4 ==============================================================================
6 SOURCE FOR GLOBALVARS_T C STRUCTURE
7 MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR
9 ==============================================================================
21 int player_localentnum; //the entnum
22 int player_localnum; //the playernum
23 float maxclients; //a constant filled in by the engine. gah, portability eh?
25 float clientcommandframe; //player movement
26 float servercommandframe; //clientframe echoed off the server
31 // global variables set by built in functions
33 vector v_forward, v_up, v_right; // set by makevectors()
35 // set by traceline / tracebox
37 float trace_startsolid;
40 vector trace_plane_normal;
41 float trace_plane_dist;
47 // required prog functions
51 float(float f, float t, float n) CSQC_InputEvent;
52 void(float w, float h) CSQC_UpdateView;
53 bool(string s) CSQC_ConsoleCommand;
55 //these fields are read and set by the default player physics
60 //retrieved from the current movement commands (read by player physics)
61 float input_timelength;
63 vector input_movevalues; //forwards, right, up.
64 int input_buttons; //attack, use, jump (default physics only uses jump)
66 float movevar_gravity;
67 float movevar_stopspeed;
68 float movevar_maxspeed;
69 float movevar_spectatormaxspeed; //used by NOCLIP movetypes.
70 float movevar_accelerate;
71 float movevar_airaccelerate;
72 float movevar_wateraccelerate;
73 float movevar_friction;
74 float movevar_waterfriction;
75 float movevar_entgravity; //the local player's gravity field. Is a multiple (1 is the normal value)
77 //================================================
78 void end_sys_globals; // flag for structure dumping
79 //================================================
82 ==============================================================================
84 SOURCE FOR ENTVARS_T C STRUCTURE
85 MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR
87 ==============================================================================
91 // system fields (*** = do not set in prog code, maintained by C code)
93 .int modelindex; // *** model index in the precached list
94 .vector absmin, absmax; // *** origin + mins / maxs
96 .int entnum; // *** the ent number as on the server
103 .vector origin; // ***
104 .vector oldorigin; // ***
109 .string classname; // spawn function
115 .vector mins, maxs; // bounding box extents reletive to origin
116 .vector size; // maxs - mins
121 .void() blocked; // for doors or plats, called when can't push other
135 .entity owner; // who launched a missile
137 //================================================
138 void end_sys_fields; // flag for structure dumping
139 //================================================
142 ==============================================================================
144 OPTIONAL FIELDS AND GLOBALS
146 ==============================================================================
149 // Additional OPTIONAL Fields and Globals
150 float intermission; // indicates intermission state (0 = normal, 1 = scores, 2 = finale text)
152 vector view_angles; // same as input_angles
153 vector view_punchangle; // from server
154 vector view_punchvector; // from server
157 ==============================================================================
161 ==============================================================================
164 const int MASK_ENGINE = 1;
165 const int MASK_ENGINEVIEWMODELS = 2;
166 const int MASK_NORMAL = 4;
168 const int RF_VIEWMODEL = 1;
169 const int RF_EXTERNALMODEL = 2;
170 const int RF_DEPTHHACK = 4;
171 const int RF_ADDITIVE = 8;
172 const int RF_USEAXIS = 16;
174 const int VF_MIN = 1; //(vector)
175 const int VF_MIN_X = 2; //(float)
176 const int VF_MIN_Y = 3; //(float)
177 const int VF_SIZE = 4; //(vector) (viewport size)
178 const int VF_SIZE_Y = 5; //(float)
179 const int VF_SIZE_X = 6; //(float)
180 const int VF_VIEWPORT = 7; //(vector, vector)
181 const int VF_FOV = 8; //(vector)
182 const int VF_FOVX = 9; //(float)
183 const int VF_FOVY = 10; //(float)
184 const int VF_ORIGIN = 11; //(vector)
185 const int VF_ORIGIN_X = 12; //(float)
186 const int VF_ORIGIN_Y = 13; //(float)
187 const int VF_ORIGIN_Z = 14; //(float)
188 const int VF_ANGLES = 15; //(vector)
189 const int VF_ANGLES_X = 16; //(float)
190 const int VF_ANGLES_Y = 17; //(float)
191 const int VF_ANGLES_Z = 18; //(float)
192 const int VF_DRAWWORLD = 19; //(float)
193 const int VF_DRAWENGINESBAR = 20; //(float)
194 const int VF_DRAWCROSSHAIR = 21; //(float)
196 const int VF_CL_VIEWANGLES = 33; //(vector)
197 const int VF_CL_VIEWANGLES_X = 34; //(float)
198 const int VF_CL_VIEWANGLES_Y = 35; //(float)
199 const int VF_CL_VIEWANGLES_Z = 36; //(float)
201 const int VF_PERSPECTIVE = 200;
203 //const int STAT_HEALTH = 0;
204 //const int STAT_WEAPONMODEL = 2;
205 //const int STAT_AMMO = 3;
206 //const int STAT_ARMOR = 4;
207 //const int STAT_WEAPONFRAME = 5;
208 //const int STAT_SHELLS = 6;
209 //const int STAT_NAILS = 7;
210 //const int STAT_ROCKETS = 8;
211 //const int STAT_CELLS = 9;
212 //const int STAT_ACTIVEWEAPON = 10;
213 //const int STAT_TOTALSECRETS = 11;
214 //const int STAT_TOTALMONSTERS = 12;
215 //const int STAT_SECRETS = 13;
216 //const int STAT_MONSTERS = 14;
217 //const int STAT_ITEMS = 15;
218 //const int STAT_VIEWHEIGHT = 16;
220 // Quake Sound Constants
221 const int CHAN_AUTO = 0;
222 const int CHAN_WEAPON = 1;
223 const int CHAN_VOICE = 2;
224 const int CHAN_ITEM = 3;
225 const int CHAN_BODY = 4;
227 const int ATTN_NONE = 0;
228 const int ATTN_NORM = 1;
229 const int ATTN_IDLE = 2;
230 const int ATTN_STATIC = 3;
232 // Frik File Constants
233 const int FILE_READ = 0;
234 const int FILE_APPEND = 1;
235 const int FILE_WRITE = 2;
237 // Quake Point Contents
238 const int CONTENT_EMPTY = -1;
239 const int CONTENT_SOLID = -2;
240 const int CONTENT_WATER = -3;
241 const int CONTENT_SLIME = -4;
242 const int CONTENT_LAVA = -5;
243 const int CONTENT_SKY = -6;
245 // Quake Solid Constants
246 const int SOLID_NOT = 0;
247 const int SOLID_TRIGGER = 1;
248 const int SOLID_BBOX = 2;
249 const int SOLID_SLIDEBOX = 3;
250 const int SOLID_BSP = 4;
251 const int SOLID_CORPSE = 5;
253 // Quake Move Constants
254 const int MOVE_NORMAL = 0;
255 const int MOVE_NOMONSTERS = 1;
256 const int MOVE_MISSILE = 2;
258 const float EXTRA_LOW = -99999999;
259 const float EXTRA_HIGH = 99999999;
261 const vector VEC_1 = '1 1 1';
262 const vector VEC_0 = '0 0 0';
263 const vector VEC_M1 = '-1 -1 -1';
265 //const float M_PI = 3.14159265358979323846;
267 vector VEC_HULL_MIN = '-16 -16 -24';
268 vector VEC_HULL_MAX = '16 16 32';
270 // Quake Temporary Entity Constants
271 const int TE_SPIKE = 0;
272 const int TE_SUPERSPIKE = 1;
273 const int TE_GUNSHOT = 2;
274 const int TE_EXPLOSION = 3;
275 const int TE_TAREXPLOSION = 4;
276 const int TE_LIGHTNING1 = 5;
277 const int TE_LIGHTNING2 = 6;
278 const int TE_WIZSPIKE = 7;
279 const int TE_KNIGHTSPIKE = 8;
280 const int TE_LIGHTNING3 = 9;
281 const int TE_LAVASPLASH = 10;
282 const int TE_TELEPORT = 11;
283 const int TE_EXPLOSION2 = 12;
285 // Darkplaces Additions
286 const int TE_EXPLOSIONRGB = 53;
287 const int TE_GUNSHOTQUAD = 57;
288 const int TE_EXPLOSIONQUAD = 70;
289 const int TE_SPIKEQUAD = 58;
290 const int TE_SUPERSPIKEQUAD = 59;
292 // PFlags for Dynamic Lights
293 const int PFLAGS_NOSHADOW = 1;
294 const int PFLAGS_CORONA = 2;
295 const int PFLAGS_FULLDYNAMIC = 128;
297 const int EF_ADDITIVE = 32;
298 const int EF_BLUE = 64;
299 const int EF_FLAME = 1024;
300 const int EF_FULLBRIGHT = 512;
301 const int EF_NODEPTHTEST = 8192;
302 const int EF_NODRAW = 16;
303 const int EF_NOSHADOW = 4096;
304 const int EF_RED = 128;
305 const int EF_STARDUST = 2048;
306 const int EF_SELECTABLE = 16384;
308 const int PFL_ONGROUND = 1;
309 const int PFL_CROUCH = 2;
310 const int PFL_DEAD = 4;
311 const int PFL_GIBBED = 8;
314 const int DRAWFLAG_NORMAL = 0;
315 const int DRAWFLAG_ADDITIVE = 1;
316 const int DRAWFLAG_MODULATE = 2;
317 const int DRAWFLAG_2XMODULATE = 3;
318 const int DRAWFLAG_SCREEN = 4;
319 const int DRAWFLAG_MIPMAP = 0x100; // only for R_BeginPolygon
322 ==============================================================================
