DarkPlaces Wiki =============== QuakeC Extensions ================= 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. Below is a list of all the extensions supported by Darkplaces. **!!TODO!!** Organize into groups (ie. GFX, QuakeC, Server, Network) and start filling in description pages. use the checkextension page as a base. - [No extension yet](#lost-link) - [Left out Quake definitions](#lost-link) - [checkextension builtin](#lost-link) Graphics Extensions ------------------- BX_WAL_SUPPORT Indicates the engine supports .wal textures for filenames in the textures/ directory DP_EF_ADDITIVE Additive blending when this object is rendered DP_EF_BLUE Entity emits blue light (used for quad) DP_EF_DOUBLESIDED 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. DP_EF_FLAME Entity is on fire DP_EF_FULLBRIGHT Entity is always brightly lit DP_EF_NODEPTHTEST 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 DP_EF_NODRAW Prevents server from sending entity to client (forced invisible, even if it would have been a light source or other such things) DP_EF_NOGUNBOB Prevents gun bobbing on player.viewmodel DP_EF_NOSHADOW Realtime lights will not cast shadows from this entity (but can still illuminate it) DP_EF_RED Entity emits red light (used for invulnerability) DP_EF_RESTARTANIM_BIT When toggled, the current animation is restarted. Useful for weapon animation. DP_EF_STARDUST Entity emits bouncing sparkles in every direction DP_EF_TELEPORT_BIT When toggled, interpolation of the entity is skipped for one frame. Useful for teleporting. DP_GFX_EXTERNALTEXTURES loads external textures found in various directories (tenebrae compatible) DP_GFX_EXTERNALTEXTURES_PERMAPTEXTURES Q1BSP and HLBSP map loading loads external textures found in textures// as well as textures/. DP_GFX_FOG Global fog for the map, can not be changed by QC DP_GFX_QUAKE3MODELTAGS Allows entities to be visually attached to model tags (which follow animations perfectly) DP_GFX_SKINFILES Alias models (mdl, md2, md3) can have .skin files to replace conventional texture naming DP_GFX_SKYBOX DP_TE_BLOOD DP_TE_BLOODSHOWER DP_TE_CUSTOMFLASH DP_TE_EXPLOSIONRGB DP_TE_FLAMEJET DP_TE_PARTICLECUBE DP_TE_PARTICLERAIN DP_TE_PARTICLESNOW DP_TE_PLASMABURN DP_TE_QUADEFFECTS1 DP_TE_SMALLFLASH DP_TE_SPARK DP_QUAKE2_MODEL DP_QUAKE2_SPRITE DP_QUAKE3_MAP DP_QUAKE3_MODEL DP_HALFLIFE_MAP DP_HALFLIFE_MAP_CVAR DP_HALFLIFE_SPRITE DP_ENT_ALPHA DP_ENT_COLORMOD DP_ENT_CUSTOMCOLORMAP DP_ENT_EXTERIORMODELTOCLIENT DP_ENT_GLOW DP_ENT_GLOWMOD DP_ENT_LOWPRECISION DP_ENT_SCALE