float e, float f, float g) max7 = #95;
459 float(float a, float b, float c, float d, float e, float f, float g, float h) max8 = #95;
460 float(float minimum, float val, float maximum) bound = #96;
462 //min returns the lowest of all the supplied numbers.
463 //max returns the highest of all the supplied numbers.
464 //bound clamps the value to the range and returns it.
468 //darkplaces implementation: LordHavoc
469 //builtin definitions:
470 vector() randomvec = #91;
472 //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)
474 //DP_QC_SINCOSSQRTPOW
475 //idea: id Software, LordHavoc
476 //darkplaces implementation: id Software, LordHavoc
477 //builtin definitions:
478 float(float val) sin = #60;
479 float(float val) cos = #61;
480 float(float val) sqrt = #62;
481 float(float a, float b) pow = #97;
483 //useful math functions, sine of val, cosine of val, square root of val, and raise a to power b, respectively.
487 //darkplaces implementation: id Software
488 //builtin definitions:
489 void(vector v1, vector min, vector max, vector v2, float nomonsters, entity forent) tracebox = #90;
491 //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).
495 //darkplaces implementation: id Software
496 //builtin definitions:
497 void(entity ent, entity ignore) tracetoss = #64;
499 //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.
501 //DP_QC_VECTORVECTORS
503 //darkplaces implementation: LordHavoc
504 //builtin definitions:
505 void(vector dir) vectorvectors = #432;
507 //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.
510 //idea: quake community
511 //darkplaces implementation: LordHavoc
513 //shows that the engine supports Quake2 .md2 files.
516 //idea: quake community
517 //darkplaces implementation: LordHavoc
519 //shows that the engine supports Quake3 .md3 files.
523 //darkplaces implementation: LordHavoc
524 //builtin definitions:
525 float(string name, string value) registercvar = #93;
527 //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.
531 //darkplaces implementation: LordHavoc
533 float SOLID_CORPSE = 5;
535 //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.
539 //darkplaces implementation: LordHavoc
541 //the engine supports .spr32 sprites.
545 //darkplaces implementation: LordHavoc
546 .float clientcolors; // colors of the client (format: pants + shirt * 16)
548 //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
552 //darkplaces implementation: LordHavoc
553 //allows qc to modify the client's .netname, and automatically sends out any appropriate network updates if changed
555 //DP_SV_DRAWONLYTOCLIENT
557 //darkplaces implementation: LordHavoc
559 .entity drawonlytoclient;
561 //the entity is only visible to the specified client.
565 //darkplaces implementation: LordHavoc
566 //builtin definitions:
567 void(vector org, string modelname, float startframe, float endframe, float framerate) effect = #404;
569 //float svc_effect = #52; // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
570 //float svc_effect2 = #53; // [vector] org [short] modelindex [byte] startframe [byte] framecount [byte] framerate
572 //clientside playback of simple custom sprite effects (explosion sprites, etc).
574 //DP_SV_NODRAWTOCLIENT
576 //darkplaces implementation: LordHavoc
578 .entity nodrawtoclient;
580 //the entity is not visible to the specified client.
582 //DP_SV_PLAYERPHYSICS
584 //darkplaces implementation: LordHavoc
587 //engine-called QC prototypes:
588 //void() SV_PlayerPhysics;
590 //.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)
594 //darkplaces implementation: LordHavoc
595 //builtin definitions:
596 void(entity ent, float colors) setcolor = #401;
597 //engine called QC functions (optional):
598 //void(float color) SV_ChangeTeam;
600 //setcolor sets the color on a client and updates internal color information accordingly (equivilant to stuffing a "color" command but immediate)
601 //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.
602 //the color format is pants + shirt * 16 (0-255 potentially)
606 //darkplaces implementation: LordHavoc
608 //"slowmo" (0+, default 1)
610 //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.
611 //range is 0 to infinite, recommended values to try are 0.1 (very slow, 10% speed), 1 (normal speed), 5 (500% speed).
615 //darkplaces implementation: LordHavoc
616 //builtin definitions:
617 void(vector org, vector velocity, float howmany) te_blood = #405;
618 //temp entity definitions:
622 //byte xvelocity (-128 to +127)
623 //byte yvelocity (-128 to +127)
624 //byte zvelocity (-128 to +127)
625 //byte count (0 to 255, how much blood)
627 //creates a blood effect.