325 EXTENSIONS ARE NOT ADDED HERE, BUT BELOW!
327 ==============================================================================
330 void(vector ang) makevectors = #1;
331 void(entity e, vector o) setorigin = #2;
332 void(entity e, string m) setmodel = #3;
333 void(entity e, vector min, vector max) setsize = #4;
335 void() break_to_debugger = #6;
337 void(entity e, float chan, string samp) sound = #8;
338 vector(vector v) normalize = #9;
339 void(string e) error = #10;
340 void(string e) objerror = #11;
341 float(vector v) vlen = #12;
342 float(vector v) vectoyaw = #13;
343 entity() spawn = #14;
344 void(entity e) remove = #15;
345 float(vector v1, vector v2, float tryents, entity ignoreentity) traceline = #16;
347 entity(entity start, .string fld, string match) find = #18;
348 void(string s) precache_sound = #19;
349 void(string s) precache_model = #20;
351 entity(vector org, float rad) findradius = #22;
353 void(string s, ...) dprint = #25;
354 string(float f) ftos = #26;
355 string(vector v) vtos = #27;
356 void() coredump = #28;
357 void() traceon = #29;
358 void() traceoff = #30;
359 void(entity e) eprint = #31;
361 float(float yaw, float dist, float settrace) walkmove = #32;
363 float() droptofloor = #34;
364 void(float style, string value) lightstyle = #35;
365 int(float v) rint = #36;
366 int(float v) floor = #37;
367 int(float v) ceil = #38;
369 float(entity e) checkbottom = #40;
370 float(vector v) pointcontents = #41;
372 float(float f) fabs = #43;
374 float(string s) cvar = #45;
375 void(string s, ...) localcmd = #46;
376 entity(entity e) nextent = #47;
377 void(vector o, vector d, float color, float count) particle = #48;
378 void() ChangeYaw = #49;
380 vector(vector v) vectoangles = #51;
381 vector(vector v, vector w) vectoangles2 = #51;
383 float(float f) sin = #60;
384 float(float f) cos = #61;
385 float(float f) sqrt = #62;
386 void(entity ent) changepitch = #63;
387 void(entity e, entity ignore) tracetoss = #64;
388 string(entity ent) etos = #65;
390 string(string s) precache_file = #68;
391 void(entity e) makestatic = #69;
393 void(string name, string value) cvar_set = #72;
395 void(vector pos, string samp, float vol, float atten) ambientsound = #74;
396 string(string s) precache_model2 = #75;
397 string(string s) precache_sound2 = #76;
398 string(string s) precache_file2 = #77;
400 float(string s) stof = #81;
403 void(vector v1, vector min, vector max, vector v2, float nomonsters, entity forent) tracebox = #90;
404 vector() randomvec = #91;
405 vector(vector org) getlight = #92;
406 vector(vector org, float lpflags) getlight2 = #92;
408 vector getlight_ambient;
409 vector getlight_diffuse;
410 const float LP_LIGHTMAP = 1;
411 const float LP_RTWORLD = 2;
412 const float LP_DYNLIGHT = 4;
413 const float LP_COMPLETE = 7;
415 float(string name, string value) registercvar = #93;
416 float( float a, ... ) min = #94;
417 float( float b, ... ) max = #95;
418 float(float minimum, float val, float maximum) bound = #96;
419 float(float f, float f) pow = #97;
420 entity(entity start, .float fld, float match) findfloat = #98;
421 float(string s) checkextension = #99;
422 // FrikaC and Telejano range #100-#199
424 int(string filename, int mode) fopen = #110;
425 void(float fhandle) fclose = #111;
426 string(float fhandle) fgets = #112;
427 void(float fhandle, string s) fputs = #113;
428 float(string s) strlen = #114;
429 string(...) strcat = #115;
430 string(string s, float start, float length) substring = #116;
431 vector(string) stov = #117;
432 string(string s) strzone = #118;
433 void(string s) strunzone = #119;
435 // FTEQW range #200-#299
437 float(float number, float quantity) bitshift = #218;
439 //float(string str, string sub[, float startpos]) strstrofs = #221;
440 int(string str, string sub, float startpos) strstrofs = #221;
441 int(string str, float ofs) str2chr = #222;
442 string(int c, ...) chr2str = #223;
443 string(float ccase, float calpha, float cnum, string s, ...) strconv = #224;
444 string(float chars, string s, ...) strpad = #225;
445 string(string info, string key, string value, ...) infoadd = #226;
446 string(string info, string key) infoget = #227;
447 int(string s1, string s2) strcmp = #228;
448 int(string s1, string s2, float len) strncmp = #228;
449 int(string s1, string s2) strcasecmp = #229;
450 int(string s1, string s2, float len) strncasecmp = #230;
452 // CSQC range #300-#399
453 void() clearscene = #300;
454 void(float mask) addentities = #301;
455 void(entity ent) addentity = #302;
456 float(float property, ...) setproperty = #303;
457 float(float property) getproperty = #309;
458 vector(float property) getpropertyvec = #309;
459 void() renderscene = #304;
460 void(vector org, float radius, vector lightcolours) adddynamiclight = #305;
461 void(vector org, float radius, vector lightcolours, float style, string cubemapname, float pflags) adddynamiclight2 = #305;
462 //void(string texturename, float flag[, float is2d, float lines]) R_BeginPolygon = #306;
463 void(string texturename, float flag, ...) R_BeginPolygon = #306;
464 void(vector org, vector texcoords, vector rgb, float alpha) R_PolygonVertex = #307;
465 void() R_EndPolygon = #308;
466 vector (vector v) cs_unproject = #310;
467 vector (vector v) cs_project = #311;
469 void(float width, vector pos1, vector pos2, float flag) drawline = #315;
470 float(string name) iscachedpic = #316;
471 string(string name, ...) precache_pic = #317;
472 string(string name) precache_cubemap = #317;
473 vector(string picname) draw_getimagesize = #318;
474 void(string name) freepic = #319;
475 float(vector position, float character, vector scale, vector rgb, float alpha, float flag) drawcharacter = #320;
476 float(vector position, string text, vector scale, vector rgb, float alpha, float flag) drawstring = #321;
477 float(vector position, string pic, vector size, vector rgb, float alpha, float flag) drawpic = #322;
478 float(vector position, vector size, vector rgb, float alpha, float flag) drawfill = #323;
479 void(float x, float y, float width, float height) drawsetcliparea = #324;
480 void(void) drawresetcliparea = #325;
481 float(vector position, string text, vector scale, float alpha, float flag) drawcolorcodedstring = #326;
482 vector(vector position, string text, vector scale, vector rgb, float alpha, float flag) drawcolorcodedstring2 = #326;
484 float(int stnum) getstatf = #330;
485 int(int stnum, ...) getstati = #331; // can optionally take first bit and count
486 string(float firststnum) getstats = #332;
487 void(entity e, float mdlindex) setmodelindex = #333;
488 string(float mdlindex) modelnameforindex = #334;
489 int(string effectname) particleeffectnum = #335;
490 void(entity ent, float effectnum, vector start, vector end) trailparticles = #336;
491 //void(float effectnum, vector origin [, vector dir, float count]) pointparticles = #337;
492 void(float effectnum, vector origin , vector dir, float count) pointparticles = #337;
493 void(string s, ...) centerprint = #338;
494 void(string s, ...) print = #339;
495 string(float keynum) keynumtostring = #340;
496 float(string keyname) stringtokeynum = #341;
497 string(float keynum) getkeybind = #342;
498 void(float usecursor) setcursormode = #343;
499 vector() getmousepos = #344;
500 float(float framenum) getinputstate = #345;
501 void(float sens) setsensitivityscale = #346;
502 void(...) runstandardplayerphysics = #347; // this may or may not take a player ent
503 string(float playernum, string keyname) getplayerkeyvalue = #348;
504 float() isdemo = #349;
505 float() isserver = #350;
506 void(vector origin, vector forward, vector right, vector up) SetListener = #351;
507 void(string cmdname) registercommand = #352;
508 float(entity ent) wasfreed = #353;
509 string(string key) serverkey = #354;
511 // Use proper case; refer to the id1 Write* functions!
