1 2//DarkPlaces supported extension list, draft version 1.04 3 4//things that don't have extensions yet: 5.float disableclientprediction; 6 7//definitions that id Software left out: 8//these are passed as the 'nomonsters' parameter to traceline/tracebox (yes really this was supported in all quake engines, nomonsters is misnamed) 9float MOVE_NORMAL = 0; // same as FALSE 10float MOVE_NOMONSTERS = 1; // same as TRUE 11float MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE 12 13//checkextension function 14//idea: expected by almost everyone 15//darkplaces implementation: LordHavoc 16float(string s) checkextension = #99; 17//description: 18//check if (cvar("pr_checkextension")) before calling this, this is the only 19//guaranteed extension to be present in the extension system, it allows you 20//to check if an extension is available, by name, to check for an extension 21//use code like this: 22//// (it is recommended this code be placed in worldspawn or a worldspawn called function somewhere) 23//if (cvar("pr_checkextension")) 24//if (checkextension("DP_SV_SETCOLOR")) 25// ext_setcolor = TRUE; 26//from then on you can check ext_setcolor to know if that extension is available 27 28//BX_WAL_SUPPORT 29//idea: id Software 30//darkplaces implementation: LordHavoc 31//description: 32//indicates the engine supports .wal textures for filenames in the textures/ directory 33//(note: DarkPlaces has supported this since 2001 or 2002, but did not advertise it as an extension, then I noticed Betwix was advertising it and added the extension accordingly) 34 35//DP_BUTTONCHAT 36//idea: Vermeulen 37//darkplaces implementation: LordHavoc 38//field definitions: 39.float buttonchat; 40//description: 41//true if the player is currently chatting (in messagemode, menus or console) 42 43//DP_BUTTONUSE 44//idea: id Software 45//darkplaces implementation: LordHavoc 46//field definitions: 47.float buttonuse; 48//client console commands: 49//+use 50//-use 51//description: 52//made +use and -use commands work, they now control the .buttonuse field (.button1 was used by many mods for other purposes). 53 54//DP_CL_LOADSKY 55//idea: Nehahra, LordHavoc 56//darkplaces implementation: LordHavoc 57//client console commands: 58//"loadsky" (parameters: "basename", example: "mtnsun_" would load "mtnsun_up.tga" and "mtnsun_rt.tga" and similar names, use "" to revert to quake sky, note: this is the same as Quake2 skybox naming) 59//description: 60//sets global skybox for the map for this client (can be stuffed to a client by QC), does not hurt much to repeatedly execute this command, please don't use this in mods if it can be avoided (only if changing skybox is REALLY needed, otherwise please use DP_GFX_SKYBOX). 61 62//DP_CON_SET 63//idea: id Software 64//darkplaces implementation: LordHavoc 65//description: 66//indicates this engine supports the "set" console command which creates or sets a non-archived cvar (not saved to config.cfg on exit), it is recommended that set and seta commands be placed in default.cfg for mod-specific cvars. 67 68//DP_CON_SETA 69//idea: id Software 70//darkplaces implementation: LordHavoc 71//description: 72//indicates this engine supports the "seta" console command which creates or sets an archived cvar (saved to config.cfg on exit), it is recommended that set and seta commands be placed in default.cfg for mod-specific cvars. 73 74//DP_CON_ALIASPARAMETERS 75//idea: many 76//darkplaces implementation: Black 77//description: 78//indicates this engine supports aliases containing $1 through $9 parameter macros (which when called will expand to the parameters passed to the alias, for example alias test "say $2 $1", then you can type test hi there and it will execute say there hi), as well as $0 (name of the alias) and $* (all parameters $1 onward). 79 80//DP_CON_EXPANDCVAR 81//idea: many, PHP 82//darkplaces implementation: Black 83//description: 84//indicates this engine supports console commandlines containing $cvarname which will expand to the contents of that cvar as a parameter, for instance say my fov is $fov, will say "my fov is 90", or similar. 85 86//DP_CON_STARTMAP 87//idea: LordHavoc 88//darkplaces implementation: LordHavoc 89//description: 90//adds two engine-called aliases named startmap_sp and startmap_dm which are called when the engine tries to start a singleplayer game from the menu (startmap_sp) or the -listen or -dedicated options are used or the engine is a dedicated server (uses startmap_dm), these allow a mod or game to specify their own map instead of start, and also distinguish between singleplayer and -listen/-dedicated, also these need not be a simple "map start" command, they can do other things if desired, startmap_sp and startmap_dm both default to "map start". 91 92//DP_EF_ADDITIVE 93//idea: LordHavoc 94//darkplaces implementation: LordHavoc 95//effects bit: 96float EF_ADDITIVE = 32; 97//description: 98//additive blending when this object is rendered 99 100//DP_EF_BLUE 101//idea: id Software 102//darkplaces implementation: LordHavoc 103//effects bit: 104float EF_BLUE = 64; 105//description: 106//entity emits blue light (used for quad) 107 108//DP_EF_DOUBLESIDED 109//idea: LordHavoc 110//darkplaces implementation: [515] and LordHavoc 111//effects bit: 112float EF_DOUBLESIDED = 32768; 113//description: 114//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. 115 116//DP_EF_FLAME 117//idea: LordHavoc 118//darkplaces implementation: LordHavoc 119//effects bit: 120float EF_FLAME = 1024; 121//description: 122//entity is on fire 123 124//DP_EF_FULLBRIGHT 125//idea: LordHavoc 126//darkplaces implementation: LordHavoc 127//effects bit: 128float EF_FULLBRIGHT = 512; 129//description: 130//entity is always brightly lit 131 132//DP_EF_NODEPTHTEST 133//idea: Supa 134//darkplaces implementation: LordHavoc 135//effects bit: 136float EF_NODEPTHTEST = 8192; 137//description: 138//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 139 140//DP_EF_NODRAW 141//idea: id Software 142//darkplaces implementation: LordHavoc 143//effects bit: 144float EF_NODRAW = 16; 145//description: 146//prevents server from sending entity to client (forced invisible, even if it would have been a light source or other such things) 147 148//DP_EF_NOGUNBOB 149//idea: Chris Page, Dresk 150//darkplaces implementation: LordHAvoc 151//effects bit: 152float EF_NOGUNBOB = 256; 153//description: 154//this has different meanings depending on the entity it is used on: 155//player entity - prevents gun bobbing on player.viewmodel 156//viewmodelforclient entity - prevents gun bobbing on an entity attached to the player's view 157//other entities - no effect 158//uses: 159//disabling gun bobbing on a diving mask or other model used as a .viewmodel. 160//disabling gun bobbing on view-relative models meant to be part of the heads up display. (note: if fov is changed these entities may be off-screen, or too near the center of the screen, so use fov 90 in this case) 161 162//DP_EF_NOSHADOW 163//idea: LordHavoc 164//darkplaces implementation: LordHavoc 165//effects bit: 166float EF_NOSHADOW = 4096; 167//description: 168//realtime lights will not cast shadows from this entity (but can still illuminate it) 169 170//DP_EF_RED 171//idea: id Software 172//darkplaces implementation: LordHavoc 173//effects bit: 174float EF_RED = 128; 175//description: 176//entity emits red light (used for invulnerability) 177 178//DP_EF_RESTARTANIM_BIT 179//idea: id software 180//darkplaces implementation: divVerent 181//effects bit: 182float EF_RESTARTANIM_BIT = 1048576; 183//description: 184//when toggled, the current animation is restarted. Useful for weapon animation. 185//to toggle this bit in QC, you can do: 186// self.effects += (EF_RESTARTANIM_BIT - 2 * (self.effects & EF_RESTARTANIM_BIT)); 187 188//DP_EF_STARDUST 189//idea: MythWorks Inc 190//darkplaces implementation: LordHavoc 191//effects bit: 192float EF_STARDUST = 2048; 193//description: 194//entity emits bouncing sparkles in every direction 195 196//DP_EF_TELEPORT_BIT 197//idea: id software 198//darkplaces implementation: divVerent 199//effects bit: 200float EF_TELEPORT_BIT = 2097152; 201//description: 202//when toggled, interpolation of the entity is skipped for one frame. Useful for teleporting. 203//to toggle this bit in QC, you can do: 204// self.effects += (EF_TELEPORT_BIT - 2 * (self.effects & EF_TELEPORT_BIT)); 205 206//DP_ENT_ALPHA 207//idea: Nehahra 208//darkplaces implementation: LordHavoc 209//fields: 210.float alpha; 211//description: 212//controls opacity of the entity, 0.0 is forced to be 1.0 (otherwise everything would be invisible), use -1 if you want to make something invisible, 1.0 is solid (like normal). 213 214//DP_ENT_COLORMOD 215//idea: LordHavoc 216//darkplaces implementation: LordHavoc 217//field definition: 218.vector colormod; 219//description: 220//controls color of the entity, '0 0 0', is forced to be '1 1 1' (otherwise everything would be black), used for tinting objects, for instance using '1 0.6 0.4' on an ogre would give you an orange ogre (order is red green blue), note the colors can go up to '8 8 8' (8x as bright as normal). 221 222//DP_ENT_CUSTOMCOLORMAP 223//idea: LordHavoc 224//darkplaces implementation: LordHavoc 225//description: 226//if .colormap is set to 1024 + pants + shirt * 16, those colors will be used for colormapping the entity, rather than looking up a colormap by player number. 227 228/* 229//NOTE: no longer supported by darkplaces because all entities are delta compressed now 230//DP_ENT_DELTACOMPRESS // no longer supported 231//idea: LordHavoc 232//darkplaces implementation: LordHavoc 233//effects bit: 234float EF_DELTA = 8388608; 235//description: 236//(obsolete) applies delta compression to the network updates of the entity, making updates smaller, this might cause some unreliable behavior in packet loss situations, so it should only be used on numerous (nails/plasma shots/etc) or unimportant objects (gibs/shell casings/bullet holes/etc). 237*/ 238 239//DP_ENT_EXTERIORMODELTOCLIENT 240//idea: LordHavoc 241//darkplaces implementation: LordHavoc 242//fields: 243.entity exteriormodeltoclient; 244//description: 245//the entity is visible to all clients with one exception: if the specified client is using first person view (not using chase_active) the entity will not be shown. Also if tag attachments are supported any entities attached to the player entity will not be drawn in first person. 246 247//DP_ENT_GLOW 248//idea: LordHavoc 249//darkplaces implementation: LordHavoc 250//field definitions: 251.float glow_color; 252.float glow_size; 253.float glow_trail; 254//description: 255//customizable glowing light effect on the entity, glow_color is a paletted (8bit) color in the range 0-255 (note: 0 and 254 are white), glow_size is 0 or higher (up to the engine what limit to cap it to, darkplaces imposes a 1020 limit), if glow_trail is true it will leave a trail of particles of the same color as the light. 256 257//DP_ENT_GLOWMOD 258//idea: LordHavoc 259//darkplaces implementation: LordHavoc 260//field definition: 261.vector glowmod; 262//description: 263//controls color of the entity's glow texture (fullbrights), '0 0 0', is forced to be '1 1 1' (otherwise everything would be black), used for tinting objects, see colormod (same color restrictions apply). 264 265//DP_ENT_LOWPRECISION 266//idea: LordHavoc 267//darkplaces implementation: LordHavoc 268//effects bit: 269float EF_LOWPRECISION = 4194304; 270//description: 271//uses low quality origin coordinates, reducing network traffic compared to the default high precision, intended for numerous objects (projectiles/gibs/bullet holes/etc). 