// For conversions s and c, the flag # makes precision and width interpreted
// as byte count, by default it is interpreted as character count in UTF-8
// enabled engines. No other conversions can create wide characters, and #
-// has another meaning in these.
+// has another meaning in these. When in character count mode, color codes
+// are ignored. To get UTF-8 semantics WITHOUT color code parsing, use
+// the + flag.
//DP_QC_STRFTIME
//idea: LordHavoc
//globals:
//new movetypes:
const float MOVETYPE_PHYSICS = 32; // need to be set before any physics_* builtins applied
-//new solid types:
+//new solid types (deprecated):
const float SOLID_PHYSICS_BOX = 32;
const float SOLID_PHYSICS_SPHERE = 33;
const float SOLID_PHYSICS_CAPSULE = 34;
const float SOLID_PHYSICS_TRIMESH = 35;
const float SOLID_PHYSICS_CYLINDER = 36;
+//geometry types:
+const float GEOMTYPE_NULL = 0;
+const float GEOMTYPE_BOX = 1;
+const float GEOMTYPE_SPHERE = 2;
+const float GEOMTYPE_CAPSULE = 3;
+const float GEOMTYPE_TRIMESH = 4;
+const float GEOMTYPE_CYLINDER = 5;
//SOLID_BSP;
//joint types:
const float JOINTTYPE_POINT = 1;
// movedir_z = stop position (+/-), set to 0 for no stop
// note that ODE does not support both in one anyway
//field definitions:
+.float geomtype; // see GEOMTYPE_*, a more correct way to set collision shape, allows to set SOLID_CORPSE and trimesh collisions
.float mass; // ODE mass, standart value is 1
.vector massofs; // offsets a mass center out of object center, if not set a center of model bounds is used
.float friction;