512 int() ReadByte = #360;
513 int() ReadChar = #361;
514 int() ReadShort = #362;
515 int() ReadLong = #363;
516 float() ReadCoord = #364;
517 float() ReadAngle = #365;
518 string() ReadString = #366;
519 float() ReadFloat = #367;
521 // LordHavoc's range #400-#499
522 void(entity from, entity to) copyentity = #400;
524 entity(.string fld, string match) findchain = #402;
525 entity(.float fld, float match) findchainfloat = #403;
526 void(vector org, string modelname, float startframe, float endframe, float framerate) effect = #404;
527 void(vector org, vector velocity, float howmany) te_blood = #405;
528 void(vector mincorner, vector maxcorner, float explosionspeed, float howmany) te_bloodshower = #406;
529 void(vector org, vector color) te_explosionrgb = #407;
530 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube = #408;
531 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlerain = #409;
532 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlesnow = #410;
533 void(vector org, vector vel, float howmany) te_spark = #411;
534 void(vector org) te_gunshotquad = #412;
535 void(vector org) te_spikequad = #413;
536 void(vector org) te_superspikequad = #414;
537 void(vector org) te_explosionquad = #415;
538 void(vector org) te_smallflash = #416;
539 void(vector org, float radius, float lifetime, vector color) te_customflash = #417;
540 void(vector org) te_gunshot = #418;
541 void(vector org) te_spike = #419;
542 void(vector org) te_superspike = #420;
543 void(vector org) te_explosion = #421;
544 void(vector org) te_tarexplosion = #422;
545 void(vector org) te_wizspike = #423;
546 void(vector org) te_knightspike = #424;
547 void(vector org) te_lavasplash = #425;
548 void(vector org) te_teleport = #426;
549 void(vector org, float colorstart, float colorlength) te_explosion2 = #427;
550 void(entity own, vector start, vector end) te_lightning1 = #428;
551 void(entity own, vector start, vector end) te_lightning2 = #429;
552 void(entity own, vector start, vector end) te_lightning3 = #430;
553 void(entity own, vector start, vector end) te_beam = #431;
554 void(vector dir) vectorvectors = #432;
555 void(vector org) te_plasmaburn = #433;
556 //float(entity e, float s) getsurfacenumpoints = #434;
557 //vector(entity e, float s, float n) getsurfacepoint = #435;
558 //vector(entity e, float s) getsurfacenormal = #436;
559 //string(entity e, float s) getsurfacetexture = #437;
560 //float(entity e, vector p) getsurfacenearpoint = #438;
561 //vector(entity e, float s, vector p) getsurfaceclippedpoint = #439;
563 int(string s) tokenize = #441;
564 string(float n) argv = #442;
565 void(entity e, entity tagentity, string tagname) setattachment = #443;
566 float(string pattern, float caseinsensitive, float quiet) search_begin = #444;
567 void(float handle) search_end = #445;
568 float(float handle) search_getsize = #446;
569 string(float handle, float num) search_getfilename = #447;
570 string(string s) cvar_string = #448;
571 entity(entity start, .float fld, float match) findflags = #449;
572 entity(.float fld, float match) findchainflags = #450;
573 int(entity ent, string tagname) gettagindex = #451;
574 vector(entity ent, float tagindex) gettaginfo = #452;
576 void(vector org, vector vel, float howmany) te_flamejet = #457;
578 entity(float num) entitybyindex = #459;
579 int() buf_create = #460;
580 void(float bufhandle) buf_del = #461;
581 float(float bufhandle) buf_getsize = #462;
582 void(float bufhandle_from, float bufhandle_to) buf_copy = #463;
583 void(float bufhandle, float sortpower, float backward) buf_sort = #464;
584 string(float bufhandle, string glue) buf_implode = #465;
585 string(float bufhandle, float string_index) bufstr_get = #466;
586 void(float bufhandle, float string_index, string str) bufstr_set = #467;
587 float(float bufhandle, string str, float order) bufstr_add = #468;
588 void(float bufhandle, float string_index) bufstr_free = #469;
590 //float(float s) asin = #471;
591 //float(float c) acos = #472;
592 //float(float t) atan = #473;
593 //float(float c, float s) atan2 = #474;
594 //float(float a) tan = #475;
595 float(string s) strippedstringlen = #476;
596 float(string s) strlennocol = #476; // This is the correct name for the function, but not removing the decolorizedstring mapping.
597 string(string s) decolorizedstring = #477;
598 string(string s) strdecolorize = #477; // This is the correct name for the function, but not removing the decolorizedstring mapping.
599 string(float uselocaltime, string format, ...) strftime = #478;
600 string(string s) strtolower = #480;
601 string(string s) strtoupper = #481;
602 string(string s) cvar_defstring = #482;
603 void(vector origin, string sample, float volume, float attenuation) pointsound = #483;
604 string(string search, string replace, string subject) strreplace = #484;
605 string(string search, string replace, string subject) strireplace = #485;
606 //vector(entity e, float s, float n, float a) getsurfacepointattribute = #486;
608 float gecko_create( string name ) = #487;
609 void gecko_destroy( string name ) = #488;
610 void gecko_navigate( string name, string URI ) = #489;
611 float gecko_keyevent( string name, float key, float eventtype ) = #490;
612 void gecko_mousemove( string name, float x, float y ) = #491;
613 void gecko_resize( string name, float w, float h ) = #492;
614 vector gecko_get_texture_extent( string name ) = #493;
620 ==============================================================================
622 EXTENSION DEFINITIONS
624 ==============================================================================
627 // DP_CSQC_SPAWNPARTICLE
629 // darkplaces implementation: VorteX
630 // constant definitions:
631 // particle base behavior:
632 float PT_ALPHASTATIC = 1;
637 float PT_RAINDECAL = 6;
643 float PT_ENTITYPARTICLE = 12;
644 // particle blendtypes:
645 float PBLEND_ALPHA = 0;
646 float PBLEND_ADD = 1;
647 float PBLEND_INVMOD = 2;
648 // particle orientation:
649 float PARTICLE_BILLBOARD = 0;
650 float PARTICLE_SPARK = 1;
651 float PARTICLE_ORIENTED_DOUBLESIDED = 2;
652 float PARTICLE_BEAM = 3;
653 // global definitions:
654 float particle_type; // one of PT_
655 float particle_blendmode; // one of PBLEND_ values
656 float particle_orientation; // one of PARTICLE_ values
657 vector particle_color1;
658 vector particle_color2;
659 float particle_tex; // number of chunk in particlefont
661 float particle_sizeincrease;
662 float particle_alpha;
663 float particle_alphafade;
665 float particle_gravity;
666 float particle_bounce;
667 float particle_airfriction;
668 float particle_liquidfriction;
669 float particle_originjitter;
670 float particle_velocityjitter;
671 float particle_qualityreduction; // enable culling of this particle when FPS is low
672 float particle_stretch;
673 vector particle_staincolor1;
674 vector particle_staincolor2;
675 float particle_staintex;
676 float particle_stainalpha;
677 float particle_stainsize;
678 float particle_delayspawn;
679 float particle_delaycollision;
680 float particle_angle;
682 // builtin definitions:
683 float(float max_themes) initparticlespawner = #522; // check fields/globals for integration and enable particle spawner, return 1 is succeded, otherwise returns 0
684 void() resetparticle = #523; // reset p_ globals to default theme #0
685 void(float theme) particletheme = #524; // restore p_ globals from saved theme
686 float() particlethemesave = #525; // save p_ globals to new particletheme and return it's index
687 void(float theme) particlethemeupdate = #525; // save p_ globals to new particletheme and return it's index
688 void(float theme) particlethemefree = #526; // delete a particle theme
689 float(vector org, vector vel) spawnparticle = #527; // returns 0 when failed, 1 when spawned
690 float(vector org, vector vel, float theme) quickparticle = #527; // not reading globals, just theme, returns 0 when failed, 1 when spawned
691 float(vector org, vector vel, float delay, float collisiondelay) delayedparticle = #528;
692 float(vector org, vector vel, float delay, float collisiondelay, float theme) quickdelayedparticle = #528;
693 // description: this builtin provides an easy and flexible way to spawn particles,
694 // it is not created as replace for DP_SV_POINTPARTICLES but as an addition to it.