272 273//DP_ENT_SCALE 274//idea: LordHavoc 275//darkplaces implementation: LordHavoc 276//field definitions: 277.float scale; 278//description: 279//controls rendering scale of the object, 0 is forced to be 1, darkplaces uses 1/16th accuracy and a limit of 15.9375, can be used to make an object larger or smaller. 280 281//DP_ENT_VIEWMODEL 282//idea: LordHavoc 283//darkplaces implementation: LordHavoc 284//field definitions: 285.entity viewmodelforclient; 286//description: 287//this is a very special capability, attachs the entity to the view of the client specified, origin and angles become relative to the view of that client, all effects can be used (multiple skins on a weapon model etc)... the entity is not visible to any other client. 288 289//DP_GECKO_SUPPORT 290//idea: Res2k, BlackHC 291//darkplaces implementation: Res2k, BlackHC 292//constant definitions: 293float GECKO_BUTTON_DOWN = 0; 294float GECKO_BUTTON_UP = 1; 295// either use down and up or just press but not all of them! 296float GECKO_BUTTON_PRESS = 2; 297// use this for mouse events if needed? 298float GECKO_BUTTON_DOUBLECLICK = 3; 299//builtin definitions: 300float(string name) gecko_create( string name ) = #487; 301void(string name) gecko_destroy( string name ) = #488; 302void(string name) gecko_navigate( string name, string URI ) = #489; 303float(string name) gecko_keyevent( string name, float key, float eventtype ) = #490; 304void gecko_mousemove( string name, float x, float y ) = #491; 305void gecko_resize( string name, float w, float h ) = #492; 306vector gecko_get_texture_extent( string name ) = #493; 307//engine-called QC prototypes: 308//string(string name, string query) Qecko_Query; 309//description: 310//provides an interface to the offscreengecko library and allows for internet browsing in games 311 312//DP_GFX_EXTERNALTEXTURES 313//idea: LordHavoc 314//darkplaces implementation: LordHavoc 315//description: 316//loads external textures found in various directories (tenebrae compatible)... 317/* 318in all examples .tga is merely the base texture, it can be any of these: 319.tga (base texture) 320_glow.tga (fullbrights or other glowing overlay stuff, NOTE: this is done using additive blend, not alpha) 321_pants.tga (pants overlay for colormapping on models, this should be shades of grey (it is tinted by pants color) and black wherever the base texture is not black, as this is an additive blend) 322_shirt.tga (same idea as pants, but for shirt color) 323_diffuse.tga (this may be used instead of base texture for per pixel lighting) 324_gloss.tga (specular texture for per pixel lighting, note this can be in color (tenebrae only supports greyscale)) 325_norm.tga (normalmap texture for per pixel lighting) 326_bump.tga (bumpmap, converted to normalmap at load time, supported only for reasons of tenebrae compatibility) 327_luma.tga (same as _glow but supported only for reasons of tenebrae compatibility) 328 329due to glquake's incomplete Targa(r) loader, this section describes 330required Targa(r) features support: 331types: 332type 1 (uncompressed 8bit paletted with 24bit/32bit palette) 333type 2 (uncompressed 24bit/32bit true color, glquake supported this) 334type 3 (uncompressed 8bit greyscale) 335type 9 (RLE compressed 8bit paletted with 24bit/32bit palette) 336type 10 (RLE compressed 24bit/32bit true color, glquake supported this) 337type 11 (RLE compressed 8bit greyscale) 338attribute bit 0x20 (Origin At Top Left, top to bottom, left to right) 339 340image formats guaranteed to be supported: tga, pcx, lmp 341image formats that are optional: png, jpg 342 343mdl/spr/spr32 examples: 344skins are named _A (A being a number) and skingroups are named like _A_B 345these act as suffixes on the model name... 346example names for skin _2_1 of model "progs/armor.mdl": 347game/override/progs/armor.mdl_2_1.tga 348game/textures/progs/armor.mdl_2_1.tga 349game/progs/armor.mdl_2_1.tga 350example names for skin _0 of the model "progs/armor.mdl": 351game/override/progs/armor.mdl_0.tga 352game/textures/progs/armor.mdl_0.tga 353game/progs/armor.mdl_0.tga 354note that there can be more skins files (of the _0 naming) than the mdl 355contains, this is only useful to save space in the .mdl file if classic quake 356compatibility is not a concern. 357 358bsp/md2/md3 examples: 359example names for the texture "quake" of model "maps/start.bsp": 360game/override/quake.tga 361game/textures/quake.tga 362game/quake.tga 363 364sbar/menu/console textures: for example the texture "conchars" (console font) in gfx.wad 365game/override/gfx/conchars.tga 366game/textures/gfx/conchars.tga 367game/gfx/conchars.tga 368*/ 369 370//DP_GFX_EXTERNALTEXTURES_PERMAPTEXTURES 371//idea: Fuh? 372//darkplaces implementation: LordHavoc 373//description: 374//Q1BSP and HLBSP map loading loads external textures found in textures/<mapname>/ as well as textures/. 375//Where mapname is the bsp filename minus the extension (typically .bsp) and minus maps/ if it is in maps/ (any other path is not removed) 376//example: 377//maps/e1m1.bsp uses textures in the directory textures/e1m1/ and falls back to textures/ 378//maps/b_batt0.bsp uses textures in the directory textures/b_batt0.bsp and falls back to textures/ 379//as a more extreme example: 380//progs/something/blah.bsp uses textures in the directory textures/progs/something/blah/ and falls back to textures/ 381 382//DP_GFX_FOG 383//idea: LordHavoc 384//darkplaces implementation: LordHavoc 385//worldspawn fields: 386//"fog" (parameters: "density red green blue", example: "0.1 0.3 0.3 0.3") 387//description: 388//global fog for the map, can not be changed by QC 389 390//DP_GFX_QUAKE3MODELTAGS 391//idea: id Software 392//darkplaces implementation: LordHavoc 393//field definitions: 394.entity tag_entity; // entity this is attached to (call setattachment to set this) 395.float tag_index; // which tag on that entity (0 is relative to the entity, > 0 is an index into the tags on the model if it has any) (call setattachment to set this) 396//builtin definitions: 397void(entity e, entity tagentity, string tagname) setattachment = #443; // attachs e to a tag on tagentity (note: use "" to attach to entity origin/angles instead of a tag) 398//description: 399//allows entities to be visually attached to model tags (which follow animations perfectly) on other entities, for example attaching a weapon to a player's hand, or upper body attached to lower body, allowing it to change angles and frame separately (note: origin and angles are relative to the tag, use '0 0 0' for both if you want it to follow exactly, this is similar to viewmodelforclient's behavior). 400//note 2: if the tag is not found, it defaults to "" (attach to origin/angles of entity) 401//note 3: attaching to world turns off attachment 402//note 4: the entity that this is attached to must be visible for this to work 403//note 5: if an entity is attached to the player entity it will not be drawn in first person. 404 405//DP_GFX_SKINFILES 406//idea: LordHavoc 407//darkplaces implementation: LordHavoc 408//description: 409//alias models (mdl, md2, md3) can have .skin files to replace conventional texture naming, these have a naming format such as: 410//progs/test.md3_0.skin 411//progs/test.md3_1.skin 412//... 413// 414//these files contain replace commands (replace meshname shadername), example: 415//replace "helmet" "progs/test/helmet1.tga" // this is a mesh shader replacement 416//replace "teamstripes" "progs/test/redstripes.tga" 417//replace "visor" "common/nodraw" // this makes the visor mesh invisible 418////it is not possible to rename tags using this format 419// 420//Or the Quake3 syntax (100% compatible with Quake3's .skin files): 421//helmet,progs/test/helmet1.tga // this is a mesh shader replacement 422//teamstripes,progs/test/redstripes.tga 423//visor,common/nodraw // this makes the visor mesh invisible 424//tag_camera, // this defines that the first tag in the model is called tag_camera 425//tag_test, // this defines that the second tag in the model is called tag_test 426// 427//any names that are not replaced are automatically show up as a grey checkerboard to indicate the error status, and "common/nodraw" is a special case that is invisible. 428//this feature is intended to allow multiple skin sets on md3 models (which otherwise only have one skin set). 429//other commands might be added someday but it is not expected. 430 431//DP_GFX_SKYBOX 432//idea: LordHavoc 433//darkplaces implementation: LordHavoc 434//worldspawn fields: 435//"sky" (parameters: "basename", example: "mtnsun_" would load "mtnsun_up.tga" and "mtnsun_rt.tga" and similar names, note: "sky" is also used the same way by Quake2) 436//description: 437//global skybox for the map, can not be changed by QC 438 439//DP_UTF8 440//idea: Blub\0, divVerent 441//darkplaces implementation: Blub\0 442//cvar definitions: 443// utf8_enable: enable utf8 encoding 444//description: utf8 characters are allowed inside cvars, protocol strings, files, progs strings, etc., 445//and count as 1 char for string functions like strlen, substring, etc. 446// note: utf8_enable is run-time cvar, could be changed during execution 447// note: beware that str2chr() could return value bigger than 255 once utf8 is enabled 448 449//DP_HALFLIFE_MAP 450//idea: LordHavoc 451//darkplaces implementation: LordHavoc 452//description: 453//simply indicates that the engine supports HalfLife maps (BSP version 30, NOT the QER RGBA ones which are also version 30). 454 455//DP_HALFLIFE_MAP_CVAR 456//idea: LordHavoc 457//darkplaces implementation: LordHavoc 458//cvars: 459//halflifebsp 0/1 460//description: 461//engine sets this cvar when loading a map to indicate if it is halflife format or not. 462 463//DP_HALFLIFE_SPRITE 464//idea: LordHavoc 465//darkplaces implementation: LordHavoc 466//description: 467//simply indicates that the engine supports HalfLife sprites. 468 469//DP_INPUTBUTTONS 470//idea: LordHavoc 471//darkplaces implementation: LordHavoc 472//field definitions: 473.float button3; 474.float button4; 475.float button5; 476.float button6; 477.float button7; 478.float button8; 479.float button9; 480.float button10; 481.float button11; 482.float button12; 483.float button13; 484.float button14; 485.float button15; 486.float button16; 487//description: 488//set to the state of the +button3, +button4, +button5, +button6, +button7, and +button8 buttons from the client, this does not involve protocol changes (the extra 6 button bits were simply not used). 489//the exact mapping of protocol button bits on the server is: 490//self.button0 = (bits & 1) != 0; 491///* button1 is skipped because mods abuse it as a variable, and accordingly it has no bit */ 492//self.button2 = (bits & 2) != 0; 493//self.button3 = (bits & 4) != 0; 494//self.button4 = (bits & 8) != 0; 495//self.button5 = (bits & 16) != 0; 496//self.button6 = (bits & 32) != 0; 497//self.button7 = (bits & 64) != 0; 498//self.button8 = (bits & 128) != 0; 499 500// DP_LIGHTSTYLE_STATICVALUE 501// idea: VorteX 502// darkplaces implementation: VorteX 503// description: allows alternative 'static' lightstyle syntax : "=value" 504// examples: "=0.5", "=2.0", "=2.75" 505// could be used to control switchable lights or making styled lights with brightness > 2 506// Warning: this extension is experimental. It safely works in CSQC, but SVQC use is limited by the fact 507// that other engines (which do not support this extension) could connect to a game and misunderstand this kind of lightstyle syntax 508 509//DP_LITSPRITES 510//idea: LordHavoc 511//darkplaces implementation: LordHavoc 512//description: 513//indicates this engine supports lighting on sprites, any sprite with ! in its filename (both on disk and in the qc) will be lit rather than having forced EF_FULLBRIGHT (EF_FULLBRIGHT on the entity can still force these sprites to not be lit). 