Scaled the weapon models down about 30% to match 2.5.2 sizes. Except the tuba, I...
[divverent/nexuiz.git] / data / qcsrc / server / builtins.qh
1
2 void    makevectors (vector ang)                                                        = #1;
3 void    setorigin (entity e, vector o)                                                  = #2;
4 void    setmodel (entity e, string m)                                                   = #3;
5 void    setsize (entity e, vector min, vector max)                                      = #4;
6
7 void    crash (void)                                                                    = #6;
8 float   random (void)                                                                   = #7;
9 //void(entity e, float chan, string samp, float vol, float atten) sound = #8;
10 vector  normalize (vector v)                                                            = #9;
11 void    error (string e)                                                                = #10;
12 void    objerror_builtin (string e)                                                             = #11; // do not call, use objerror wrapper
13 float   vlen (vector v)                                                                 = #12;
14 float   vectoyaw (vector v)                                                             = #13;
15 entity  spawn (void)                                                                    = #14;
16 void    remove_builtin (entity e)                                                               = #15;
17 void    traceline (vector v1, vector v2, float nomonst, entity forent)                  = #16;
18 entity  checkclient (void)                                                              = #17;
19 entity  find (entity start, .string fld, string match)                                  = #18;
20 //string        precache_sound (string s)                                                       = #19;
21 string  precache_model (string s)                                                       = #20;
22 void(entity client, string s) stuffcmd = #21;
23 entity  findradius (vector org, float rad)                                              = #22;
24 void    bprint (string s, ...)                                                          = #23;
25 void(entity client, string s) sprint = #24;
26 void    dprint (string s, ...)                                                          = #25;
27 string  ftos (float f)                                                                  = #26;
28 string  vtos (vector v)                                                                 = #27;
29 void    coredump (void)                                                                 = #28;
30 void    traceon (void)                                                                  = #29;
31 void    traceoff (void)                                                                 = #30;
32 void    eprint (entity e)                                                               = #31;
33 float   walkmove (float yaw, float dist)                                                = #32;
34
35 float   droptofloor_builtin ()                                          = #34;
36 void    lightstyle (float style, string value)                                          = #35;
37 float   rint (float v)                                                                  = #36;
38 float   floor (float v)                                                                 = #37;
39 float   ceil (float v)                                                                  = #38;
40
41 float   checkbottom (entity e)                                                          = #40;
42 float   pointcontents (vector v)                                                        = #41;
43
44 float   fabs (float f)                                                                  = #43;
45 vector(entity e, float speed) aim = #44;
46 float   cvar (string s)                                                                 = #45;
47 void    localcmd (string s, ...)                                                        = #46;
48 entity  nextent (entity e)                                                              = #47;
49 void    particle (vector v, vector d, float colour, float count)                        = #48;
50 void    ChangeYaw (void)                                                                = #49;
51
52 vector  vectoangles (vector v, ...)                                                             = #51;
53 void(float to, float f)         WriteByte = #52;
54 void(float to, float f)         WriteChar = #53;
55 void(float to, float f)         WriteShort = #54;
56 void(float to, float f)         WriteLong = #55;
57 void(float to, float f)         WriteCoord = #56;
58 void(float to, float f)         WriteAngle = #57;
59 void(float to, string s)        WriteString     = #58;
60 void(float to, entity s)        WriteEntity     = #59;
61 void    movetogoal (float step)                                                         = #67;
62 string  precache_file (string s)                                                        = #68;
63 void    makestatic (entity e)                                                           = #69;
64 void    changelevel (string s)                                                          = #70;
65
66 void    cvar_set (string var, string val)                                               = #72;
67 //void(entity client, string s) centerprint = #73;
68 void    ambientsound (vector pos, string samp, float vol, float atten)                  = #74;
69 string  precache_model2 (string s)                                                      = #75;
70 string  precache_sound2 (string s)                                                      = #76;
71 string  precache_file2 (string s)                                                       = #77;
72 void(entity e) setspawnparms = #78;