695 // With this extension you can create a specific particles like rain particles, or entity particles
697 // 1) 0 is default particle template, it could be changed
698 // 2) color vectors could have value 0-255 of each component
699 // restrictions: max themes could be between 4 and 2048
700 // warning: you should call initparticlespawner() at very beginning BEFORE all other particle spawner functions
701 // function to query particle info
702 // don't remove this function as it protects all particle_ globals from FTEQCC/FRIKQCC non-referenced removal optimisation
703 void() printparticle =
705 // vortex: this also protects from 'non-referenced' optimisation on some compilers
706 print("PARTICLE:\n");
707 print(strcat(" type: ", ftos(particle_type), "\n"));
708 print(strcat(" blendmode: ", ftos(particle_blendmode), "\n"));
709 print(strcat(" orientation: ", ftos(particle_orientation), "\n"));
710 print(strcat(" color1: ", vtos(particle_color1), "\n"));
711 print(strcat(" color2: ", vtos(particle_color2), "\n"));
712 print(strcat(" tex: ", ftos(particle_tex), "\n"));
713 print(strcat(" size: ", ftos(particle_size), "\n"));
714 print(strcat(" sizeincrease: ", ftos(particle_sizeincrease), "\n"));
715 print(strcat(" alpha: ", ftos(particle_alpha), "\n"));
716 print(strcat(" alphafade: ", ftos(particle_alphafade), "\n"));
717 print(strcat(" time: ", ftos(particle_time), "\n"));
718 print(strcat(" gravity: ", ftos(particle_gravity), "\n"));
719 print(strcat(" bounce: ", ftos(particle_bounce), "\n"));
720 print(strcat(" airfriction: ", ftos(particle_airfriction), "\n"));
721 print(strcat(" liquidfriction: ", ftos(particle_liquidfriction), "\n"));
722 print(strcat(" originjitter: ", ftos(particle_originjitter), "\n"));
723 print(strcat(" velocityjitter: ", ftos(particle_velocityjitter), "\n"));
724 print(strcat(" qualityreduction: ", ftos(particle_qualityreduction), "\n"));
725 print(strcat(" stretch: ", ftos(particle_stretch), "\n"));
726 print(strcat(" staincolor1: ", vtos(particle_staincolor1), "\n"));
727 print(strcat(" staincolor2: ", vtos(particle_staincolor2), "\n"));
728 print(strcat(" staintex: ", ftos(particle_staintex), "\n"));
729 print(strcat(" stainalpha: ", ftos(particle_stainalpha), "\n"));
730 print(strcat(" stainsize: ", ftos(particle_stainsize), "\n"));
731 print(strcat(" delayspawn: ", ftos(particle_delayspawn), "\n"));
732 print(strcat(" delaycollision: ", ftos(particle_delaycollision), "\n"));
733 print(strcat(" angle: ", ftos(particle_angle), "\n"));
734 print(strcat(" spin: ", ftos(particle_spin), "\n"));
737 // DP_CSQC_ENTITYTRANSPARENTSORTING_OFFSET
739 // darkplaces implementation: VorteX
740 float RF_USETRANSPARENTOFFSET = 64; // enables transparent origin offsetting
741 // global definitions
742 float transparent_offset; // should be set before entity is added
743 // description: offset a model's meshes origin used for transparent sorting. Could be used to tweak sorting bugs on very large transparent entities or hacking transparent sorting order for certain objects
744 // example: transparent_offset = 1000000; // entity always appear on background of other transparents
745 // note: offset is done in view forward axis
747 // DP_CSQC_ENTITYWORLDOBJECT
749 // darkplaces implementation: VorteX
750 const float RF_WORLDOBJECT = 128;
751 // description: when renderflag is set, engine will not use culling methods for this entity, e.g. it will always be drawn
752 // useful for large outdoor objects (like asteroids on sky horizon or sky models)
754 // DP_CSQC_ENTITYMODELLIGHT
756 // darkplaces implementation: VorteX
757 const float RF_MODELLIGHT = 4096;
758 .vector modellight_ambient;
759 .vector modellight_diffuse;
760 .vector modellight_dir;
761 // description: allows CSQC to override directional model lightning on entity
765 // darkplaces implementation: VorteX
766 // builtin definitions:
767 void(float ispaused) setpause = #531;
768 // description: provides ability to set pause in local games (similar to one set once console is activated)
769 // not stopping sound/cd track, useful for inventory screens, ingame menus with input etc.
771 // DP_CSQC_QUERYRENDERENTITY
773 // darkplaces implementation: VorteX
774 // constant definitions:
775 // render entity fields:
776 float E_ACTIVE = 0; // float 0/1
777 float E_ORIGIN = 1; // vector
778 float E_FORWARD = 2; // vector
779 float E_RIGHT = 3; // vector
780 float E_UP = 4; // vector
781 float E_SCALE = 5; // float
782 float E_ORIGINANDVECTORS = 6; // returns origin, + sets v_* vectors to orientation
783 float E_ALPHA = 7; // float
784 float E_COLORMOD = 8; // vector
785 float E_PANTSCOLOR = 9; // vector
786 float E_SHIRTCOLOR = 10; // vector
787 float E_SKIN = 11; // float
788 float E_MINS = 12; // vector
789 float E_MAXS = 13; // vector
790 float E_ABSMIN = 14; // vector
791 float E_ABSMAX = 15; // vector
792 float E_LIGHT = 16; // vector - modellight
793 // builtin definitions:
794 float(float entitynum, float fldnum) getentity = #504;
795 vector(float entitynum, float fldnum) getentityvec = #504;
796 // description: allows to query parms from render entities, especially useful with attaching CSQC ents to
797 // server entities networked and interpolated by engine (monsters, players), number of entity is it's SVQC number
798 // you can send it via tempentity/CSQC entity message. Note that this builtin doesnt know about entity removing/reallocating
799 // so it's meaning to work for short period of time, dont use it on missiles/grenades whatever will be removed next five seconds
802 //idea: Blub\0, divVerent
803 //darkplaces implementation: Blub\0
805 // loadfont fontname fontmaps size1 size2 ...
806 // A font can simply be gfx/tgafile (freetype fonts doent need extension),
807 // or alternatively you can specify multiple fonts and faces
808 // Like this: gfx/vera-sans:2,gfx/fallback:1
809 // to load face 2 of the font gfx/vera-sans and use face 1
810 // of gfx/fallback as fallback font
811 // You can also specify a list of font sizes to load, like this:
812 // loadfont console gfx/conchars,gfx/fallback 8 12 16 24 32
813 // In many cases, 8 12 16 24 32 should be a good choice.
815 //constant definitions:
816 float drawfont; // set it before drawstring()/drawchar() calls
817 float FONT_DEFAULT = 0; // 'default'
818 float FONT_CONSOLE = 1; // 'console', REALLY should be fixed width (ls!)
819 float FONT_SBAR = 2; // 'sbar', used on hud, must be fixed width
820 float FONT_NOTIFY = 3; // 'notify', used on sprint/bprint
821 float FONT_CHAT = 4; // 'chat'
822 float FONT_CENTERPRINT = 5;// 'centerprint'
823 float FONT_INFOBAR = 6; // 'infobar'
824 float FONT_MENU = 7; // 'menu', should be fixed width
825 float FONT_USER0 = 8; // 'user0', userdefined fonts
826 float FONT_USER1 = 9; // 'user1', userdefined fonts
827 float FONT_USER2 = 10; // 'user2', userdefined fonts
828 float FONT_USER3 = 11; // 'user3', userdefined fonts
829 float FONT_USER4 = 12; // 'user4', userdefined fonts
830 float FONT_USER5 = 13; // 'user5', userdefined fonts
831 float FONT_USER6 = 14; // 'user6', userdefined fonts
832 float FONT_USER7 = 15; // 'user7' slot, userdefined fonts
833 //builtin definitions:
834 float findfont(string s) = #356; // find font by fontname and return it's index
835 float loadfont(string fontname, string fontmaps, string sizes, float slot, float fix_scale, float fix_voffset) = #357;
836 // loads font immediately so stringwidth() function can be used just after builtin call
837 // returns a font slotnum (which is used to set drawfont to)
838 // first 3 parms are identical to "loadfont" console command ones
839 // slot could be one of FONT_ constants or result of findfont() or -1 to not use it
840 // if slot is given, font will be loaded to this slotnum and fontname become new title for it
841 // this way you can rename user* fonts to something more usable
842 // fix_* parms let you fix badly made fonts by applying some transformations to them
843 // fix_scale : per-character center-oriented scale (doesn't change line height at all)
844 // fix_voffset : vertical offset for each character, it's a multiplier to character height
845 float stringwidth(string text, float allowColorCodes, vector size) = #327; // get a width of string with given font and char size
846 float stringwidth_menu(string text, float allowColorCodes, vector size) = #468; // in menu.dat it has different builtin #
847 //description: engine support for custom fonts in console, hud, qc etc.