514 515//DP_LITSUPPORT 516//idea: LordHavoc 517//darkplaces implementation: LordHavoc 518//description: 519//indicates this engine loads .lit files for any quake1 format .bsp files it loads to enhance maps with colored lighting. 520//implementation description: these files begin with the header QLIT followed by version number 1 (as little endian 32bit), the rest of the file is a replacement lightmaps lump, except being 3x as large as the lightmaps lump of the map it matches up with (and yes the between-lightmap padding is expanded 3x to keep this consistent), so the lightmap offset in each surface is simply multiplied by 3 during loading to properly index the lit data, and the lit file is loaded instead of the lightmap lump, other renderer changes are needed to display these of course... see the litsupport.zip sample code (almost a tutorial) at http://icculus.org/twilight/darkplaces for more information. 521 522//DP_MONSTERWALK 523//idea: LordHavoc 524//darkplaces implementation: LordHavoc 525//description: 526//MOVETYPE_WALK is permitted on non-clients, so bots can move smoothly, run off ledges, etc, just like a real player. 527 528//DP_MOVETYPEBOUNCEMISSILE 529//idea: id Software 530//darkplaces implementation: id Software 531//movetype definitions: 532//float MOVETYPE_BOUNCEMISSILE = 11; // already in defs.qc 533//description: 534//MOVETYPE_BOUNCE but without gravity, and with full reflection (no speed loss like grenades have), in other words - bouncing laser bolts. 535 536//DP_NULL_MODEL 537//idea: Chris 538//darkplaces implementation: divVerent 539//definitions: 540//string dp_null_model = "null"; 541//description: 542//setmodel(e, "null"); makes an entity invisible, have a zero bbox, but 543//networked. useful for shared CSQC entities. 544 545//DP_MOVETYPEFOLLOW 546//idea: id Software, LordHavoc (redesigned) 547//darkplaces implementation: LordHavoc 548//movetype definitions: 549float MOVETYPE_FOLLOW = 12; 550//description: 551//MOVETYPE_FOLLOW implemented, this uses existing entity fields in unusual ways: 552//aiment - the entity this is attached to. 553//punchangle - the original angles when the follow began. 554//view_ofs - the relative origin (note that this is un-rotated by punchangle, and that is actually the only purpose of punchangle). 555//v_angle - the relative angles. 556//here's an example of how you would set a bullet hole sprite to follow a bmodel it was created on, even if the bmodel rotates: 557//hole.movetype = MOVETYPE_FOLLOW; // make the hole follow 558//hole.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid 559//hole.aiment = bmodel; // make the hole follow bmodel 560//hole.punchangle = bmodel.angles; // the original angles of bmodel 561//hole.view_ofs = hole.origin - bmodel.origin; // relative origin 562//hole.v_angle = hole.angles - bmodel.angles; // relative angles 563 564//DP_QC_ASINACOSATANATAN2TAN 565//idea: Urre 566//darkplaces implementation: LordHavoc 567//constant definitions: 568float DEG2RAD = 0.0174532925199432957692369076848861271344287188854172545609719144; 569float RAD2DEG = 57.2957795130823208767981548141051703324054724665643215491602438612; 570float PI = 3.1415926535897932384626433832795028841971693993751058209749445923; 571//builtin definitions: 572float(float s) asin = #471; // returns angle in radians for a given sin() value, the result is in the range -PI*0.5 to PI*0.5 573float(float c) acos = #472; // returns angle in radians for a given cos() value, the result is in the range 0 to PI 574float(float t) atan = #473; // returns angle in radians for a given tan() value, the result is in the range -PI*0.5 to PI*0.5 575float(float c, float s) atan2 = #474; // returns angle in radians for a given cos() and sin() value pair, the result is in the range -PI to PI (this is identical to vectoyaw except it returns radians rather than degrees) 576float(float a) tan = #475; // returns tangent value (which is simply sin(a)/cos(a)) for the given angle in radians, the result is in the range -infinity to +infinity 577//description: 578//useful math functions for analyzing vectors, note that these all use angles in radians (just like the cos/sin functions) not degrees unlike makevectors/vectoyaw/vectoangles, so be sure to do the appropriate conversions (multiply by DEG2RAD or RAD2DEG as needed). 579//note: atan2 can take unnormalized vectors (just like vectoyaw), and the function was included only for completeness (more often you want vectoyaw or vectoangles), atan2(v_x,v_y) * RAD2DEG gives the same result as vectoyaw(v) 580 581//DP_QC_AUTOCVARS 582//idea: divVerent 583//darkplaces implementation: divVerent 584//description: 585//allows QC variables to be bound to cvars 586//(works for float, string, vector types) 587//example: 588// float autocvar_developer; 589// float autocvar_registered; 590// string autocvar__cl_name; 591//NOTE: copying a string-typed autocvar to another variable/field, and then 592//changing the cvar or returning from progs is UNDEFINED. Writing to autocvar 593//globals is UNDEFINED. Accessing autocvar globals after cvar_set()ing that 594//cvar in the same frame is IMPLEMENTATION DEFINED (an implementation may 595//either yield the previous, or the current, value). Whether autocvar globals, 596//after restoring a savegame, have the cvar's current value, or the original 597//value at time of saving, is UNDEFINED. Restoring a savegame however must not 598//restore the cvar values themselves. 599//In case the cvar does NOT exist, then it is automatically created with the 600//value of the autocvar initializer, if given. This is possible with e.g. 601//frikqcc and fteqcc the following way: 602// var float autocvar_whatever = 42; 603//If no initializer is given, the cvar will be initialized to a string 604//equivalent to the NULL value of the given data type, that is, the empty 605//string, 0, or '0 0 0'. However, when automatic cvar creation took place, a 606//warning is printed to the game console. 607//NOTE: to prevent an ambiguity with float names for vector types, autocvar 608//names MUST NOT end with _x, _y or _z! 609 610//DP_QC_CHANGEPITCH 611//idea: id Software 612//darkplaces implementation: id Software 613//field definitions: 614.float idealpitch; 615.float pitch_speed; 616//builtin definitions: 617void(entity ent) changepitch = #63; 618//description: 619//equivalent to changeyaw, ent is normally self. (this was a Q2 builtin) 620 621//DP_QC_COPYENTITY 622//idea: LordHavoc 623//darkplaces implementation: LordHavoc 624//builtin definitions: 625void(entity from, entity to) copyentity = #400; 626//description: 627//copies all data in the entity to another entity. 628 629//DP_QC_CVAR_DEFSTRING 630//idea: id Software (Doom3), LordHavoc 631//darkplaces implementation: LordHavoc 632//builtin definitions: 633string(string s) cvar_defstring = #482; 634//description: 635//returns the default value of a cvar, as a tempstring. 636 637//DP_QC_CVAR_DESCRIPTION 638//idea: divVerent 639//DarkPlaces implementation: divVerent 640//builtin definitions: 641string(string name) cvar_description = #518; 642//description: 643//returns the description of a cvar 644 645//DP_QC_CVAR_STRING 646//idea: VorteX 647//DarkPlaces implementation: VorteX, LordHavoc 648//builtin definitions: 649string(string s) cvar_string = #448; 650//description: 651//returns the value of a cvar, as a tempstring. 652 653//DP_QC_CVAR_TYPE 654//idea: divVerent 655//DarkPlaces implementation: divVerent 656//builtin definitions: 657float(string name) cvar_type = #495; 658float CVAR_TYPEFLAG_EXISTS = 1; 659float CVAR_TYPEFLAG_SAVED = 2; 660float CVAR_TYPEFLAG_PRIVATE = 4; 661float CVAR_TYPEFLAG_ENGINE = 8; 662float CVAR_TYPEFLAG_HASDESCRIPTION = 16; 663float CVAR_TYPEFLAG_READONLY = 32; 664 665//DP_QC_EDICT_NUM 666//idea: 515 667//DarkPlaces implementation: LordHavoc 668//builtin definitions: 669entity(float entnum) edict_num = #459; 670float(entity ent) wasfreed = #353; // same as in EXT_CSQC extension 671//description: 672//edict_num returns the entity corresponding to a given number, this works even for freed entities, but you should call wasfreed(ent) to see if is currently active. 673//wasfreed returns whether an entity slot is currently free (entities that have never spawned are free, entities that have had remove called on them are also free). 674 675//DP_QC_ENTITYDATA 676//idea: KrimZon 677//darkplaces implementation: KrimZon 678//builtin definitions: 679float() numentityfields = #496; 680string(float fieldnum) entityfieldname = #497; 681float(float fieldnum) entityfieldtype = #498; 682string(float fieldnum, entity ent) getentityfieldstring = #499; 683float(float fieldnum, entity ent, string s) putentityfieldstring = #500; 684//constants: 685//Returned by entityfieldtype 686float FIELD_STRING = 1; 687float FIELD_FLOAT = 2; 688float FIELD_VECTOR = 3; 689float FIELD_ENTITY = 4; 690float FIELD_FUNCTION = 6; 691//description: 692//Versatile functions intended for storing data from specific entities between level changes, but can be customized for some kind of partial savegame. 693//WARNING: .entity fields cannot be saved and restored between map loads as they will leave dangling pointers. 694//numentityfields returns the number of entity fields. NOT offsets. Vectors comprise 4 fields: v, v_x, v_y and v_z. 695//entityfieldname returns the name as a string, eg. "origin" or "classname" or whatever. 696//entityfieldtype returns a value that the constants represent, but the field may be of another type in more exotic progs.dat formats or compilers. 697//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. 698//putentityfieldstring puts the data returned by getentityfieldstring back into the entity. 699 700//DP_QC_ENTITYSTRING 701void(string s) loadfromdata = #529; 702void(string s) loadfromfile = #530; 703void(string s) callfunction = #605; 704void(float fh, entity e) writetofile = #606; 705float(string s) isfunction = #607; 706void(entity e, string s) parseentitydata = #608; 707 708//DP_QC_ETOS 709//idea: id Software 710//darkplaces implementation: id Software 711//builtin definitions: 712string(entity ent) etos = #65; 713//description: 714//prints "entity 1" or similar into a string. (this was a Q2 builtin) 715 716//DP_QC_EXTRESPONSEPACKET 717//idea: divVerent 718//darkplaces implementation: divVerent 719//builtin definitions: 720string(void) getextresponse = #624; 721//description: 722//returns a string of the form "\"ipaddress:port\" data...", or the NULL string 723//if no packet was found. Packets can be queued into the client/server by 724//sending a packet starting with "\xFF\xFF\xFF\xFFextResponse " to the 725//listening port. 726 727//DP_QC_FINDCHAIN 728//idea: LordHavoc 729//darkplaces implementation: LordHavoc 730//builtin definitions: 731entity(.string fld, string match) findchain = #402; 732//description: 733//similar to find() but returns a chain of entities like findradius. 