DP_ENT_VIEWMODEL TENEBRAE_GFX_DLIGHTS NXQ_GFX_LETTERBOX QuakeC Extensions ----------------- DP_QC_ASINACOSATANATAN2TAN DP_QC_AUTOCVARS DP_QC_CHANGEPITCH DP_QC_COPYENTITY DP_QC_CVAR_DEFSTRING DP_QC_CVAR_DESCRIPTION DP_QC_CVAR_STRING DP_QC_CVAR_TYPE DP_QC_EDICT_NUM DP_QC_ENTITYDATA DP_QC_ENTITYSTRING DP_QC_ETOS DP_QC_EXTRESPONSEPACKET DP_QC_FINDCHAIN DP_QC_FINDCHAIN_TOFIELD DP_QC_FINDCHAINFLAGS DP_QC_FINDCHAINFLOAT DP_QC_FINDFLAGS DP_QC_FINDFLOAT DP_QC_FS_SEARCH DP_QC_GETLIGHT DP_QC_GETSURFACE DP_QC_GETSURFACEPOINTATTRIBUTE DP_QC_GETSURFACETRIANGLE DP_QC_GETTAGINFO DP_QC_GETTAGINFO_BONEPROPERTIES DP_QC_GETTIME DP_QC_GETTIME_CDTRACK DP_QC_LOG DP_QC_MINMAXBOUND DP_QC_NUM_FOR_EDICT DP_QC_RANDOMVEC DP_QC_SINCOSSQRTPOW DP_QC_SPRINTF DP_QC_STRFTIME DP_QC_STRINGCOLORFUNCTIONS DP_QC_STRING_CASE_FUNCTIONS DP_QC_TOKENIZEBYSEPARATOR DP_QC_TOKENIZE_CONSOLE DP_QC_TRACEBOX DP_QC_TRACETOSS DP_QC_TRACE_MOVETYPE_HITMODEL DP_QC_TRACE_MOVETYPE_WORLDONLY DP_QC_UNLIMITEDTEMPSTRINGS DP_QC_VECTOANGLES_WITH_ROLL DP_QC_VECTORVECTORS DP_QC_WHICHPACK DP_QC_URI_ESCAPE DP_QC_URI_GET Unsorted -------- DP_BUTTONCHAT DP_BUTTONUSE DP_CL_LOADSKY DP_CON_SET DP_CON_SETA DP_CON_ALIASPARAMETERS DP_EXPANDCVAR DP_CON_STARTMAP DP_GECKO_SUPPORT DP_INPUTBUTTONS DP_LIGHTSTYLE_STATICVALUE DP_LITSPRITES DP_LITSUPPORT DP_MONSTERWALK DP_MOVETYPEBOUNCEMISSILE DP_NULL_MODEL DP_MOVETYPEFOLLOW DP_SKELETONOBJECTS DP_SV_SPAWNFUNC_PREFIX DP_REGISTERCVAR DP_SND_DIRECTIONLESSATTNNONE DP_SND_FAKETRACKS DP_SND_OGGVORBIS DP_SND_STEREOWAV DP_SOLIDCORPSE DP_SPRITE32 DP_SV_BOTCLIENT DP_SV_BOUNCEFACTOR DP_SV_CLIENTCOLORS DP_SV_CLIENTNAME DP_SV_CUSTOMIZEENTITYFORCLIENT DP_SV_DRAWONLYTOCLIENT DP_SV_DROPCLIENT DP_SV_EFFECT DP_SV_ENTITYCONTENTSTRANSITION DP_SV_MOVETYPESTEP_LANDEVENT DP_SV_POINTSOUND DP_SV_ONENTITYNOSPAWNFUNCTION DP_SV_ONENTITYPREPOSTSPAWNFUNCTION DP_SV_MODELFLAGS_AS_EFFECTS DP_SV_NETADDRESS DP_SV_NODRAWTOCLIENT DP_SV_PING DP_SV_PING_PACKETLOSS DP_SV_POINTPARTICLES DP_SV_PUNCHVECTOR DP_SV_PLAYERPHYSICS DP_SV_PRINT DP_SV_PRECACHE_ANYTIME DP_SV_QCSTATUS DP_SV_ROTATINGBMODEL DP_SV_SETCOLOR DP_SV_SLOWMO DP_SV_WRITEPICTURE DP_SV_WRITEUNTERMINATEDSTRING DP_TE_STANDARDEFFECTBUILTINS DP_TRACE_HITCONTENTSMASK_SURFACEINFO DP_VIEWZOOM EXT_BITSHIFT FRIK_FILE FTE_CSQC_SKELETONOBJECTS KRIMZON_SV_PARSECLIENTCOMMAND NEH_CMD_PLAY2 NEH_RESTOREGAME NEXUIZ_PLAYERMODEL PRYDON_CLIENTCURSOR TW_SV_STEPCONTROL FTE_QC_CHECKPVS FTE_STRINGS DP_CON_BESTWEAPON DP_QC_STRINGBUFFERS DP_QC_STRINGBUFFERS_CVARLIST DP_QC_STRREPLACE DP_QC_CRC16 DP_SV_SHUTDOWN EXT_CSQC ZQ_PAUSE DP_PHYSICS