849 // max 128 chars for font name
850 // max 3 font fallbacks
851 // max 8 sizes per font
853 //DP_GFX_FONTS_FREETYPE
854 //idea: Blub\0, divVerent
855 //darkplaces implementation: Blub\0
857 // r_font_disable_freetype 0/1 : disable freetype fonts loading (uttetly disables freetype library initialization)
858 // r_font_antialias 0/1 : antialiasing when loading font
859 // r_font_hint 0/1/2/3 : hinting when loading font, 0 is no hinting, 1 light autohinting , 2 full autohinting, 3 full hinting
860 // r_font_postprocess_blur X : font outline blur amount
861 // r_font_postprocess_outline X : font outline width
862 // r_font_postprocess_shadow_x X : font outline shadow x shift amount, applied during outlining
863 // r_font_postprocess_shadow_y X : font outline shadow y shift amount, applied during outlining
864 // r_font_postprocess_shadow_z X : font outline shadow z shift amount, applied during blurring
865 //description: engine support for truetype/freetype fonts
866 //so .AFM+.PFB/.OTF/.TTF files could be stuffed as fontmaps in loadfont()
867 //(console command version will support them as well)
870 //idea: daemon, motorsep
871 //darkplaces implementation: divVerent
872 //builtin definitions:
873 string(float key, float bindmap) getkeybind_bindmap = #342;
874 float(float key, string bind, float bindmap) setkeybind_bindmap = #630;
875 vector(void) getbindmaps = #631;
876 float(vector bm) setbindmaps = #632;
877 string(string command, float bindmap) findkeysforcommand = #610;
878 //<already in EXT_CSQC> float(string key) stringtokeynum = #341;
879 //<already in EXT_CSQC> string(float keynum) keynumtostring = #340;
880 //description: key bind setting/getting including support for switchable
885 //darkplaces implementation: divVerent
886 //builtin definitions: (CSQC)
887 float(string url, float id, string content_type, string delim, float buf, float keyid) crypto_uri_postbuf = #513;
889 //use -1 as buffer handle to justs end delim as postdata
893 //darkplaces implementation: divVerent
894 //constant definitions:
895 const int VF_MAINVIEW = 400;
896 //use setproperty(VF_MAINVIEW, 1); before calling R_RenderView for the render
897 //that shall become the "main" view, which is e.g. used by PRYDON_CLIENTCURSOR
898 //this flag is set for the first scene, and not cleared by R_ClearScene
899 //this flag is automatically cleared by R_RenderView
900 //so when not using this extension, the first view rendered is the main view
902 //DP_CSQC_MINFPS_QUALITY
904 //darkplaces implementation: divVerent
905 //constant definitions:
906 const int VF_MINFPS_QUALITY = 401;
907 //use getproperty(VF_MINFPS_QUALITY); to do CSQC based LOD based on cl_minfps
908 //1 should lead to an unmodified view
910 //DP_CSQC_V_CALCREFDEF_WIP1
911 //DP_CSQC_V_CALCREFDEF_WIP2
913 //darkplaces implementation: divVerent
914 //builtin definitions:
915 void(entity e, float refdefflags) V_CalcRefdef = #640;
916 //constant definitions:
917 const int PMF_DUCKED = 4;
918 const int PMF_ONGROUND = 8;
919 const int REFDEFFLAG_TELEPORTED = 1;
920 const int REFDEFFLAG_JUMPING = 2;
921 const int REFDEFFLAG_DEAD = 4;
922 const int REFDEFFLAG_INTERMISSION = 8;
923 //- use this on the player entity after performing prediction
924 //- pass REFDEFFLAG_TELEPORTED if the player teleported since last frame
925 //- pass REFDEFFLAG_JUMPING if jump button is pressed
926 //- pass REFDEFFLAG_DEAD if dead (DP_CSQC_V_CALCREFDEF_WIP2)
927 //- pass REFDEFFLAG_INTERMISSION if in intermission (DP_CSQC_V_CALCREFDEF_WIP2)
928 //- the player entity needs to have origin, velocity, pmove_flags set according
929 // to prediction (the above two PMF_ flags are used in the player's pmove_flags)
930 //- NOTE: to check for this, ALSO OR a check with DP_CSQC_V_CALCREFDEF to also support
931 // the finished extension once done
934 float drawsubpic(vector position, vector size, string pic, vector srcPosition, vector srcSize, vector rgb, float alpha, float flag) = #328;
935 vector drawgetimagesize(string pic) = #318;
936 const float SPA_POSITION = 0;
937 const float SPA_S_AXIS = 1;
938 const float SPA_T_AXIS = 2;
939 const float SPA_R_AXIS = 3;
940 const float SPA_TEXCOORDS0 = 4;
941 const float SPA_LIGHTMAP0_TEXCOORDS = 5;
942 const float SPA_LIGHTMAP_COLOR = 6;
943 float (entity e, float s) getsurfacenumpoints = #434;
944 vector (entity e, float s, float n) getsurfacepoint = #435;
945 vector (entity e, float s) getsurfacenormal = #436;
946 string (entity e, float s) getsurfacetexture = #437;
947 float (entity e, vector p) getsurfacenearpoint = #438;
948 vector (entity e, float s, vector p) getsurfaceclippedpoint = #439;
949 vector(entity e, float s, float n, float a) getsurfacepointattribute = #486;
950 float(entity e, float s) getsurfacenumtriangles = #628;
951 vector(entity e, float s, float n) getsurfacetriangle = #629;
953 //DP_QC_ASINACOSATANATAN2TAN
955 //darkplaces implementation: LordHavoc
956 //constant definitions:
957 float DEG2RAD = 0.0174532925199432957692369076848861271344287188854172545609719144;
958 float RAD2DEG = 57.2957795130823208767981548141051703324054724665643215491602438612;
959 float PI = 3.1415926535897932384626433832795028841971693993751058209749445923;
960 //builtin definitions:
961 float(float s) asin = #471; // returns angle in radians for a given sin() value, the result is in the range -PI*0.5 to PI*0.5
962 float(float c) acos = #472; // returns angle in radians for a given cos() value, the result is in the range 0 to PI
963 float(float t) atan = #473; // returns angle in radians for a given tan() value, the result is in the range -PI*0.5 to PI*0.5
964 float(float c, float s) atan2 = #474; // returns angle in radians for a given cos() and sin() value pair, the result is in the range -PI to PI (this is identical to vectoyaw except it returns radians rather than degrees)
965 float(float a) tan = #475; // returns tangent value (which is simply sin(a)/cos(a)) for the given angle in radians, the result is in the range -infinity to +infinity
967 //useful math functions for analyzing vectors, note that these all use angles in radians (just like the cos/sin functions) not degrees unlike makevectors/vectoyaw/vectoangles, so be sure to do the appropriate conversions (multiply by DEG2RAD or RAD2DEG as needed).
968 //note: atan2 can take unnormalized vectors (just like vectoyaw), and the function was included only for completeness (more often you want vectoyaw or vectoangles), atan2(v_x,v_y) * RAD2DEG gives the same result as vectoyaw(v)
972 //darkplaces implementation: divVerent
973 //builtin definitions:
974 string(string format, ...) sprintf = #627;
976 //you know sprintf :P
979 // optional: <argpos>$ for the argument to format
981 // optional: <width>, *, or *<argpos>$ for the field width
982 // optional: .<precision>, .*, or .*<argpos>$ for the precision
983 // length modifiers: h for forcing a float, l for forcing an int/entity (by default, %d etc. cast a float to int)
985 // d takes a float if no length is specified or h is, and an int/entity if l is specified as length, and cast it to an int
986 // i takes an int/entity if no length is specified or i is, and a float if h is specified as length, and cast it to an int
987 // ouxXc take a float if no length is specified or h is, and an int/entity if l is specified as length, and cast it to an unsigned int
988 // eEfFgG take a float if no length is specified or h is, and an int/entity if l is specified as length, and cast it to a double
990 // vV takes a vector, and processes the three components as if it were a gG for all three components, separated by space
991 // For conversions s and c, the flag # makes precision and width interpreted
992 // as byte count, by default it is interpreted as character count in UTF-8
993 // enabled engines. No other conversions can create wide characters, and #
994 // has another meaning in these.
