const float VF_CL_VIEWANGLES = 33; //(vector)
const float VF_CL_VIEWANGLES_X = 34; //(float)
const float VF_CL_VIEWANGLES_Y = 35; //(float)
const float VF_CL_VIEWANGLES = 33; //(vector)
const float VF_CL_VIEWANGLES_X = 34; //(float)
const float VF_CL_VIEWANGLES_Y = 35; //(float)
const float TE_EXPLOSIONQUAD = 70;
const float TE_SPIKEQUAD = 58;
const float TE_SUPERSPIKEQUAD = 59;
const float TE_EXPLOSIONQUAD = 70;
const float TE_SPIKEQUAD = 58;
const float TE_SUPERSPIKEQUAD = 59;
// PFlags for Dynamic Lights
const float PFLAGS_NOSHADOW = 1;
const float PFLAGS_CORONA = 2;
// PFlags for Dynamic Lights
const float PFLAGS_NOSHADOW = 1;
const float PFLAGS_CORONA = 2;
void(entity e, string m) setmodel = #3;
void(entity e, vector min, vector max) setsize = #4;
void(entity e, string m) setmodel = #3;
void(entity e, vector min, vector max) setsize = #4;
float() random = #7;
void(entity e, float chan, string samp) sound = #8;
vector(vector v) normalize = #9;
float() random = #7;
void(entity e, float chan, string samp) sound = #8;
vector(vector v) normalize = #9;
void(vector pos, string samp, float vol, float atten) ambientsound = #74;
string(string s) precache_model2 = #75;
void(vector pos, string samp, float vol, float atten) ambientsound = #74;
string(string s) precache_model2 = #75;
string(float chars, string s, ...) strpad = #225;
string(string info, string key, string value, ...) infoadd = #226;
string(string info, string key) infoget = #227;
string(float chars, string s, ...) strpad = #225;
string(string info, string key, string value, ...) infoadd = #226;
string(string info, string key) infoget = #227;
float(string s1, string s2, float len) strncmp = #228;
float(string s1, string s2) strcasecmp = #229;
float(string s1, string s2, float len) strncasecmp = #230;
float(string s1, string s2, float len) strncmp = #228;
float(string s1, string s2) strcasecmp = #229;
float(string s1, string s2, float len) strncasecmp = #230;
float particle_type; // one of PT_
float particle_blendmode; // one of PBLEND_ values
float particle_orientation; // one of PARTICLE_ values
float particle_type; // one of PT_
float particle_blendmode; // one of PBLEND_ values
float particle_orientation; // one of PARTICLE_ values
float(vector org, vector vel, float theme) quickparticle = #527; // not reading globals, just theme, returns 0 when failed, 1 when spawned
float(vector org, vector vel, float delay, float collisiondelay) delayedparticle = #528;
float(vector org, vector vel, float delay, float collisiondelay, float theme) quickdelayedparticle = #528;
float(vector org, vector vel, float theme) quickparticle = #527; // not reading globals, just theme, returns 0 when failed, 1 when spawned
float(vector org, vector vel, float delay, float collisiondelay) delayedparticle = #528;
float(vector org, vector vel, float delay, float collisiondelay, float theme) quickdelayedparticle = #528;
-// description: this builtin provides an easy and flexible way to spawn particles,
-// it is not created as replace for DP_SV_POINTPARTICLES but as an addition to it.
+// description: this builtin provides an easy and flexible way to spawn particles,
+// it is not created as replace for DP_SV_POINTPARTICLES but as an addition to it.