734 735//DP_QC_FINDCHAIN_TOFIELD 736//idea: divVerent 737//darkplaces implementation: divVerent 738//builtin definitions: 739entity(.string fld, float match, .entity tofield) findradius_tofield = #22; 740entity(.string fld, string match, .entity tofield) findchain_tofield = #402; 741entity(.string fld, float match, .entity tofield) findchainflags_tofield = #450; 742entity(.string fld, float match, .entity tofield) findchainfloat_tofield = #403; 743//description: 744//similar to findchain() etc, but stores the chain into .tofield instead of .chain 745//actually, the .entity tofield is an optional field of the the existing findchain* functions 746 747//DP_QC_FINDCHAINFLAGS 748//idea: Sajt 749//darkplaces implementation: LordHavoc 750//builtin definitions: 751entity(.float fld, float match) findchainflags = #450; 752//description: 753//similar to findflags() but returns a chain of entities like findradius. 754 755//DP_QC_FINDCHAINFLOAT 756//idea: LordHavoc 757//darkplaces implementation: LordHavoc 758//builtin definitions: 759entity(.entity fld, entity match) findchainentity = #403; 760entity(.float fld, float match) findchainfloat = #403; 761//description: 762//similar to findentity()/findfloat() but returns a chain of entities like findradius. 763 764//DP_QC_FINDFLAGS 765//idea: Sajt 766//darkplaces implementation: LordHavoc 767//builtin definitions: 768entity(entity start, .float fld, float match) findflags = #449; 769//description: 770//finds an entity with the specified flag set in the field, similar to find() 771 772//DP_QC_FINDFLOAT 773//idea: LordHavoc 774//darkplaces implementation: LordHavoc 775//builtin definitions: 776entity(entity start, .entity fld, entity match) findentity = #98; 777entity(entity start, .float fld, float match) findfloat = #98; 778//description: 779//finds an entity or float field value, similar to find(), but for entity and float fields. 780 781//DP_QC_FS_SEARCH 782//idea: Black 783//darkplaces implementation: Black 784//builtin definitions: 785float(string pattern, float caseinsensitive, float quiet) search_begin = #444; 786void(float handle) search_end = #445; 787float(float handle) search_getsize = #446; 788string(float handle, float num) search_getfilename = #447; 789//description: 790//search_begin performs a filename search with the specified pattern (for example "maps/*.bsp") and stores the results in a search slot (minimum of 128 supported by any engine with this extension), the other functions take this returned search slot number, be sure to search_free when done (they are also freed on progs reload). 791//search_end frees a search slot (also done at progs reload). 792//search_getsize returns how many filenames were found. 793//search_getfilename returns a filename from the search. 794 795//DP_QC_GETLIGHT 796//idea: LordHavoc 797//darkplaces implementation: LordHavoc 798//builtin definitions: 799vector(vector org) getlight = #92; 800//description: 801//returns the lighting at the requested location (in color), 0-255 range (can exceed 255). 802 803//DP_QC_GETSURFACE 804//idea: LordHavoc 805//darkplaces implementation: LordHavoc 806//builtin definitions: 807float(entity e, float s) getsurfacenumpoints = #434; 808vector(entity e, float s, float n) getsurfacepoint = #435; 809vector(entity e, float s) getsurfacenormal = #436; 810string(entity e, float s) getsurfacetexture = #437; 811float(entity e, vector p) getsurfacenearpoint = #438; 812vector(entity e, float s, vector p) getsurfaceclippedpoint = #439; 813//description: 814//functions to query surface information. 815 816//DP_QC_GETSURFACEPOINTATTRIBUTE 817//idea: BlackHC 818//darkplaces implementation: BlackHC 819// constants 820float SPA_POSITION = 0; 821float SPA_S_AXIS = 1; 822float SPA_T_AXIS = 2; 823float SPA_R_AXIS = 3; // same as SPA_NORMAL 824float SPA_TEXCOORDS0 = 4; 825float SPA_LIGHTMAP0_TEXCOORDS = 5; 826float SPA_LIGHTMAP0_COLOR = 6; 827//builtin definitions: 828vector(entity e, float s, float n, float a) getsurfacepointattribute = #486; 829 830//description: 831//function to query extended information about a point on a certain surface 832 833//DP_QC_GETSURFACETRIANGLE 834//idea: divVerent 835//darkplaces implementation: divVerent 836//builtin definitions: 837float(entity e, float s) getsurfacenumtriangles = #628; 838vector(entity e, float s, float n) getsurfacetriangle = #629; 839//description: 840//function to query triangles of a surface 841 842//DP_QC_GETTAGINFO 843//idea: VorteX, LordHavoc 844//DarkPlaces implementation: VorteX 845//builtin definitions: 846float(entity ent, string tagname) gettagindex = #451; 847vector(entity ent, float tagindex) gettaginfo = #452; 848//description: 849//gettagindex returns the number of a tag on an entity, this number is the same as set by setattachment (in the .tag_index field), allowing the qc to save a little cpu time by keeping the number around if it wishes (this could already be done by calling setattachment and saving off the tag_index). 850//gettaginfo returns the origin of the tag in worldspace and sets v_forward, v_right, and v_up to the current orientation of the tag in worldspace, this automatically resolves all dependencies (attachments, including viewmodelforclient), this means you could fire a shot from a tag on a gun entity attached to the view for example. 851 852//DP_QC_GETTAGINFO_BONEPROPERTIES 853//idea: daemon 854//DarkPlaces implementation: divVerent 855//global definitions: 856float gettaginfo_parent; 857string gettaginfo_name; 858vector gettaginfo_offset; 859vector gettaginfo_forward; 860vector gettaginfo_right; 861vector gettaginfo_up; 862//description: 863//when this extension is present, gettaginfo fills in some globals with info about the bone that had been queried 864//gettaginfo_parent is set to the number of the parent bone, or 0 if it is a root bone 865//gettaginfo_name is set to the name of the bone whose index had been specified in gettaginfo 866//gettaginfo_offset, gettaginfo_forward, gettaginfo_right, gettaginfo_up contain the transformation matrix of the bone relative to its parent. Note that the matrix may contain a scaling component. 867 868//DP_QC_GETTIME 869//idea: tZork 870//darkplaces implementation: tZork, divVerent 871//constant definitions: 872float GETTIME_FRAMESTART = 0; // time of start of frame 873float GETTIME_REALTIME = 1; // current time (may be OS specific) 874float GETTIME_HIRES = 2; // like REALTIME, but may reset between QC invocations and thus can be higher precision 875float GETTIME_UPTIME = 3; // time since start of the engine 876//builtin definitions: 877float(float tmr) gettime = #519; 878//description: 879//some timers to query... 880 881//DP_QC_GETTIME_CDTRACK 882//idea: divVerent 883//darkplaces implementation: divVerent 884//constant definitions: 885float GETTIME_CDTRACK = 4; 886//description: 887//returns the playing time of the current cdtrack when passed to gettime() 888//see DP_END_GETSOUNDTIME for similar functionality but for entity sound channels 889 890//DP_QC_LOG 891//darkplaces implementation: divVerent 892//builtin definitions: 893float log(float f) = #532; 894//description: 895//logarithm 896 897//DP_QC_MINMAXBOUND 898//idea: LordHavoc 899//darkplaces implementation: LordHavoc 900//builtin definitions: 901float(float a, float b) min = #94; 902float(float a, float b, float c) min3 = #94; 903float(float a, float b, float c, float d) min4 = #94; 904float(float a, float b, float c, float d, float e) min5 = #94; 905float(float a, float b, float c, float d, float e, float f) min6 = #94; 906float(float a, float b, float c, float d, float e, float f, float g) min7 = #94; 907float(float a, float b, float c, float d, float e, float f, float g, float h) min8 = #94; 908float(float a, float b) max = #95; 909float(float a, float b, float c) max3 = #95; 910float(float a, float b, float c, float d) max4 = #95; 911float(float a, float b, float c, float d, float e) max5 = #95; 912float(float a, float b, float c, float d, float e, float f) max6 = #95; 913float(float a, float b, float c, float d, float e, float f, float g) max7 = #95; 914float(float a, float b, float c, float d, float e, float f, float g, float h) max8 = #95; 915float(float minimum, float val, float maximum) bound = #96; 916//description: 917//min returns the lowest of all the supplied numbers. 918//max returns the highest of all the supplied numbers. 919//bound clamps the value to the range and returns it. 920 921//DP_QC_MULTIPLETEMPSTRINGS 922//idea: LordHavoc 923//darkplaces implementation: LordHavoc 924//description: 925//this extension makes all builtins returning tempstrings (ftos for example) 926//cycle through a pool of multiple tempstrings (at least 16), allowing 927//multiple ftos results to be gathered before putting them to use, normal 928//quake only had 1 tempstring, causing many headaches. 929// 930//Note that for longer term storage (or compatibility on engines having 931//FRIK_FILE but not this extension) the FRIK_FILE extension's 932//strzone/strunzone builtins provide similar functionality (slower though). 933// 934//NOTE: this extension is superseded by DP_QC_UNLIMITEDTEMPSTRINGS 935 936//DP_QC_NUM_FOR_EDICT 937//idea: Blub\0 938//darkplaces implementation: Blub\0 939//Function to get the number of an entity - a clean way. 940float(entity num) num_for_edict = #512; 941 942//DP_QC_RANDOMVEC 943//idea: LordHavoc 944//darkplaces implementation: LordHavoc 945//builtin definitions: 946vector() randomvec = #91; 947//description: 948//returns a vector of length < 1, much quicker version of this QC: do {v_x = random()*2-1;v_y = random()*2-1;v_z = random()*2-1;} while(vlen(v) > 1) 949 950//DP_QC_SINCOSSQRTPOW 951//idea: id Software, LordHavoc 952//darkplaces implementation: id Software, LordHavoc 953//builtin definitions: 954float(float val) sin = #60; 955float(float val) cos = #61; 956float(float val) sqrt = #62; 957float(float a, float b) pow = #97; 958//description: 959//useful math functions, sine of val, cosine of val, square root of val, and raise a to power b, respectively. 960 961//DP_QC_SPRINTF 962//idea: divVerent 963//darkplaces implementation: divVerent 964//builtin definitions: 965string(string format, ...) sprintf = #627; 966//description: 967//you know sprintf :P 968//supported stuff: 969// % 970// optional: <argpos>$ for the argument to format 971// flags: #0- + 972// optional: <width>, *, or *<argpos>$ for the field width 973// optional: .<precision>, .*, or .*<argpos>$ for the precision 974// length modifiers: h for forcing a float, l for forcing an int/entity (by default, %d etc. cast a float to int) 975// conversions: 976// d takes a float if no length is specified or h is, and an int/entity if l is specified as length, and cast it to an int 977// i takes an int/entity if no length is specified or i is, and a float if h is specified as length, and cast it to an int 978// ouxXc take a float if no length is specified or h is, and an int/entity if l is specified as length, and cast it to an unsigned int 979// eEfFgG take a float if no length is specified or h is, and an int/entity if l is specified as length, and cast it to a double 980// s takes a string 981// vV takes a vector, and processes the three components as if it were a gG for all three components, separated by space 982// For conversions s and c, the flag # makes precision and width interpreted 983// as byte count, by default it is interpreted as character count in UTF-8 984// enabled engines. No other conversions can create wide characters, and # 985// has another meaning in these. 