631 //darkplaces implementation: LordHavoc
632 //builtin definitions:
633 void(vector mincorner, vector maxcorner, float explosionspeed, float howmany) te_bloodshower = #406;
634 //temp entity definitions:
635 //float TE_BLOODSHOWER = 52;
637 //vector mins (minimum corner of the cube)
638 //vector maxs (maximum corner of the cube)
639 //coord explosionspeed (velocity of blood particles flying out of the center)
640 //short count (number of blood particles)
642 //creates an exploding shower of blood, for making gibbings more convincing.
646 //darkplaces implementation: LordHavoc
647 //builtin definitions:
648 void(vector org, float radius, float lifetime, vector color) te_customflash = #417;
649 //temp entity definitions:
650 //float TE_CUSTOMFLASH = 73;
653 //byte radius ((MSG_ReadByte() + 1) * 8, meaning 8-2048 unit radius)
654 //byte lifetime ((MSG_ReadByte() + 1) / 256.0, meaning approximately 0-1 second lifetime)
655 //byte red (0.0 to 1.0 converted to 0-255)
656 //byte green (0.0 to 1.0 converted to 0-255)
657 //byte blue (0.0 to 1.0 converted to 0-255)
659 //creates a customized light flash.
663 //darkplaces implementation: LordHavoc
664 //builtin definitions:
665 void(vector org, vector color) te_explosionrgb = #407;
666 //temp entity definitions:
667 //float TE_EXPLOSIONRGB = 53;
670 //byte red (0.0 to 1.0 converted to 0 to 255)
671 //byte green (0.0 to 1.0 converted to 0 to 255)
672 //byte blue (0.0 to 1.0 converted to 0 to 255)
674 //creates a colored explosion effect.
678 //darkplaces implementation: LordHavoc
679 //temp entity definitions:
680 float TE_FLAMEJET = 74;
684 //byte count (0 to 255, how many flame particles)
686 //creates a single puff of flame particles. (not very useful really)
690 //darkplaces implementation: LordHavoc
691 //builtin definitions:
692 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube = #408;
693 //temp entity definitions:
694 //float TE_PARTICLECUBE = 54;
696 //vector mins (minimum corner of the cube)
697 //vector maxs (maximum corner of the cube)
700 //byte color (palette color)
701 //byte gravity (TRUE or FALSE, FIXME should this be a scaler instead?)
702 //coord randomvel (how much to jitter the velocity)
704 //creates a cloud of particles, useful for forcefields but quite customizable.
708 //darkplaces implementation: LordHavoc
709 //builtin definitions:
710 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlerain = #409;
711 //temp entity definitions:
712 //float TE_PARTICLERAIN = 55;
714 //vector mins (minimum corner of the cube)
715 //vector maxs (maximum corner of the cube)
716 //vector velocity (velocity of particles)
717 //short count (number of particles)
718 //byte color (8bit palette color)
720 //creates a shower of rain, the rain will appear either at the top (if falling down) or bottom (if falling up) of the cube.
724 //darkplaces implementation: LordHavoc
725 //builtin definitions:
726 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlesnow = #410;
727 //temp entity definitions:
728 //float TE_PARTICLERAIN = 56;
730 //vector mins (minimum corner of the cube)
731 //vector maxs (maximum corner of the cube)
732 //vector velocity (velocity of particles)
733 //short count (number of particles)
734 //byte color (8bit palette color)
736 //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.
740 //darkplaces implementation: LordHavoc
741 //builtin definitions:
742 void(vector org) te_gunshotquad = #412;
743 void(vector org) te_spikequad = #413;
744 void(vector org) te_superspikequad = #414;
745 void(vector org) te_explosionquad = #415;
746 //temp entity definitions:
747 //float TE_GUNSHOTQUAD = 57; // [vector] origin
748 //float TE_SPIKEQUAD = 58; // [vector] origin
749 //float TE_SUPERSPIKEQUAD = 59; // [vector] origin
750 //float TE_EXPLOSIONQUAD = 70; // [vector] origin
754 //all of these just take a location, and are equivilant in function (but not appearance :) to the original TE_GUNSHOT, etc.
758 //darkplaces implementation: LordHavoc
759 //builtin definitions:
760 void(vector org) te_smallflash = #416;
761 //temp entity definitions:
762 //float TE_SMALLFLASH = 72;
766 //creates a small light flash (radius 200, time 0.2).
770 //darkplaces implementation: LordHavoc
771 //builtin definitions:
772 void(vector org, vector vel, float howmany) te_spark = #411;
773 //temp entity definitions:
774 //float TE_SPARK = 51;
777 //byte xvelocity (-128 to 127)
778 //byte yvelocity (-128 to 127)
779 //byte zvelocity (-128 to 127)
780 //byte count (number of sparks)
782 //creates a shower of sparks and a smoke puff.