998 //darkplaces implementation: tZork, divVerent
999 //constant definitions:
1000 float GETTIME_FRAMESTART = 0; // time of start of frame
1001 float GETTIME_REALTIME = 1; // current time (may be OS specific)
1002 float GETTIME_HIRES = 2; // like REALTIME, but may reset between QC invocations and thus can be higher precision
1003 float GETTIME_UPTIME = 3; // time since start of the engine
1004 //builtin definitions:
1005 float(float tmr) gettime = #519;
1007 //some timers to query...
1009 //DP_QC_GETTIME_CDTRACK
1011 //darkplaces implementation: divVerent
1012 //constant definitions:
1013 float GETTIME_CDTRACK = 4;
1015 //returns the playing time of the current cdtrack when passed to gettime()
1016 //see DP_END_GETSOUNDTIME for similar functionality but for entity sound channels
1018 //DP_QC_TOKENIZEBYSEPARATOR
1019 //idea: Electro, SavageX, LordHavoc
1020 //darkplaces implementation: LordHavoc
1021 //builtin definitions:
1022 int(string s, string separator1, ...) tokenizebyseparator = #479;
1024 //this function returns tokens separated by any of the supplied separator strings, example:
1025 //numnumbers = tokenizebyseparator("10.2.3.4", ".");
1026 //returns 4 and the tokens are "10" "2" "3" "4"
1027 //possibly useful for parsing IPv4 addresses (such as "1.2.3.4") and IPv6 addresses (such as "[1234:5678:9abc:def0:1234:5678:9abc:def0]:26000")
1029 //DP_QC_TOKENIZE_CONSOLE
1031 //darkplaces implementation: divVerent
1032 //builtin definitions:
1033 int(string s) tokenize_console = #514;
1034 int(float i) argv_start_index = #515;
1035 int(float i) argv_end_index = #516;
1037 //this function returns tokens separated just like the console does
1038 //also, functions are provided to get the index of the first and last character of each token in the original string
1039 //Passing negative values to them, or to argv, will be treated as indexes from the LAST token (like lists work in Perl). So argv(-1) will return the LAST token.
1041 //DP_SND_SOUND7_WIP1
1042 //DP_SND_SOUND7_WIP2
1044 //darkplaces implementation: divVerent
1045 //builtin definitions:
1046 void(entity e, float chan, string samp, float vol, float atten, float speed, float flags) sound7 = #8;
1047 float SOUNDFLAG_RELIABLE = 1;
1049 //plays a sound, with some more flags
1050 //extensions to sound():
1051 //- channel may be in the range from -128 to 127; channels -128 to 0 are "auto",
1052 // i.e. support multiple sounds at once, but cannot be stopped/restarted
1053 //- a value 0 in the speed parameter means no change; otherwise, it is a
1054 // percentage of playback speed ("pitch shifting"). 100 is normal pitch, 50 is
1055 // half speed, 200 is double speed, etc. (DP_SND_SOUND7_WIP2)
1056 //- the flag SOUNDFLAG_RELIABLE can be specified, which makes the sound send
1057 // to MSG_ALL (reliable) instead of MSG_BROADCAST (unreliable, default);
1058 // similarily, SOUNDFLAG_RELIABLE_TO_ONE sends to MSG_ONE
1059 //- channel 0 is controlled by snd_channel0volume; channel 1 and -1 by
1060 // snd_channel1volume, etc. (so, a channel shares the cvar with its respective
1061 // auto-channel); however, the mod MUST define snd_channel8volume and upwards
1062 // in default.cfg if they are to be used, as the engine does not create them
1063 // to not litter the cvar list
1064 //- this extension applies to CSQC as well; CSQC_Event_Sound will get speed and
1065 // flags as extra 7th and 8th argument
1066 //- WIP2 ideas: SOUNDFLAG_RELIABLE_TO_ONE, SOUNDFLAG_NOPHS, SOUNDFLAG_FORCELOOP
1067 //- NOTE: to check for this, ALSO OR a check with DP_SND_SOUND7 to also support
1068 // the finished extension once done
1070 //DP_PRECACHE_PIC_FLAGS
1072 //darkplaces implementation: divVerent
1073 //constant definitions:
1074 float PRECACHE_PIC_FROMWAD = 1; // this one actually is part of EXT_CSQC
1075 float PRECACHE_PIC_NOTPERSISTENT = 2; // picture may get deallocated when unused
1076 float PRECACHE_PIC_MIPMAP = 8; // mipmap the texture for possibly better downscaling at memory expense
1077 //notes: these constants are given as optional second argument to precache_pic()
1079 //DP_QC_TRACE_MOVETYPE_WORLDONLY
1081 //darkplaces implementation: LordHavoc
1082 //constant definitions:
1083 float MOVE_WORLDONLY = 3;
1085 //allows traces to hit only world (ignoring all entities, unlike MOVE_NOMONSTERS which hits all bmodels), use as the nomonsters parameter to trace functions
1087 //DP_SND_GETSOUNDTIME
1089 //darkplaces implementation: VorteX
1090 //constant definitions:
1091 float(entity e, float channel) getsoundtime = #533; // get currently sound playing position on entity channel, -1 if not playing or error
1092 float(string sample) soundlength = #534; // returns length of sound sample in seconds, -1 on error (sound not precached, sound system not initialized etc.)
1093 //description: provides opportunity to query length of sound samples and realtime tracking of sound playing on entities (similar to DP_GETTIME_CDTRACK)
1094 //note: beware dedicated server not running sound engine at all, so in dedicated mode this builtins will not work in server progs
1095 //note also: menu progs not supporting getsoundtime() (will give a warning) since it has no sound playing on entities
1097 // - QC-driven looped sounds
1098 // - QC events when sound playing is finished
1099 // - toggleable ambientsounds
1102 //DP_QC_NUM_FOR_EDICT
1104 //darkplaces implementation: Blub\0
1105 //Function to get the number of an entity - a clean way.
1106 float(entity num) num_for_edict = #512;
1108 //DP_TRACE_HITCONTENTSMASK_SURFACEINFO
1110 //darkplaces implementation: LordHavoc
1112 .int dphitcontentsmask; // if non-zero on the entity passed to traceline/tracebox/tracetoss this will override the normal collidable contents rules and instead hit these contents values (for example AI can use tracelines that hit DONOTENTER if it wants to, by simply changing this field on the entity passed to traceline), this affects normal movement as well as trace calls
1113 float trace_dpstartcontents; // DPCONTENTS_ value at start position of trace
1114 int trace_dphitcontents; // DPCONTENTS_ value of impacted surface (not contents at impact point, just contents of the surface that was hit)
1115 int trace_dphitq3surfaceflags; // Q3SURFACEFLAG_ value of impacted surface
1116 string trace_dphittexturename; // texture name of impacted surface
1118 const int DPCONTENTS_SOLID = 1; // hit a bmodel, not a bounding box
1119 const int DPCONTENTS_WATER = 2;
1120 const int DPCONTENTS_SLIME = 4;
1121 const int DPCONTENTS_LAVA = 8;
1122 const int DPCONTENTS_SKY = 16;
1123 const int DPCONTENTS_BODY = 32; // hit a bounding box, not a bmodel
1124 const int DPCONTENTS_CORPSE = 64; // hit a SOLID_CORPSE entity
1125 const int DPCONTENTS_NODROP = 128; // an area where backpacks should not spawn
1126 const int DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
1127 const int DPCONTENTS_MONSTERCLIP = 512; // blocks monster movement
1128 const int DPCONTENTS_DONOTENTER = 1024; // AI hint brush
1129 const int DPCONTENTS_LIQUIDSMASK = 14; // WATER | SLIME | LAVA
1130 const int DPCONTENTS_BOTCLIP = 2048; // AI hint brush
1131 const int DPCONTENTS_OPAQUE = 4096; // only fully opaque brushes get this (may be useful for line of sight checks)
1132 const int Q3SURFACEFLAG_NODAMAGE = 1;
1133 const int Q3SURFACEFLAG_SLICK = 2; // low friction surface
1134 const int Q3SURFACEFLAG_SKY = 4; // sky surface (also has NOIMPACT and NOMARKS set)
1135 const int Q3SURFACEFLAG_LADDER = 8; // climbable surface
1136 const int Q3SURFACEFLAG_NOIMPACT = 16; // projectiles should remove themselves on impact (this is set on sky)
1137 const int Q3SURFACEFLAG_NOMARKS = 32; // projectiles should not leave marks, such as decals (this is set on sky)
1138 const int Q3SURFACEFLAG_FLESH = 64; // projectiles should do a fleshy effect (blood?) on impact
1139 const int Q3SURFACEFLAG_NODRAW = 128; // compiler hint (not important to qc)
1140 //float Q3SURFACEFLAG_HINT = 256; // compiler hint (not important to qc)
1141 //float Q3SURFACEFLAG_SKIP = 512; // compiler hint (not important to qc)
1142 //float Q3SURFACEFLAG_NOLIGHTMAP = 1024; // compiler hint (not important to qc)
1143 //float Q3SURFACEFLAG_POINTLIGHT = 2048; // compiler hint (not important to qc)
1144 const int Q3SURFACEFLAG_METALSTEPS = 4096; // walking on this surface should make metal step sounds
1145 const int Q3SURFACEFLAG_NOSTEPS = 8192; // walking on this surface should not make footstep sounds
1146 const int Q3SURFACEFLAG_NONSOLID = 16384; // compiler hint (not important to qc)
1147 //float Q3SURFACEFLAG_LIGHTFILTER = 32768; // compiler hint (not important to qc)
1148 //float Q3SURFACEFLAG_ALPHASHADOW = 65536; // compiler hint (not important to qc)
1149 //float Q3SURFACEFLAG_NODLIGHT = 131072; // compiler hint (not important to qc)
1150 //float Q3SURFACEFLAG_DUST = 262144; // translucent 'light beam' effect (not important to qc)
1152 //adds additional information after a traceline/tracebox/tracetoss call.