986 987//DP_QC_STRFTIME 988//idea: LordHavoc 989//darkplaces implementation: LordHavoc 990//builtin definitions: 991string(float uselocaltime, string format, ...) strftime = #478; 992//description: 993//provides the ability to get the local (in your timezone) or world (Universal Coordinated Time) time as a string using the formatting of your choice: 994//example: "%Y-%m-%d %H:%M:%S" (result looks like: 2007-02-08 01:03:15) 995//note: "%F %T" gives the same result as "%Y-%m-%d %H:%M:%S" (ISO 8601 date format and 24-hour time) 996//for more format codes please do a web search for strftime 3 and you should find the man(3) pages for this standard C function. 997// 998//practical uses: 999//changing day/night cycle (shops closing, monsters going on the prowl) in an RPG, for this you probably want to use s = strftime(TRUE, "%H");hour = stof(s); 1000//printing current date/time for competitive multiplayer games, such as the beginning/end of each round in real world time. 1001//activating eastereggs in singleplayer games on certain dates. 1002// 1003//note: some codes such as %x and %X use your locale settings and thus may not make sense to international users, it is not advisable to use these as the server and clients may be in different countries. 1004//note: if you display local time to a player, it would be a good idea to note whether it is local time using a string like "%F %T (local)", and otherwise use "%F %T (UTC)". 1005//note: be aware that if the game is saved and reloaded a week later the date and time will be different, so if activating eastereggs in a singleplayer game or something you may want to only check when a level is loaded and then keep the same easteregg state throughout the level so that the easteregg does not deactivate when reloading from a savegame (also be aware that precaches should not depend on such date/time code because reloading a savegame often scrambles the precaches if so!). 1006//note: this function can return a NULL string (you can check for it with if (!s)) if the localtime/gmtime functions returned NULL in the engine code, such as if those functions don't work on this platform (consoles perhaps?), so be aware that this may return nothing. 1007 1008//DP_QC_STRINGCOLORFUNCTIONS 1009//idea: Dresk 1010//darkplaces implementation: Dresk 1011//builtin definitions: 1012float(string s) strlennocol = #476; // returns how many characters are in a string, minus color codes 1013string(string s) strdecolorize = #477; // returns a string minus the color codes of the string provided 1014//description: 1015//provides additional functionality to strings by supporting functions that isolate and identify strings with color codes 1016 1017//DP_QC_STRING_CASE_FUNCTIONS 1018//idea: Dresk 1019//darkplaces implementation: LordHavoc / Dresk 1020//builtin definitions: 1021string(string s) strtolower = #480; // returns the passed in string in pure lowercase form 1022string(string s) strtoupper = #481; // returns the passed in string in pure uppercase form 1023//description: 1024//provides simple string uppercase and lowercase functions 1025 1026//DP_QC_TOKENIZEBYSEPARATOR 1027//idea: Electro, SavageX, LordHavoc 1028//darkplaces implementation: LordHavoc 1029//builtin definitions: 1030float(string s, string separator1, ...) tokenizebyseparator = #479; 1031//description: 1032//this function returns tokens separated by any of the supplied separator strings, example: 1033//numnumbers = tokenizebyseparator("10.2.3.4", "."); 1034//returns 4 and the tokens are "10" "2" "3" "4" 1035//possibly useful for parsing IPv4 addresses (such as "1.2.3.4") and IPv6 addresses (such as "[1234:5678:9abc:def0:1234:5678:9abc:def0]:26000") 1036 1037//DP_QC_TOKENIZE_CONSOLE 1038//idea: divVerent 1039//darkplaces implementation: divVerent 1040//builtin definitions: 1041float(string s) tokenize_console = #514; 1042float(float i) argv_start_index = #515; 1043float(float i) argv_end_index = #516; 1044//description: 1045//this function returns tokens separated just like the console does 1046//also, functions are provided to get the index of the first and last character of each token in the original string 1047//Passing negative values to them, or to argv, will be treated as indexes from the LAST token (like lists work in Perl). So argv(-1) will return the LAST token. 1048 1049//DP_QC_TRACEBOX 1050//idea: id Software 1051//darkplaces implementation: id Software 1052//builtin definitions: 1053void(vector v1, vector min, vector max, vector v2, float nomonsters, entity forent) tracebox = #90; 1054//description: 1055//similar to traceline but much more useful, traces a box of the size specified (technical note: in quake1 and halflife bsp maps the mins and maxs will be rounded up to one of the hull sizes, quake3 bsp does not have this problem, this is the case with normal moving entities as well). 1056 1057//DP_QC_TRACETOSS 1058//idea: id Software 1059//darkplaces implementation: id Software 1060//builtin definitions: 1061void(entity ent, entity ignore) tracetoss = #64; 1062//description: 1063//simulates movement of the entity as if it is MOVETYPE_TOSS and starting with it's current state (location, velocity, etc), returns relevant trace_ variables (trace_fraction is always 0, all other values are supported - trace_ent, trace_endpos, trace_plane_normal), does not actually alter the entity. 1064 1065//DP_QC_TRACE_MOVETYPE_HITMODEL 1066//idea: LordHavoc 1067//darkplaces implementation: LordHavoc 1068//constant definitions: 1069float MOVE_HITMODEL = 4; 1070//description: 1071//allows traces to hit alias models (not sprites!) instead of entity boxes, use as the nomonsters parameter to trace functions, note that you can hit invisible model entities (alpha < 0 or EF_NODRAW or model "", it only checks modelindex) 1072 1073//DP_QC_TRACE_MOVETYPE_WORLDONLY 1074//idea: LordHavoc 1075//darkplaces implementation: LordHavoc 1076//constant definitions: 1077float MOVE_WORLDONLY = 3; 1078//description: 1079//allows traces to hit only world (ignoring all entities, unlike MOVE_NOMONSTERS which hits all bmodels), use as the nomonsters parameter to trace functions 1080 1081//DP_QC_UNLIMITEDTEMPSTRINGS 1082//idea: divVerent 1083//darkplaces implementation: LordHavoc 1084//description: 1085//this extension alters Quake behavior such that instead of reusing a single 1086//tempstring (or multiple) there are an unlimited number of tempstrings, which 1087//are removed only when a QC function invoked by the engine returns, 1088//eliminating almost all imaginable concerns with string handling in QuakeC. 1089// 1090//in short: 1091//you can now use and abuse tempstrings as much as you like, you still have to 1092//use strzone (FRIK_FILE) for permanent storage however. 1093// 1094// 1095// 1096//implementation notes for other engine coders: 1097//these tempstrings are expected to be stored in a contiguous buffer in memory 1098//which may be fixed size or controlled by a cvar, or automatically grown on 1099//demand (in the case of DarkPlaces). 1100// 1101//this concept is similar to quake's Zone system, however these are all freed 1102//when the QC interpreter returns. 1103// 1104//this is basically a poor man's garbage collection system for strings. 1105 1106//DP_QC_VECTOANGLES_WITH_ROLL 1107//idea: LordHavoc 1108//darkplaces implementation: LordHavoc 1109//builtin definitions: 1110vector(vector forward, vector up) vectoangles2 = #51; // same number as vectoangles 1111//description: 1112//variant of vectoangles that takes an up vector to calculate roll angle (also uses this to calculate yaw correctly if the forward is straight up or straight down) 1113//note: just like normal vectoangles you need to negate the pitch of the returned angles if you want to feed them to makevectors or assign to self.v_angle 1114 1115//DP_QC_VECTORVECTORS 1116//idea: LordHavoc 1117//darkplaces implementation: LordHavoc 1118//builtin definitions: 1119void(vector dir) vectorvectors = #432; 1120//description: 1121//creates v_forward, v_right, and v_up vectors given a forward vector, similar to makevectors except it takes a forward direction vector instead of angles. 1122 1123//DP_QC_WHICHPACK 1124//idea: divVerent 1125//darkplaces implementation: divVerent 1126//builtin definitions: 1127string(string filename) whichpack = #503; 1128//description: 1129//returns the name of the pak/pk3/whatever containing the given file, in the same path space as FRIK_FILE functions use (that is, possibly with a path name prefix) 1130 1131//DP_QC_URI_ESCAPE 1132//idea: divVerent 1133//darkplaces implementation: divVerent 1134//URI::Escape's functionality 1135string(string in) uri_escape = #510; 1136string(string in) uri_unescape = #511; 1137 1138//DP_QC_URI_GET 1139//idea: divVerent 1140//darkplaces implementation: divVerent 1141//loads text from an URL into a string 1142//returns 1 on success of initiation, 0 if there are too many concurrent 1143//connections already or if the URL is invalid 1144//the following callback will receive the data and MUST exist! 1145// void(float id, float status, string data) URI_Get_Callback; 1146//status is either 1147// negative for an internal error, 1148// 0 for success, or 1149// the HTTP response code on server error (e.g. 404) 1150//if 1 is returned by uri_get, the callback will be called in the future 1151float(string url, float id) uri_get = #513; 1152 1153//DP_QC_URI_POST 1154//idea: divVerent 1155//darkplaces implementation: divVerent 1156//loads text from an URL into a string after POSTing via HTTP 1157//works like uri_get, but uri_post sends data with Content-Type: content_type to the server 1158//and uri_post sends the string buffer buf, joined using the delimiter delim 1159float(string url, float id, string content_type, string data) uri_post = #513; 1160float(string url, float id, string content_type, string delim, float buf) uri_postbuf = #513; 1161 1162//DP_SKELETONOBJECTS 1163//idea: LordHavoc 1164//darkplaces implementation: LordHavoc 1165//description: 1166//this extension indicates that FTE_CSQC_SKELETONOBJECTS functionality is available in server QC (as well as CSQC). 1167 1168//DP_SV_SPAWNFUNC_PREFIX 1169//idea: divVerent 1170//darkplaces implementation: divVerent 1171//Make functions whose name start with spawnfunc_ take precedence as spawn function for loading entities. 1172//Useful if you have a field ammo_shells (required in any Quake mod) but want to support spawn functions called ammo_shells (like in Q3A). 1173//Optionally, you can declare a global "float require_spawnfunc_prefix;" which will require ANY spawn function to start with that prefix. 1174 1175 1176//DP_QUAKE2_MODEL 1177//idea: quake community 1178//darkplaces implementation: LordHavoc 1179//description: 1180//shows that the engine supports Quake2 .md2 files. 1181 1182//DP_QUAKE2_SPRITE 1183//idea: LordHavoc 1184//darkplaces implementation: Elric 1185//description: 1186//shows that the engine supports Quake2 .sp2 files. 1187 1188//DP_QUAKE3_MAP 1189//idea: quake community 1190//darkplaces implementation: LordHavoc 1191//description: 1192//shows that the engine supports Quake3 .bsp files. 1193 1194//DP_QUAKE3_MODEL 1195//idea: quake community 1196//darkplaces implementation: LordHavoc 1197//description: 1198//shows that the engine supports Quake3 .md3 files. 1199 1200//DP_REGISTERCVAR 1201//idea: LordHavoc 1202//darkplaces implementation: LordHavoc 1203//builtin definitions: 1204float(string name, string value) registercvar = #93; 1205//description: 1206//adds a new console cvar to the server console (in singleplayer this is the player's console), the cvar exists until the mod is unloaded or the game quits. 