784 //DP_TE_STANDARDEFFECTBUILTINS
786 //darkplaces implementation: LordHavoc
787 //builtin definitions:
788 void(vector org) te_gunshot = #418;
789 void(vector org) te_spike = #419;
790 void(vector org) te_superspike = #420;
791 void(vector org) te_explosion = #421;
792 void(vector org) te_tarexplosion = #422;
793 void(vector org) te_wizspike = #423;
794 void(vector org) te_knightspike = #424;
795 void(vector org) te_lavasplash = #425;
796 void(vector org) te_teleport = #426;
797 void(vector org, float color) te_explosion2 = #427;
798 void(entity own, vector start, vector end) te_lightning1 = #428;
799 void(entity own, vector start, vector end) te_lightning2 = #429;
800 void(entity own, vector start, vector end) te_lightning3 = #430;
801 void(entity own, vector start, vector end) te_beam = #431;
803 //to make life easier on mod coders.
807 //darkplaces implementation: LordHavoc
808 //builtin definitions:
809 void(vector org) te_plasmaburn = #433;
810 //temp entity definitions:
811 //float TE_PLASMABURN = 75;
815 //creates a small light flash (radius 200, time 0.2) and marks the walls.
819 //darkplaces implementation: LordHavoc
823 //scales fov and sensitivity of player, valid range is 0 to 1 (intended for sniper rifle zooming, and such)
827 //darkplaces implementation: LordHavoc
828 //builtin definitions:
829 float(string s) stof = #81; // get numerical value from a string
830 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
831 void(float fhandle) fclose = #111; // closes a file
832 string(float fhandle) fgets = #112; // reads a line of text from the file and returns as a tempstring
833 void(float fhandle, string s) fputs = #113; // writes a line of text to the end of the file
834 float(string s) strlen = #114; // returns how many characters are in a string
835 string(string s1, ...) strcat = #115; // concatenates two strings (for example "abc", "def" would return "abcdef") and returns as a tempstring
836 string(string s, float start, float length) substring = #116; // returns a section of a string as a tempstring
837 vector(string s) stov = #117; // returns vector value from a string
838 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)
839 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!!!)
842 float FILE_APPEND = 1;
843 float FILE_WRITE = 2;
845 //pr_zone_min_strings : default 64 (64k), min 64 (64k), max 8192 (8mb)
847 //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.
849 //KRIMZON_SV_PARSECLIENTCOMMAND
851 //darkplaces implementation: KrimZon, LordHavoc
852 //engine-called QC prototypes:
853 //void(string s) SV_ParseClientCommand;
854 //builtin definitions:
855 void(entity e, string s) clientcommand = #440;
856 float(string s) tokenize = #441;
857 string(float n) argv = #442;
859 //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
863 //darkplaces implementation: LordHavoc
864 //engine-called QC prototypes:
865 //void() RestoreGame;
867 //when a savegame is loaded, this function is called
871 //darkplaces implementation: LordHavoc
873 //shows that the engine supports the "play2" console command (plays a sound without spatialization).
877 //darkplaces implementation: LordHavoc
879 //sv_jumpstep (0/1, default 1)
880 //sv_stepheight (default 18)
882 //sv_jumpstep allows stepping up onto stairs while airborn, sv_stepheight controls how high a single step can be.
884 // NEXUIZ_PLAYERMODEL
887 //darkplaces implementation: Black
888 .string playermodel; // contains the name of the model set by a client with playermodel
889 .string playerskin; // contains the name of the skin set by a client with playerskin
891 // UNFINISHED section
894 //darkplaces implementation: LordHavoc
895 //builtin definitions:
896 // FIXME: these need numbers assigned, and they need to be added to the engine!
897 //entity() spawnclient = #; // like spawn but for client slots (also calls relevant connect/spawn functions), returns world if no clients available
898 //void(entity e) removeclient = #; // like remove but for client slots (also calls relevant disconnect functions)
900 //functions to allow bots to use client slots with no hacks, some notes:
901 .string netname; //controls name on scoreboard (so be sure to set it for a bot)
902 .float frags; //controls score on scoreboard (this is expected)
903 .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)
904 //note also that these fields can be set on a real client to change the relevant settings.
905 //see also DP_SV_SETCOLOR extension for another way to manipulate clientcolors (made obsolete by this extension).
907 //unassigned stuff: (need to write up specs but haven't yet)
908 .vector punchvector; // DP_SV_PUNCHVECTOR
909 .float ping; // DP_SV_PING