// 1) 0 is default particle template, it could be changed
// 2) color vectors could have value 0-255 of each component
// restrictions: max themes could be between 4 and 2048
// 1) 0 is default particle template, it could be changed
// 2) color vectors could have value 0-255 of each component
// restrictions: max themes could be between 4 and 2048
// or alternatively you can specify multiple fonts and faces
// Like this: gfx/vera-sans:2,gfx/fallback:1
// to load face 2 of the font gfx/vera-sans and use face 1
// or alternatively you can specify multiple fonts and faces
// Like this: gfx/vera-sans:2,gfx/fallback:1
// to load face 2 of the font gfx/vera-sans and use face 1
float FONT_USER7 = 15; // 'user7' slot, userdefined fonts
//builtin definitions:
float findfont(string s) = #356; // find font by fontname and return it's index
float FONT_USER7 = 15; // 'user7' slot, userdefined fonts
//builtin definitions:
float findfont(string s) = #356; // find font by fontname and return it's index
-float loadfont(string fontname, string fontmaps, string sizes, float slot, float fix_scale, float fix_voffset) = #357;
+float loadfont(string fontname, string fontmaps, string sizes, float slot, float fix_scale, float fix_voffset) = #357;
// loads font immediately so stringwidth() function can be used just after builtin call
// returns a font slotnum (which is used to set drawfont to)
// first 3 parms are identical to "loadfont" console command ones
// loads font immediately so stringwidth() function can be used just after builtin call
// returns a font slotnum (which is used to set drawfont to)
// first 3 parms are identical to "loadfont" console command ones
// r_font_postprocess_shadow_y X : font outline shadow y shift amount, applied during outlining
// r_font_postprocess_shadow_z X : font outline shadow z shift amount, applied during blurring
//description: engine support for truetype/freetype fonts
// r_font_postprocess_shadow_y X : font outline shadow y shift amount, applied during outlining
// r_font_postprocess_shadow_z X : font outline shadow z shift amount, applied during blurring
//description: engine support for truetype/freetype fonts
//constant definitions:
const float VF_MAINVIEW = 400;
//use setproperty(VF_MAINVIEW, 1); before calling R_RenderView for the render
//constant definitions:
const float VF_MAINVIEW = 400;
//use setproperty(VF_MAINVIEW, 1); before calling R_RenderView for the render
//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
//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
// assorted builtins
float drawsubpic(vector position, vector size, string pic, vector srcPosition, vector srcSize, vector rgb, float alpha, float flag) = #328;
vector drawgetimagesize(string pic) = #318;
// assorted builtins
float drawsubpic(vector position, vector size, string pic, vector srcPosition, vector srcSize, vector rgb, float alpha, float flag) = #328;
vector drawgetimagesize(string pic) = #318;
-#define SPA_POSITION 0
-#define SPA_S_AXIS 1
-#define SPA_T_AXIS 2
-#define SPA_R_AXIS 3
-#define SPA_TEXCOORDS0 4
-#define SPA_LIGHTMAP0_TEXCOORDS 5
-#define SPA_LIGHTMAP_COLOR 6
+const float SPA_POSITION = 0;
+const float SPA_S_AXIS = 1;
+const float SPA_T_AXIS = 2;
+const float SPA_R_AXIS = 3;
+const float SPA_TEXCOORDS0 = 4;
+const float SPA_LIGHTMAP0_TEXCOORDS = 5;
+const float SPA_LIGHTMAP_COLOR = 6;
float (entity e, float s) getsurfacenumpoints = #434;
vector (entity e, float s, float n) getsurfacepoint = #435;
vector (entity e, float s) getsurfacenormal = #436;
float (entity e, float s) getsurfacenumpoints = #434;
vector (entity e, float s, float n) getsurfacepoint = #435;
vector (entity e, float s) getsurfacenormal = #436;
//- NOTE: to check for this, ALSO OR a check with DP_SND_SOUND7 to also support
// the finished extension once done
//- NOTE: to check for this, ALSO OR a check with DP_SND_SOUND7 to also support
// the finished extension once done
-//DP_MOVETYPEFLYWORLDONLY
-//idea: Samual
-//darkplaces implementation: Samual
-//movetype definitions:
-float MOVETYPE_FLY_WORLDONLY = 33;
-//description:
-//like MOVETYPE_FLY, but does all traces with MOVE_WORLDONLY, and is ignored by MOVETYPE_PUSH. Should only be combined with SOLID_NOT and SOLID_TRIGGER.
-
float particles_alphamin, particles_alphamax;
float PARTICLES_USECOLOR = 2;
vector particles_colormin, particles_colormax;
float particles_alphamin, particles_alphamax;
float PARTICLES_USECOLOR = 2;
vector particles_colormin, particles_colormax;
void(float effectindex, entity own, vector org_from, vector org_to, vector dir_from, vector dir_to, float countmultiplier, float flags) boxparticles = #502;
float trace_networkentity;
const float RF_FULLBRIGHT = 256;
void(float effectindex, entity own, vector org_from, vector org_to, vector dir_from, vector dir_to, float countmultiplier, float flags) boxparticles = #502;
float trace_networkentity;
const float RF_FULLBRIGHT = 256;