1207//NOTE: DP_CON_SET is much better. 1208 1209//DP_SND_DIRECTIONLESSATTNNONE 1210//idea: LordHavoc 1211//darkplaces implementation: LordHavoc 1212//description: 1213//make sounds with ATTN_NONE have no spatialization (enabling easy use as music sources). 1214 1215//DP_SND_FAKETRACKS 1216//idea: requested 1217//darkplaces implementation: Elric 1218//description: 1219//the engine plays sound/cdtracks/track001.wav instead of cd track 1 and so on if found, this allows games and mods to have music tracks without using ambientsound. 1220//Note: also plays .ogg with DP_SND_OGGVORBIS extension. 1221 1222//DP_SND_OGGVORBIS 1223//idea: Transfusion 1224//darkplaces implementation: Elric 1225//description: 1226//the engine supports loading Ogg Vorbis sound files. Use either the .ogg filename directly, or a .wav of the same name (will try to load the .wav first and then .ogg). 1227 1228//DP_SND_STEREOWAV 1229//idea: LordHavoc 1230//darkplaces implementation: LordHavoc 1231//description: 1232//the engine supports stereo WAV files. (useful with DP_SND_DIRECTIONLESSATTNNONE for music) 1233 1234//DP_SND_GETSOUNDTIME 1235//idea: VorteX 1236//darkplaces implementation: VorteX 1237//constant definitions: 1238float(entity e, float channel) getsoundtime = #533; // get currently sound playing position on entity channel, -1 if not playing or error 1239float(string sample) soundlength = #534; // returns length of sound sample in seconds, -1 on error (sound not precached, sound system not initialized etc.) 1240//description: provides opportunity to query length of sound samples and realtime tracking of sound playing on entities (similar to DP_GETTIME_CDTRACK) 1241//note: beware dedicated server not running sound engine at all, so in dedicated mode this builtins will not work in server progs 1242//note also: menu progs not supporting getsoundtime() (will give a warning) since it has no sound playing on entities 1243//examples of use: 1244// - QC-driven looped sounds 1245// - QC events when sound playing is finished 1246// - toggleable ambientsounds 1247// - subtitles 1248 1249//DP_VIDEO_DPV 1250//idea: LordHavoc 1251//darkplaces implementation: LordHavoc 1252//console commands: 1253// playvideo <videoname> - start playing video 1254// stopvideo - stops current video 1255//description: indicated that engine support playing videos in DPV format 1256 1257//DP_VIDEO_SUBTITLES 1258//idea: VorteX 1259//darkplaces implementation: VorteX 1260//cvars: 1261// cl_video_subtitles - toggles subtitles showing 1262// cl_video_subtitles_lines - how many lines to reserve for subtitles 1263// cl_video_subtitles_textsize - font size 1264//console commands: 1265// playvideo <videoname> <custom_subtitles_file> - start playing video 1266// stopvideo - stops current video 1267//description: indicates that engine support subtitles on videos 1268//subtitles stored in external text files, each video file has it's default subtitles file ( <videoname>.dpsubs ) 1269//example: for video/act1.dpv default subtitles file will be video/act1.dpsubs 1270//also video could be played with custom subtitles file by utilizing second parm of playvideo command 1271//syntax of .dpsubs files: each line in .dpsubs file defines 1 subtitle, there are three tokens: 1272// <start> <end> "string" 1273// start: subtitle start time in seconds 1274// end: subtitle time-to-show in seconds, if 0 - subtitle will be showed until next subtitle is started, 1275// if below 0 - show until next subtitles minus this number of seconds 1276// text: subtitle text, color codes (Q3-style and ^xRGB) are allowed 1277//example of subtitle file: 1278// 3 0 "Vengeance! Vengeance for my eternity of suffering!" 1279// 9 0 "Whelp! As if you knew what eternity was!" 1280// 13 0 "Grovel before your true master." 1281// 17 0 "Never!" 1282// 18 7 "I'll hack you from crotch to gizzard and feed what's left of you to your brides..." 1283 1284//DP_SOLIDCORPSE 1285//idea: LordHavoc 1286//darkplaces implementation: LordHavoc 1287//solid definitions: 1288float SOLID_CORPSE = 5; 1289//description: 1290//the entity will not collide with SOLID_CORPSE and SOLID_SLIDEBOX entities (and likewise they will not collide with it), this is useful if you want dead bodies that are shootable but do not obstruct movement by players and monsters, note that if you traceline with a SOLID_SLIDEBOX entity as the ignoreent, it will ignore SOLID_CORPSE entities, this is desirable for visibility and movement traces, but not for bullets, for the traceline to hit SOLID_CORPSE you must temporarily force the player (or whatever) to SOLID_BBOX and then restore to SOLID_SLIDEBOX after the traceline. 1291 1292//DP_SPRITE32 1293//idea: LordHavoc 1294//darkplaces implementation: LordHavoc 1295//description: 1296//the engine supports .spr32 sprites. 1297 1298//DP_SV_BOTCLIENT 1299//idea: LordHavoc 1300//darkplaces implementation: LordHavoc 1301//constants: 1302float CLIENTTYPE_DISCONNECTED = 0; 1303float CLIENTTYPE_REAL = 1; 1304float CLIENTTYPE_BOT = 2; 1305float CLIENTTYPE_NOTACLIENT = 3; 1306//builtin definitions: 1307entity() spawnclient = #454; // like spawn but for client slots (also calls relevant connect/spawn functions), returns world if no clients available 1308float(entity clent) clienttype = #455; // returns one of the CLIENTTYPE_* constants 1309//description: 1310//spawns a client with no network connection, to allow bots to use client slots with no hacks. 1311//How to use: 1312/* 1313 // to spawn a bot 1314 local entity oldself; 1315 oldself = self; 1316 self = spawnclient(); 1317 if (!self) 1318 { 1319 bprint("Can not add bot, server full.\n"); 1320 self = oldself; 1321 return; 1322 } 1323 self.netname = "Yoyobot"; 1324 self.clientcolors = 12 * 16 + 4; // yellow (12) shirt and red (4) pants 1325 ClientConnect(); 1326 PutClientInServer(); 1327 self = oldself; 1328 1329 // to remove all bots 1330 local entity head; 1331 head = find(world, classname, "player"); 1332 while (head) 1333 { 1334 if (clienttype(head) == CLIENTTYPE_BOT) 1335 dropclient(head); 1336 head = find(head, classname, "player"); 1337 } 1338 1339 // to identify if a client is a bot (for example in PlayerPreThink) 1340 if (clienttype(self) == CLIENTTYPE_BOT) 1341 botthink(); 1342*/ 1343//see also DP_SV_CLIENTCOLORS DP_SV_CLIENTNAME DP_SV_DROPCLIENT 1344//How it works: 1345//creates a new client, calls SetNewParms and stores the parms, and returns the client. 1346//this intentionally does not call SV_SendServerinfo to allow the QuakeC a chance to set the netname and clientcolors fields before actually spawning the bot by calling ClientConnect and PutClientInServer manually 1347//on level change ClientConnect and PutClientInServer are called by the engine to spawn in the bot (this is why clienttype() exists to tell you on the next level what type of client this is). 1348//parms work the same on bot clients as they do on real clients, and do carry from level to level 1349 1350//DP_SV_BOUNCEFACTOR 1351//idea: divVerent 1352//darkplaces implementation: divVerent 1353//field definitions: 1354.float bouncefactor; // velocity multiplier after a bounce 1355.float bouncestop; // bounce stops if velocity to bounce plane is < bouncestop * gravity AFTER the bounce 1356//description: 1357//allows qc to customize MOVETYPE_BOUNCE a bit 1358 1359//DP_SV_CLIENTCAMERA 1360//idea: LordHavoc, others 1361//darkplaces implementation: Black 1362//field definitions: 1363.entity clientcamera; // override camera entity 1364//description: 1365//allows another entity to be the camera for a client, for example a remote camera, this is similar to sending svc_setview manually except that it also changes the network culling appropriately. 1366 1367//DP_SV_CLIENTCOLORS 1368//idea: LordHavoc 1369//darkplaces implementation: LordHavoc 1370//field definitions: 1371.float clientcolors; // colors of the client (format: pants + shirt * 16) 1372//description: 1373//allows qc to read and modify the client colors associated with a client entity (not particularly useful on other entities), and automatically sends out any appropriate network updates if changed 1374 1375//DP_SV_CLIENTNAME 1376//idea: LordHavoc 1377//darkplaces implementation: LordHavoc 1378//description: 1379//allows qc to modify the client's .netname, and automatically sends out any appropriate network updates if changed 1380 1381//DP_SV_CUSTOMIZEENTITYFORCLIENT 1382//idea: LordHavoc 1383//darkplaces implementation: [515] and LordHavoc 1384//field definitions: 1385.float() customizeentityforclient; // self = this entity, other = client entity 1386//description: 1387//allows qc to modify an entity before it is sent to each client, the function returns TRUE if it should send, FALSE if it should not, and is fully capable of editing the entity's fields, this allows cloaked players to appear less transparent to their teammates, navigation markers to only show to their team, etc 1388//tips on writing customize functions: 1389//it is a good idea to return FALSE early in the function if possible to reduce cpu usage, because this function may be called many thousands of times per frame if there are many customized entities on a 64+ player server. 1390//you are free to change anything in self, but please do not change any other entities (the results may be very inconsistent). 1391//example ideas for use of this extension: 1392//making icons over teammates' heads which are only visible to teammates. for exasmple: float() playericon_customizeentityforclient = {return self.owner.team == other.team;}; 1393//making cloaked players more visible to their teammates than their enemies. for example: float() player_customizeentityforclient = {if (self.items & IT_CLOAKING) {if (self.team == other.team) self.alpha = 0.6;else self.alpha = 0.1;} return TRUE;}; 1394//making explosion models that face the viewer (does not work well with chase_active). for example: float() explosion_customizeentityforclient = {self.angles = vectoangles(other.origin + other.view_ofs - self.origin);self.angles_x = 0 - self.angles_x;}; 1395//implementation notes: 1396//entity customization is done before per-client culling (visibility for instance) because the entity may be doing setorigin to display itself in different locations on different clients, may be altering its .modelindex, .effects and other fields important to culling, so customized entities increase cpu usage (non-customized entities can use all the early culling they want however, as they are not changing on a per client basis). 1397 1398//DP_SV_DISCARDABLEDEMO 1399//idea: parasti 1400//darkplaces implementation: parasti 1401//field definitions: 1402.float discardabledemo; 1403//description: 1404//when this field is set to a non-zero value on a player entity, a possibly recorded server-side demo for the player is discarded 1405//Note that this extension only works if: 1406// auto demos are enabled (the cvar sv_autodemo_perclient is set) 1407// discarding demos is enabled (the cvar sv_autodemo_perclient_discardable is set) 1408 1409//DP_SV_DRAWONLYTOCLIENT 1410//idea: LordHavoc 1411//darkplaces implementation: LordHavoc 1412//field definitions: 1413.entity drawonlytoclient; 1414//description: 1415//the entity is only visible to the specified client. 