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_Z = 36; //(float)
+const float VF_CL_VIEWANGLES_Z = 36; //(float)
const float VF_PERSPECTIVE = 200;
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;
void(entity e, string m) setmodel = #3;
void(entity e, vector min, vector max) setsize = #4;
-void() break = #6;
+void() break_to_debugger = #6;
float() random = #7;
void(entity e, float chan, string samp) sound = #8;
vector(vector v) normalize = #9;
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) strcmp = #228;
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
-vector particle_color1;
+vector particle_color1;
vector particle_color2;
float particle_tex; // number of chunk in particlefont
float particle_size;
-float particle_sizeincrease;
+float particle_sizeincrease;
float particle_alpha;
float particle_alphafade;
float particle_time;
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.
// With this extension you can create a specific particles like rain particles, or entity particles
-// notes:
+// notes:
// 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
//darkplaces implementation: Blub\0
//console commands:
// loadfont fontname fontmaps size1 size2 ...
-// A font can simply be gfx/tgafile (freetype fonts doent need extension),
+// A font can simply be gfx/tgafile (freetype fonts doent need extension),
// 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 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
// 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
-//so .AFM+.PFB/.OTF/.TTF files could be stuffed as fontmaps in loadfont()
+//so .AFM+.PFB/.OTF/.TTF files could be stuffed as fontmaps in loadfont()
//(console command version will support them as well)
//DP_CSQC_BINDMAPS
//constant definitions:
const float VF_MAINVIEW = 400;
//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
+//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
//- 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.
-
//DP_PRECACHE_PIC_FLAGS
//idea: divVerent
//darkplaces implementation: divVerent
// END OF EXAMPLES FOR FTE_CSQC_SKELETONOBJECTS
//
+//DP_QC_ENTITYDATA
+//idea: KrimZon
+//darkplaces implementation: KrimZon
+//builtin definitions:
+float() numentityfields = #496;
+string(float fieldnum) entityfieldname = #497;
+float(float fieldnum) entityfieldtype = #498;
+string(float fieldnum, entity ent) getentityfieldstring = #499;
+float(float fieldnum, entity ent, string s) putentityfieldstring = #500;
+//constants:
+//Returned by entityfieldtype
+float FIELD_STRING = 1;
+float FIELD_FLOAT = 2;
+float FIELD_VECTOR = 3;
+float FIELD_ENTITY = 4;
+float FIELD_FUNCTION = 6;
+//description:
+//Versatile functions intended for storing data from specific entities between level changes, but can be customized for some kind of partial savegame.
+//WARNING: .entity fields cannot be saved and restored between map loads as they will leave dangling pointers.
+//numentityfields returns the number of entity fields. NOT offsets. Vectors comprise 4 fields: v, v_x, v_y and v_z.
+//entityfieldname returns the name as a string, eg. "origin" or "classname" or whatever.
+//entityfieldtype returns a value that the constants represent, but the field may be of another type in more exotic progs.dat formats or compilers.
+//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.
+//putentityfieldstring puts the data returned by getentityfieldstring back into the entity.
+
+//DP_QC_ENTITYSTRING
+void(string s) loadfromdata = #529;
+void(string s) loadfromfile = #530;
+void(string s) callfunction = #605;
+void(float fh, entity e) writetofile = #606;
+float(string s) isfunction = #607;
+void(entity e, string s) parseentitydata = #608;
+
// assorted builtins
const float STAT_MOVEVARS_TICRATE = 240;
const float STAT_MOVEVARS_TIMESCALE = 241;
float particles_alphamin, particles_alphamax;
float PARTICLES_USECOLOR = 2;
vector particles_colormin, particles_colormax;
+float PARTICLES_USEFADE = 4; // fades the COUNT (fade alpha using alphamin/alphamax)
+float particles_fade;
+float PARTICLES_DRAWASTRAIL = 128;
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;
vector gettaginfo_forward;
vector gettaginfo_right;
vector gettaginfo_up;
+float checkpvs(vector viewpos, entity viewee) = #240;