1153 //also (very important) sets trace_* globals before calling .touch functions,
1154 //this allows them to inspect the nature of the collision (for example
1155 //determining if a projectile hit sky), clears trace_* variables for the other
1156 //object in a touch event (that is to say, a projectile moving will see the
1157 //trace results in its .touch function, but the player it hit will see very
1158 //little information in the trace_ variables as it was not moving at the time)
1162 //DarkPlaces implementation: divVerent
1163 //builtin definitions:
1164 float(string name) cvar_type = #495;
1165 const int CVAR_TYPEFLAG_EXISTS = 1;
1166 const int CVAR_TYPEFLAG_SAVED = 2;
1167 const int CVAR_TYPEFLAG_PRIVATE = 4;
1168 const int CVAR_TYPEFLAG_ENGINE = 8;
1169 const int CVAR_TYPEFLAG_HASDESCRIPTION = 16;
1170 const int CVAR_TYPEFLAG_READONLY = 32;
1174 //darkplaces implementation: divVerent
1175 //Some hash function to build hash tables with. This has to be be the CRC-16-CCITT that is also required for the QuakeWorld download protocol.
1176 //When caseinsensitive is set, the CRC is calculated of the lower cased string.
1177 int(bool caseinsensitive, string s, ...) crc16 = #494;
1181 //darkplaces implementation: divVerent
1182 //URI::Escape's functionality
1183 string(string in) uri_escape = #510;
1184 string(string in) uri_unescape = #511;
1187 //idea: motorsep, Spike
1188 //DarkPlaces implementation: divVerent
1189 //builtin definitions:
1190 string(string digest, string data, ...) digest_hex = #639;
1192 //returns a given hex digest of given data
1193 //the returned digest is always encoded in hexadecimal
1194 //only the "MD4" digest is always supported!
1195 //if the given digest is not supported, string_null is returned
1196 //the digest string is matched case sensitively, use "MD4", not "md4"!
1198 //DP_QC_DIGEST_SHA256
1199 //idea: motorsep, Spike
1200 //DarkPlaces implementation: divVerent
1202 //"SHA256" is also an allowed digest type
1205 //darkplaces implementation: divVerent
1206 //builtin definitions:
1207 float log(float f) = #532;
1211 //FTE_CSQC_SKELETONOBJECTS
1212 //idea: Spike, LordHavoc
1213 //darkplaces implementation: LordHavoc
1214 //builtin definitions:
1215 // all skeleton numbers are 1-based (0 being no skeleton)
1216 // all bone numbers are 1-based (0 being invalid)
1217 float(float modlindex) skel_create = #263; // create a skeleton (be sure to assign this value into .skeletonindex for use), returns skeleton index (1 or higher) on success, returns 0 on failure (for example if the modelindex is not skeletal), it is recommended that you create a new skeleton if you change modelindex, as the skeleton uses the hierarchy from the model.
1218 float(float skel, entity ent, float modlindex, float retainfrac, float firstbone, float lastbone) skel_build = #264; // blend in a percentage of standard animation, 0 replaces entirely, 1 does nothing, 0.5 blends half, etc, and this only alters the bones in the specified range for which out of bounds values like 0,100000 are safe (uses .frame, .frame2, .frame3, .frame4, .lerpfrac, .lerpfrac3, .lerpfrac4, .frame1time, .frame2time, .frame3time, .frame4time), returns skel on success, 0 on failure
1219 float(float skel) skel_get_numbones = #265; // returns how many bones exist in the created skeleton, 0 if skeleton does not exist
1220 string(float skel, float bonenum) skel_get_bonename = #266; // returns name of bone (as a tempstring), "" if invalid bonenum (< 1 for example) or skeleton does not exist
1221 int(float skel, float bonenum) skel_get_boneparent = #267; // returns parent num for supplied bonenum, 0 if bonenum has no parent or bone does not exist (returned value is always less than bonenum, you can loop on this)
1222 int(float skel, string tagname) skel_find_bone = #268; // get number of bone with specified name, 0 on failure, bonenum (1-based) on success, same as using gettagindex but takes modelindex instead of entity
1223 vector(float skel, float bonenum) skel_get_bonerel = #269; // get matrix of bone in skeleton relative to its parent - sets v_forward, v_right, v_up, returns origin (relative to parent bone)
1224 vector(float skel, float bonenum) skel_get_boneabs = #270; // get matrix of bone in skeleton in model space - sets v_forward, v_right, v_up, returns origin (relative to entity)
1225 void(float skel, float bonenum, vector org) skel_set_bone = #271; // set matrix of bone relative to its parent, reads v_forward, v_right, v_up, takes origin as parameter (relative to parent bone)
1226 void(float skel, float bonenum, vector org) skel_mul_bone = #272; // transform bone matrix (relative to its parent) by the supplied matrix in v_forward, v_right, v_up, takes origin as parameter (relative to parent bone)
1227 void(float skel, float startbone, float endbone, vector org) skel_mul_bones = #273; // transform bone matrices (relative to their parents) by the supplied matrix in v_forward, v_right, v_up, takes origin as parameter (relative to parent bones)
1228 void(float skeldst, float skelsrc, float startbone, float endbone) skel_copybones = #274; // copy bone matrices (relative to their parents) from one skeleton to another, useful for copying a skeleton to a corpse
1229 void(float skel) skel_delete = #275; // deletes skeleton at the beginning of the next frame (you can add the entity, delete the skeleton, renderscene, and it will still work)
1230 float(float modlindex, string framename) frameforname = #276; // finds number of a specified frame in the animation, returns -1 if no match found
1231 float(float modlindex, float framenum) frameduration = #277; // returns the intended play time (in seconds) of the specified framegroup, if it does not exist the result is 0, if it is a single frame it may be a small value around 0.1 or 0.
1233 .float skeletonindex; // active skeleton overriding standard animation on model
1234 .int frame; // primary framegroup animation (strength = 1 - lerpfrac - lerpfrac3 - lerpfrac4)
1235 .int frame2; // secondary framegroup animation (strength = lerpfrac)
1236 .int frame3; // tertiary framegroup animation (strength = lerpfrac3)
1237 .int frame4; // quaternary framegroup animation (strength = lerpfrac4)
1238 .float lerpfrac; // strength of framegroup blend
1239 .float lerpfrac3; // strength of framegroup blend
1240 .float lerpfrac4; // strength of framegroup blend
1241 .float frame1time; // start time of framegroup animation
1242 .float frame2time; // start time of framegroup animation
1243 .float frame3time; // start time of framegroup animation
1244 .float frame4time; // start time of framegroup animation
1246 //this extension provides a way to do complex skeletal animation on an entity.