1416 1417//DP_SV_DROPCLIENT 1418//idea: FrikaC 1419//darkplaces implementation: LordHavoc 1420//builtin definitions: 1421void(entity clent) dropclient = #453; 1422//description: 1423//causes the server to immediately drop the client, more reliable than stuffcmd(clent, "disconnect\n"); which could be intentionally ignored by the client engine 1424 1425//DP_SV_EFFECT 1426//idea: LordHavoc 1427//darkplaces implementation: LordHavoc 1428//builtin definitions: 1429void(vector org, string modelname, float startframe, float endframe, float framerate) effect = #404; 1430//SVC definitions: 1431//float svc_effect = #52; // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate 1432//float svc_effect2 = #53; // [vector] org [short] modelindex [byte] startframe [byte] framecount [byte] framerate 1433//description: 1434//clientside playback of simple custom sprite effects (explosion sprites, etc). 1435 1436//DP_SV_ENTITYCONTENTSTRANSITION 1437//idea: Dresk 1438//darkplaces implementation: Dresk 1439//field definitions: 1440.void(float nOriginalContents, float nNewContents) contentstransition; 1441//description: 1442//This field function, when provided, is triggered on an entity when the contents (ie. liquid / water / etc) is changed. 1443//The first parameter provides the entities original contents, prior to the transition. The second parameter provides the new contents. 1444//NOTE: If this field function is provided on an entity, the standard watersplash sound IS SUPPRESSED to allow for authors to create their own transition sounds. 1445 1446//DP_SV_MOVETYPESTEP_LANDEVENT 1447//idea: Dresk 1448//darkplaces implementation: Dresk 1449//field definitions: 1450.void(vector vImpactVelocity) movetypesteplandevent; 1451//description: 1452//This field function, when provided, is triggered on a MOVETYPE_STEP entity when it experiences "land event". 1453// The standard engine behavior for this event is to play the sv_sound_land CVar sound. 1454//The parameter provides the velocity of the entity at the time of the impact. The z value may therefore be used to calculate how "hard" the entity struck the surface. 1455//NOTE: If this field function is provided on a MOVETYPE_STEP entity, the standard sv_sound_land sound IS SUPPRESSED to allow for authors to create their own feedback. 1456 1457//DP_SV_POINTSOUND 1458//idea: Dresk 1459//darkplaces implementation: Dresk 1460//builtin definitions: 1461void(vector origin, string sample, float volume, float attenuation) pointsound = #483; 1462//description: 1463//Similar to the standard QC sound function, this function takes an origin instead of an entity and omits the channel parameter. 1464// This allows sounds to be played at arbitrary origins without spawning entities. 1465 1466//DP_SV_ONENTITYNOSPAWNFUNCTION 1467//idea: Dresk 1468//darkplaces implementation: Dresk 1469//engine-called QC prototypes: 1470//void() SV_OnEntityNoSpawnFunction; 1471//description: 1472// This function is called whenever an entity on the server has no spawn function, and therefore has no defined QC behavior. 1473// You may as such dictate the behavior as to what happens to the entity. 1474// To mimic the engine's default behavior, simply call remove(self). 1475 1476//DP_SV_ONENTITYPREPOSTSPAWNFUNCTION 1477//idea: divVerent 1478//darkplaces implementation: divVerent 1479//engine-called QC prototypes: 1480//void() SV_OnEntityPreSpawnFunction; 1481//void() SV_OnEntityPostSpawnFunction; 1482//description: 1483// These functions are called BEFORE or AFTER an entity is spawned the regular way. 1484// You may as such dictate the behavior as to what happens to the entity. 1485// SV_OnEntityPreSpawnFunction is called before even looking for the spawn function, so you can even change its classname in there. If it remove()s the entity, the spawn function will not be looked for. 1486// SV_OnEntityPostSpawnFunction is called ONLY after its spawn function or SV_OnEntityNoSpawnFunction was called, and skipped if the entity got removed by either. 1487 1488//DP_SV_MODELFLAGS_AS_EFFECTS 1489//idea: LordHavoc, Dresk 1490//darkplaces implementation: LordHavoc 1491//field definitions: 1492.float modelflags; 1493//constant definitions: 1494float EF_NOMODELFLAGS = 8388608; // ignore any effects in a model file and substitute your own 1495float MF_ROCKET = 1; // leave a trail 1496float MF_GRENADE = 2; // leave a trail 1497float MF_GIB = 4; // leave a trail 1498float MF_ROTATE = 8; // rotate (bonus items) 1499float MF_TRACER = 16; // green split trail 1500float MF_ZOMGIB = 32; // small blood trail 1501float MF_TRACER2 = 64; // orange split trail 1502float MF_TRACER3 = 128; // purple trail 1503//description: 1504//this extension allows model flags to be specified on entities so you can add a rocket trail and glow to any entity, etc. 1505//setting any of these will override the flags the model already has, to disable the model's flags without supplying any of your own you must use EF_NOMODELFLAGS. 1506// 1507//silly example modification #1 to W_FireRocket in weapons.qc: 1508//missile.effects = EF_NOMODELFLAGS; // rocket without a glow/fire trail 1509//silly example modification #2 to W_FireRocket in weapons.qc: 1510//missile.modelflags = MF_GIB; // leave a blood trail instead of glow/fire trail 1511// 1512//note: you can not combine multiple kinds of trail, only one of them will be active, you can combine MF_ROTATE and the other MF_ flags however, and using EF_NOMODELFLAGS along with these does no harm. 1513// 1514//note to engine coders: they are internally encoded in the protocol as extra EF_ flags (shift the values left 24 bits and send them in the protocol that way), so no protocol change was required (however 32bit effects is a protocol extension itself), within the engine they are referred to as EF_ for the 24bit shifted values. 1515 1516//DP_SV_NETADDRESS 1517//idea: Dresk 1518//darkplaces implementation: Dresk 1519//field definitions: 1520.string netaddress; 1521//description: 1522// provides the netaddress of the associated entity (ie. 127.0.0.1) and "null/botclient" if the netconnection of the entity is invalid 1523 1524//DP_SV_NODRAWTOCLIENT 1525//idea: LordHavoc 1526//darkplaces implementation: LordHavoc 1527//field definitions: 1528.entity nodrawtoclient; 1529//description: 1530//the entity is not visible to the specified client. 1531 1532//DP_SV_PING 1533//idea: LordHavoc 1534//darkplaces implementation: LordHavoc 1535//field definitions: 1536.float ping; 1537//description: 1538//continuously updated field indicating client's ping (based on average of last 16 packet time differences). 1539 1540//DP_SV_PING_PACKETLOSS 1541//idea: LordHavoc 1542//darkplaces implementation: LordHavoc 1543//field definitions: 1544.float ping_packetloss; 1545.float ping_movementloss; 1546//description: 1547//continuously updated field indicating client's packet loss, and movement loss (i.e. packet loss affecting player movement). 1548 1549//DP_SV_POINTPARTICLES 1550//idea: Spike 1551//darkplaces implementation: LordHavoc 1552//function definitions: 1553float(string effectname) particleeffectnum = #335; // same as in CSQC 1554void(entity ent, float effectnum, vector start, vector end) trailparticles = #336; // same as in CSQC 1555void(float effectnum, vector org, vector vel, float howmany) pointparticles = #337; // same as in CSQC 1556//SVC definitions: 1557//float svc_trailparticles = 60; // [short] entnum [short] effectnum [vector] start [vector] end 1558//float svc_pointparticles = 61; // [short] effectnum [vector] start [vector] velocity [short] count 1559//float svc_pointparticles1 = 62; // [short] effectnum [vector] start, same as svc_pointparticles except velocity is zero and count is 1 1560//description: 1561//provides the ability to spawn non-standard particle effects, typically these are defined in a particle effect information file such as effectinfo.txt in darkplaces. 1562//this is a port of particle effect features from clientside QC (EXT_CSQC) to server QC, as these effects are potentially useful to all games even if they do not make use of EXT_CSQC. 1563//warning: server must have same order of effects in effectinfo.txt as client does or the numbers would not match up, except for standard quake effects which are always the same numbers. 1564 1565//DP_SV_PUNCHVECTOR 1566//idea: LordHavoc 1567//darkplaces implementation: LordHavoc 1568//field definitions: 1569.vector punchvector; 1570//description: 1571//offsets client view in worldspace, similar to view_ofs but all 3 components are used and are sent with at least 8 bits of fraction, this allows the view to be kicked around by damage or hard landings or whatever else, note that unlike punchangle this is not faded over time, it is up to the mod to fade it (see also DP_SV_PLAYERPHYSICS). 1572 1573//DP_SV_PLAYERPHYSICS 1574//idea: LordHavoc 1575//darkplaces implementation: LordHavoc 1576//field definitions: 1577.vector movement; 1578//cvar definitions: 1579//"sv_playerphysicsqc" (0/1, default 1, allows user to disable qc player physics) 1580//engine-called QC prototypes: 1581//void() SV_PlayerPhysics; 1582//description: 1583//.movement vector contains the movement input from the player, allowing QC to do as it wishs with the input, and SV_PlayerPhysics will completely replace the player physics if present (works for all MOVETYPE's), see darkplaces mod source for example of this function (in playermovement.qc, adds HalfLife ladders support, as well as acceleration/deceleration while airborn (rather than the quake sudden-stop while airborn), and simplifies the physics a bit) 1584 1585//DP_PHYSICS_ODE 1586//idea: LordHavoc 1587//darkplaces implementation: LordHavoc 1588//globals: 1589//new movetypes: 1590const float MOVETYPE_PHYSICS = 32; // need to be set before any physics_* builtins applied 1591//new solid types: 1592const float SOLID_PHYSICS_BOX = 32; 1593const float SOLID_PHYSICS_SPHERE = 33; 1594const float SOLID_PHYSICS_CAPSULE = 34; 1595//SOLID_BSP; 1596//joint types: 1597const float JOINTTYPE_POINT = 1; 1598const float JOINTTYPE_HINGE = 2; 1599const float JOINTTYPE_SLIDER = 3; 1600const float JOINTTYPE_UNIVERSAL = 4; 1601const float JOINTTYPE_HINGE2 = 5; 1602const float JOINTTYPE_FIXED = -1; 1603// common joint properties: 1604// .entity aiment, enemy; // connected objects 1605// .vector movedir; 1606// for a spring: 1607// movedir_x = spring constant (force multiplier, must be > 0) 1608// movedir_y = spring dampening constant to prevent oscillation (must be > 0) 1609// movedir_z = spring stop position (+/-) 1610// for a motor: 1611// movedir_x = desired motor velocity 1612// movedir_y = -1 * max motor force to use 1613// movedir_z = stop position (+/-), set to 0 for no stop 1614// note that ODE does not support both in one anyway 1615//field definitions: 1616.float mass; // ODE mass, standart value is 1 1617.float bouncefactor; 1618.float bouncestop; 1619.float jointtype; 1620//builtin definitions: 1621void(entity e, float physics_enabled) physics_enable = #540; // enable or disable physics on object 1622void(entity e, vector force, vector force_pos) physics_addforce = #541; // apply a force from certain origin, length of force vector is power of force 1623void(entity e, vector torque) physics_addtorque = #542; // add relative torque 1624//description: provides Open Dynamics Engine support, requires extenal dll to be present or engine compiled with statical link option 1625//be sure to checkextension for it to know if library is loaded and ready, also to enable physics set "physics_ode" cvar to 1 1626//note: this extension is highly experimental and may be unstable 1627//note: use SOLID_BSP on entities to get a trimesh collision models on them 1628 1629//DP_SV_PRINT 1630//idea: id Software (QuakeWorld Server) 1631//darkplaces implementation: Black, LordHavoc 1632void(string s, ...) print = #339; // same number as in EXT_CSQC 1633//description: 1634//this is identical to dprint except that it always prints regardless of the developer cvar. 1635 1636//DP_SV_PRECACHEANYTIME 1637//idea: id Software (Quake2) 1638//darkplaces implementation: LordHavoc 1639//description: 1640//this extension allows precache_model and precache_sound (and any variants) to be used during the game (with automatic messages to clients to precache the new model/sound indices), also setmodel/sound/ambientsound can be called without precaching first (they will cause an automatic precache). 