*/
// Additional OPTIONAL Fields and Globals
-float intermission;
+float intermission; // indicates intermission state (0 = normal, 1 = scores, 2 = finale text)
vector view_angles; // same as input_angles
-vector view_punchangle;
-vector view_punchvector;
+vector view_punchangle; // from server
+vector view_punchvector; // from server
/*
==============================================================================
vector() randomvec = #91;
vector(vector org) getlight = #92;
vector(vector org, float lpflags) getlight2 = #92;
+vector getlight_dir;
+vector getlight_ambient;
+vector getlight_diffuse;
const float LP_LIGHTMAP = 1;
const float LP_RTWORLD = 2;
const float LP_DYNLIGHT = 4;
void(float mask) addentities = #301;
void(entity ent) addentity = #302;
float(float property, ...) setproperty = #303;
+float(float property) getproperty = #309;
+vector(float property) getpropertyvec = #309;
void() renderscene = #304;
void(vector org, float radius, vector lightcolours) adddynamiclight = #305;
void(vector org, float radius, vector lightcolours, float style, string cubemapname, float pflags) adddynamiclight2 = #305;
// example: transparent_offset = 1000000; // entity always appear on background of other transparents
// note: offset is done in view forward axis
-// DP_CSQC_ENTITYNOCULL
+// DP_CSQC_ENTITYWORLDOBJECT
// idea: VorteX
// darkplaces implementation: VorteX
-const float RF_NOCULL = 128;
+const float RF_WORLDOBJECT = 128;
// description: when renderflag is set, engine will not use culling methods for this entity, e.g. it will always be drawn
-// useful for large outdoor objects (like asteriods on sky horizont or sky models)
-// also useful when culling is done at CSQC side
+// useful for large outdoor objects (like asteroids on sky horizon or sky models)
+
+// DP_CSQC_ENTITYMODELLIGHT
+// idea: VorteX
+// darkplaces implementation: VorteX
+const float RF_MODELLIGHT = 4096;
+.vector modellight_ambient;
+.vector modellight_diffuse;
+.vector modellight_dir;
+// description: allows CSQC to override directional model lightning on entity
// DP_CSQC_SETPAUSE
// idea: VorteX
float(string url, float id, string content_type, string delim, float buf, float keyid) crypto_uri_postbuf = #513;
//description:
//use -1 as buffer handle to justs end delim as postdata
+
+//DP_CSQC_MAINVIEW
+//idea: divVerent
+//darkplaces implementation: divVerent
+//constant definitions:
+const float VF_MAINVIEW = 212;
+//use setproperty(VF_MAINVIEW, 1); before calling R_RenderView for the render
+//that shall become the "main" view, which is e.g. used by PRYDON_CLIENTCURSOR
+//this flag is set for the first scene, and not cleared by R_ClearScene
+//this flag is automatically cleared by R_RenderView
+//so when not using this extension, the first view rendered is the main view