7 QuakeC Extensions are a method for mod developers to detect the presence of particular engine features, as their mods may be run on a wide range of Quake engines.
8 Below is a list of all the extensions supported by Darkplaces.
10 **!!TODO!!** Organize into groups (ie. GFX, QuakeC, Server, Network) and start filling in description pages. use the checkextension page as a base.
12 - [No extension yet](#lost-link)
13 - [Left out Quake definitions](#lost-link)
14 - [checkextension builtin](#lost-link)
21 Indicates the engine supports .wal textures for filenames in the textures/ directory
25 Additive blending when this object is rendered
29 Entity emits blue light (used for quad)
33 Render entity as double sided (backfaces are visible, I.E. you see the 'interior' of the model, rather than just the front), can be occasionally useful on transparent stuff.
41 Entity is always brightly lit
45 Makes entity show up to client even through walls, useful with EF_ADDITIVE for special indicators like where team bases are in a map, so that people don't get lost
49 Prevents server from sending entity to client (forced invisible, even if it would have been a light source or other such things)
53 Prevents gun bobbing on player.viewmodel
57 Realtime lights will not cast shadows from this entity (but can still illuminate it)
61 Entity emits red light (used for invulnerability)
65 When toggled, the current animation is restarted. Useful for weapon animation.
69 Entity emits bouncing sparkles in every direction
73 When toggled, interpolation of the entity is skipped for one frame. Useful for teleporting.
77 DP_GFX_EXTERNALTEXTURES
79 loads external textures found in various directories (tenebrae compatible)
81 DP_GFX_EXTERNALTEXTURES_PERMAPTEXTURES
83 Q1BSP and HLBSP map loading loads external textures found in textures/<mapname>/ as well as textures/.
87 Global fog for the map, can not be changed by QC
89 DP_GFX_QUAKE3MODELTAGS
91 Allows entities to be visually attached to model tags (which follow animations perfectly)
95 Alias models (mdl, md2, md3) can have .skin files to replace conventional texture naming
127 DP_ENT_CUSTOMCOLORMAP
128 DP_ENT_EXTERIORMODELTOCLIENT
142 DP_QC_ASINACOSATANATAN2TAN
147 DP_QC_CVAR_DESCRIPTION
154 DP_QC_EXTRESPONSEPACKET
156 DP_QC_FINDCHAIN_TOFIELD
164 DP_QC_GETSURFACEPOINTATTRIBUTE
165 DP_QC_GETSURFACETRIANGLE
167 DP_QC_GETTAGINFO_BONEPROPERTIES
169 DP_QC_GETTIME_CDTRACK
177 DP_QC_STRINGCOLORFUNCTIONS
178 DP_QC_STRING_CASE_FUNCTIONS
179 DP_QC_TOKENIZEBYSEPARATOR
180 DP_QC_TOKENIZE_CONSOLE
183 DP_QC_TRACE_MOVETYPE_HITMODEL
184 DP_QC_TRACE_MOVETYPE_WORLDONLY
185 DP_QC_UNLIMITEDTEMPSTRINGS
186 DP_QC_VECTOANGLES_WITH_ROLL
200 DP_CON_ALIASPARAMETERS
209 DP_LIGHTSTYLE_STATICVALUE
213 DP_MOVETYPEBOUNCEMISSILE
218 DP_SV_SPAWNFUNC_PREFIX
220 DP_SND_DIRECTIONLESSATTNNONE
230 DP_SV_CUSTOMIZEENTITYFORCLIENT
231 DP_SV_DRAWONLYTOCLIENT
234 DP_SV_ENTITYCONTENTSTRANSITION
235 DP_SV_MOVETYPESTEP_LANDEVENT
237 DP_SV_ONENTITYNOSPAWNFUNCTION
238 DP_SV_ONENTITYPREPOSTSPAWNFUNCTION
239 DP_SV_MODELFLAGS_AS_EFFECTS
243 DP_SV_PING_PACKETLOSS
248 DP_SV_PRECACHE_ANYTIME
254 DP_SV_WRITEUNTERMINATEDSTRING
255 DP_TE_STANDARDEFFECTBUILTINS
256 DP_TRACE_HITCONTENTSMASK_SURFACEINFO
260 FTE_CSQC_SKELETONOBJECTS
261 KRIMZON_SV_PARSECLIENTCOMMAND
271 DP_QC_STRINGBUFFERS_CVARLIST