1248 //see also DP_SKELETONOBJECTS (this extension implemented on server as well as client)
1251 //each model contains its own skeleton, reusing a skeleton with incompatible models will yield garbage (or not render).
1252 //each model contains its own animation data, you can use animations from other model files (for example saving out all character animations as separate model files).
1253 //if an engine supports loading an animation-only file format such as .md5anim in FTEQW, it can be used to animate any model with a compatible skeleton.
1254 //proper use of this extension may require understanding matrix transforms (v_forward, v_right, v_up, origin), and you must keep in mind that v_right is negative for this purpose.
1257 //multiple animations blended together.
1258 //animating a model with animations from another model with a compatible skeleton.
1259 //restricting animation blends to certain bones of a model - for example independent animation of legs, torso, head.
1260 //custom bone controllers - for example making eyes track a target location.
1264 //example code follows...
1266 //this helper function lets you identify (by parentage) what group a bone
1267 //belongs to - for example "torso", "leftarm", would return 1 ("torso") for
1268 //all children of the bone named "torso", unless they are children of
1269 //"leftarm" (which is a child of "torso") which would return 2 instead...
1270 float(float skel, float bonenum, string g1, string g2, string g3, string g4, string g5, string g6) example_skel_findbonegroup =
1273 while (bonenum >= 0)
1275 bonename = skel_get_bonename(skel, bonenum);
1276 if (bonename == g1) return 1;
1277 if (bonename == g2) return 2;
1278 if (bonename == g3) return 3;
1279 if (bonename == g4) return 4;
1280 if (bonename == g5) return 5;
1281 if (bonename == g6) return 6;
1282 bonenum = skel_get_boneparent(skel, bonenum);
1286 // create a skeletonindex for our player using current modelindex
1287 void() example_skel_player_setup =
1289 self.skeletonindex = skel_create(self.modelindex);
1291 // setup bones of skeleton based on an animation
1292 // note: animmodelindex can be a different model than self.modelindex
1293 void(float animmodelindex, float framegroup, float framegroupstarttime) example_skel_player_update_begin =
1295 // start with our standard animation
1296 self.frame = framegroup;
1300 self.frame1time = framegroupstarttime;
1301 self.frame2time = 0;
1302 self.frame3time = 0;
1303 self.frame4time = 0;
1307 skel_build(self.skeletonindex, self, animmodelindex, 0, 0, 100000);
1309 // apply a different framegroup animation to bones with a specified parent
1310 void(float animmodelindex, float framegroup, float framegroupstarttime, float blendalpha, string groupbonename, string excludegroupname1, string excludegroupname2) example_skel_player_update_applyoverride =
1312 self.frame = framegroup;
1316 self.frame1time = framegroupstarttime;
1317 self.frame2time = 0;
1318 self.frame3time = 0;
1319 self.frame4time = 0;
1324 float numbones = skel_get_numbones(self.skeletonindex);
1325 while (bonenum < numbones)
1327 if (example_skel_findbonegroup(self.skeletonindex, bonenum, groupbonename, excludegroupname1, excludegroupname2, "", "", "") == 1)
1328 skel_build(self.skeletonindex, self, animmodelindex, 1 - blendalpha, bonenum, bonenum + 1);
1329 bonenum = bonenum + 1;
1332 // make eyes point at a target location, be sure v_forward, v_right, v_up are set correctly before calling
1333 void(vector eyetarget, string bonename) example_skel_player_update_eyetarget =
1335 float bonenum = skel_find_bone(self.skeletonindex, bonename) - 1;
1338 vector oldforward = v_forward;
1339 vector oldright = v_right;
1340 vector oldup = v_up;
1341 vector v = eyetarget - self.origin;
1342 vector modeleyetarget;
1343 modeleyetarget_x = v * v_forward;
1344 modeleyetarget_y = 0-v * v_right;
1345 modeleyetarget_z = v * v_up;
1346 // this is an eyeball, make it point at the target location
1347 // first get all the data we can...
1348 vector relorg = skel_get_bonerel(self.skeletonindex, bonenum);
1349 vector relforward = v_forward;
1350 vector relright = v_right;
1351 vector relup = v_up;
1352 vector boneorg = skel_get_boneabs(self.skeletonindex, bonenum);
1353 vector boneforward = v_forward;
1354 vector boneright = v_right;
1355 vector boneup = v_up;
1356 vector parentorg = skel_get_boneabs(self.skeletonindex, skel_get_boneparent(self.skeletonindex, bonenum));
1357 vector parentforward = v_forward;
1358 vector parentright = v_right;
1359 vector parentup = v_up;
1360 // get the vector from the eyeball to the target
1361 vector u = modeleyetarget - boneorg;
1362 // now transform it inversely by the parent matrix to produce new rel vectors
1363 v_x = u * parentforward;
1364 v_y = u * parentright;
1366 vector ang = vectoangles2(v, relup);
1369 // set the relative bone matrix
1370 skel_set_bone(self.skeletonindex, bonenum, relorg);
1371 // restore caller's v_ vectors
1372 v_forward = oldforward;
1376 // delete skeleton when we're done with it
1377 // note: skeleton remains valid until next frame when it is really deleted
1378 void() example_skel_player_delete =
1380 skel_delete(self.skeletonindex);
1381 self.skeletonindex = 0;
1384 // END OF EXAMPLES FOR FTE_CSQC_SKELETONOBJECTS
1389 //darkplaces implementation: KrimZon
1390 //builtin definitions:
1391 float() numentityfields = #496;
1392 string(float fieldnum) entityfieldname = #497;
1393 float(float fieldnum) entityfieldtype = #498;
1394 string(float fieldnum, entity ent) getentityfieldstring = #499;
1395 float(float fieldnum, entity ent, string s) putentityfieldstring = #500;
1397 //Returned by entityfieldtype
1398 float FIELD_STRING = 1;
1399 float FIELD_FLOAT = 2;
1400 float FIELD_VECTOR = 3;
1401 float FIELD_ENTITY = 4;
1402 float FIELD_FUNCTION = 6;
1404 //Versatile functions intended for storing data from specific entities between level changes, but can be customized for some kind of partial savegame.
1405 //WARNING: .entity fields cannot be saved and restored between map loads as they will leave dangling pointers.
1406 //numentityfields returns the number of entity fields. NOT offsets. Vectors comprise 4 fields: v, v_x, v_y and v_z.
1407 //entityfieldname returns the name as a string, eg. "origin" or "classname" or whatever.
1408 //entityfieldtype returns a value that the constants represent, but the field may be of another type in more exotic progs.dat formats or compilers.
1409 //getentityfieldstring returns data as would be written to a savegame, eg... "0.05" (float), "0 0 1" (vector), or "Hello World!" (string). Function names can also be returned.
1410 //putentityfieldstring puts the data returned by getentityfieldstring back into the entity.
1412 //DP_QC_ENTITYSTRING
1413 void(string s) loadfromdata = #529;
1414 void(string s) loadfromfile = #530;
1415 void(string s) callfunction = #605;
1416 void(float fh, entity e) writetofile = #606;
1417 float(string s) isfunction = #607;
1418 void(entity e, string s) parseentitydata = #608;
1420 // assorted builtins
1421 //const int STAT_MOVEVARS_TICRATE = 240;
1422 //const int STAT_MOVEVARS_TIMESCALE = 241;
1423 //const int STAT_FRAGLIMIT = 235;
1424 //const int STAT_TIMELIMIT = 236;
1425 //const int STAT_MOVEVARS_GRAVITY = 242;
1426 string(void) ReadPicture = #501;
1427 const int PARTICLES_USEALPHA = 1;
1428 float particles_alphamin, particles_alphamax;
1429 const int PARTICLES_USECOLOR = 2;
1430 vector particles_colormin, particles_colormax;
1431 const int PARTICLES_USEFADE = 4; // fades the COUNT (fade alpha using alphamin/alphamax)
1432 float particles_fade;
1433 const int PARTICLES_DRAWASTRAIL = 128;
1434 void(float effectindex, entity own, vector org_from, vector org_to, vector dir_from, vector dir_to, float countmultiplier, float flags) boxparticles = #502;
1435 float trace_networkentity;
1436 const int RF_FULLBRIGHT = 256;
1437 const int RF_NOSHADOW = 512;
1438 const int RF_DYNAMICMODELLIGHT = 8192;
1440 float gettaginfo_parent;
1441 string gettaginfo_name;
1442 vector gettaginfo_offset;
1443 vector gettaginfo_forward;
1444 vector gettaginfo_right;
1445 vector gettaginfo_up;
1446 float checkpvs(vector viewpos, entity viewee) = #240;