1641 1642//DP_SV_QCSTATUS 1643//idea: divVerent 1644//darkplaces implementation: divVerent 1645//1. A global variable 1646string worldstatus; 1647//Its content is set as "qcstatus" field in the rules. 1648//It may be at most 255 characters, and must not contain newlines or backslashes. 1649//2. A per-client field 1650.string clientstatus; 1651//It is sent instead of the "frags" in status responses. 1652//It should always be set in a way so that stof(player.clientstatus) is a meaningful score value. Other info may be appended. If used this way, the cvar sv_status_use_qcstatus may be set to 1, and then this value will replace the frags in "status". 1653//Currently, qstat does not support this and will not show player info if used and set to anything other than ftos(some integer). 1654 1655//DP_SV_ROTATINGBMODEL 1656//idea: id Software 1657//darkplaces implementation: LordHavoc 1658//description: 1659//this extension merely indicates that MOVETYPE_PUSH supports avelocity, allowing rotating brush models to be created, they rotate around their origin (needs rotation supporting qbsp/light utilities because id ones expected bmodel entity origins to be '0 0 0', recommend setting "origin" key in the entity fields in the map before compiling, there may be other methods depending on your qbsp, most are more complicated however). 1660//tip: level designers can create a func_wall with an origin, and avelocity (for example "avelocity" "0 90 0"), and "nextthink" "99999999" to make a rotating bmodel without any qc modifications, such entities will be solid in stock quake but will not rotate) 1661 1662//DP_SV_SETCOLOR 1663//idea: LordHavoc 1664//darkplaces implementation: LordHavoc 1665//builtin definitions: 1666void(entity ent, float colors) setcolor = #401; 1667//engine called QC functions (optional): 1668//void(float color) SV_ChangeTeam; 1669//description: 1670//setcolor sets the color on a client and updates internal color information accordingly (equivalent to stuffing a "color" command but immediate) 1671//SV_ChangeTeam is called by the engine whenever a "color" command is recieved, it may decide to do anything it pleases with the color passed by the client, including rejecting it (by doing nothing), or calling setcolor to apply it, preventing team changes is one use for this. 1672//the color format is pants + shirt * 16 (0-255 potentially) 1673 1674//DP_SV_SLOWMO 1675//idea: LordHavoc 1676//darkplaces implementation: LordHavoc 1677//cvars: 1678//"slowmo" (0+, default 1) 1679//description: 1680//sets the time scale of the server, mainly intended for use in singleplayer by the player, however potentially useful for mods, so here's an extension for it. 1681//range is 0 to infinite, recommended values to try are 0.1 (very slow, 10% speed), 1 (normal speed), 5 (500% speed). 1682 1683//DP_SV_WRITEPICTURE 1684//idea: divVerent 1685//darkplaces implementation: divVerent 1686//builtin definitions: 1687void(float to, string s, float sz) WritePicture = #501; 1688//description: 1689//writes a picture to the data stream so CSQC can read it using ReadPicture, which has the definition 1690// string(void) ReadPicture = #501; 1691//The picture data is sent as at most sz bytes, by compressing to low quality 1692//JPEG. The data being sent will be equivalent to: 1693// WriteString(to, s); 1694// WriteShort(to, imagesize); 1695// for(i = 0; i < imagesize; ++i) 1696// WriteByte(to, [the i-th byte of the compressed JPEG image]); 1697 1698//DP_SV_WRITEUNTERMINATEDSTRING 1699//idea: FrikaC 1700//darkplaces implementation: Sajt 1701//builtin definitions: 1702void(float to, string s) WriteUnterminatedString = #456; 1703//description: 1704//like WriteString, but does not write a terminating 0 after the string. This means you can include things like a player's netname in the middle of a string sent over the network. Just be sure to end it up with either a call to WriteString (which includes the trailing 0) or WriteByte(0) to terminate it yourself. 1705//A historical note: this extension was suggested by FrikaC years ago, more recently Shadowalker has been badmouthing LordHavoc and Spike for stealing 'his' extension writestring2 which does exactly the same thing but uses a different builtin number and name and extension string, this argument hinges on the idea that it was his idea in the first place, which is incorrect as FrikaC first suggested it and used a rough equivalent of it in his FrikBot mod years ago involving WriteByte calls on each character. 1706 1707//DP_TE_BLOOD 1708//idea: LordHavoc 1709//darkplaces implementation: LordHavoc 1710//builtin definitions: 1711void(vector org, vector velocity, float howmany) te_blood = #405; 1712//temp entity definitions: 1713float TE_BLOOD = 50; 1714//protocol: 1715//vector origin 1716//byte xvelocity (-128 to +127) 1717//byte yvelocity (-128 to +127) 1718//byte zvelocity (-128 to +127) 1719//byte count (0 to 255, how much blood) 1720//description: 1721//creates a blood effect. 1722 1723//DP_TE_BLOODSHOWER 1724//idea: LordHavoc 1725//darkplaces implementation: LordHavoc 1726//builtin definitions: 1727void(vector mincorner, vector maxcorner, float explosionspeed, float howmany) te_bloodshower = #406; 1728//temp entity definitions: 1729//float TE_BLOODSHOWER = 52; 1730//protocol: 1731//vector mins (minimum corner of the cube) 1732//vector maxs (maximum corner of the cube) 1733//coord explosionspeed (velocity of blood particles flying out of the center) 1734//short count (number of blood particles) 1735//description: 1736//creates an exploding shower of blood, for making gibbings more convincing. 1737 1738//DP_TE_CUSTOMFLASH 1739//idea: LordHavoc 1740//darkplaces implementation: LordHavoc 1741//builtin definitions: 1742void(vector org, float radius, float lifetime, vector color) te_customflash = #417; 1743//temp entity definitions: 1744//float TE_CUSTOMFLASH = 73; 1745//protocol: 1746//vector origin 1747//byte radius ((MSG_ReadByte() + 1) * 8, meaning 8-2048 unit radius) 1748//byte lifetime ((MSG_ReadByte() + 1) / 256.0, meaning approximately 0-1 second lifetime) 1749//byte red (0.0 to 1.0 converted to 0-255) 1750//byte green (0.0 to 1.0 converted to 0-255) 1751//byte blue (0.0 to 1.0 converted to 0-255) 1752//description: 1753//creates a customized light flash. 1754 1755//DP_TE_EXPLOSIONRGB 1756//idea: LordHavoc 1757//darkplaces implementation: LordHavoc 1758//builtin definitions: 1759void(vector org, vector color) te_explosionrgb = #407; 1760//temp entity definitions: 1761//float TE_EXPLOSIONRGB = 53; 1762//protocol: 1763//vector origin 1764//byte red (0.0 to 1.0 converted to 0 to 255) 1765//byte green (0.0 to 1.0 converted to 0 to 255) 1766//byte blue (0.0 to 1.0 converted to 0 to 255) 1767//description: 1768//creates a colored explosion effect. 1769 1770//DP_TE_FLAMEJET 1771//idea: LordHavoc 1772//darkplaces implementation: LordHavoc 1773//builtin definitions: 1774void(vector org, vector vel, float howmany) te_flamejet = #457; 1775//temp entity definitions: 1776//float TE_FLAMEJET = 74; 1777//protocol: 1778//vector origin 1779//vector velocity 1780//byte count (0 to 255, how many flame particles) 1781//description: 1782//creates a single puff of flame particles. (not very useful really) 1783 1784//DP_TE_PARTICLECUBE 1785//idea: LordHavoc 1786//darkplaces implementation: LordHavoc 1787//builtin definitions: 1788void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube = #408; 1789//temp entity definitions: 1790//float TE_PARTICLECUBE = 54; 1791//protocol: 1792//vector mins (minimum corner of the cube) 1793//vector maxs (maximum corner of the cube) 1794//vector velocity 1795//short count 1796//byte color (palette color) 1797//byte gravity (TRUE or FALSE, FIXME should this be a scaler instead?) 1798//coord randomvel (how much to jitter the velocity) 1799//description: 1800//creates a cloud of particles, useful for forcefields but quite customizable. 1801 1802//DP_TE_PARTICLERAIN 1803//idea: LordHavoc 1804//darkplaces implementation: LordHavoc 1805//builtin definitions: 1806void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlerain = #409; 1807//temp entity definitions: 1808//float TE_PARTICLERAIN = 55; 1809//protocol: 1810//vector mins (minimum corner of the cube) 1811//vector maxs (maximum corner of the cube) 1812//vector velocity (velocity of particles) 1813//short count (number of particles) 1814//byte color (8bit palette color) 1815//description: 1816//creates a shower of rain, the rain will appear either at the top (if falling down) or bottom (if falling up) of the cube. 1817 1818//DP_TE_PARTICLESNOW 1819//idea: LordHavoc 1820//darkplaces implementation: LordHavoc 1821//builtin definitions: 1822void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlesnow = #410; 1823//temp entity definitions: 1824//float TE_PARTICLERAIN = 56; 1825//protocol: 1826//vector mins (minimum corner of the cube) 1827//vector maxs (maximum corner of the cube) 1828//vector velocity (velocity of particles) 1829//short count (number of particles) 1830//byte color (8bit palette color) 1831//description: 1832//creates a shower of snow, the snow will appear either at the top (if falling down) or bottom (if falling up) of the cube, low velocities are advisable for convincing snow. 1833 1834//DP_TE_PLASMABURN 1835//idea: LordHavoc 1836//darkplaces implementation: LordHavoc 1837//builtin definitions: 1838void(vector org) te_plasmaburn = #433; 1839//temp entity definitions: 1840//float TE_PLASMABURN = 75; 1841//protocol: 1842//vector origin 1843//description: 1844//creates a small light flash (radius 200, time 0.2) and marks the walls. 1845 1846//DP_TE_QUADEFFECTS1 1847//idea: LordHavoc 1848//darkplaces implementation: LordHavoc 1849//builtin definitions: 1850void(vector org) te_gunshotquad = #412; 1851void(vector org) te_spikequad = #413; 1852void(vector org) te_superspikequad = #414; 1853void(vector org) te_explosionquad = #415; 1854//temp entity definitions: 1855//float TE_GUNSHOTQUAD = 57; // [vector] origin 1856//float TE_SPIKEQUAD = 58; // [vector] origin 1857//float TE_SUPERSPIKEQUAD = 59; // [vector] origin 1858//float TE_EXPLOSIONQUAD = 70; // [vector] origin 1859//protocol: 1860//vector origin 1861//description: 1862//all of these just take a location, and are equivalent in function (but not appearance :) to the original TE_GUNSHOT, etc. 1863 1864//DP_TE_SMALLFLASH 1865//idea: LordHavoc 1866//darkplaces implementation: LordHavoc 1867//builtin definitions: 1868void(vector org) te_smallflash = #416; 1869//temp entity definitions: 1870//float TE_SMALLFLASH = 72; 1871//protocol: 1872//vector origin 1873//description: 1874//creates a small light flash (radius 200, time 0.2). 1875 1876//DP_TE_SPARK 1877//idea: LordHavoc 1878//darkplaces implementation: LordHavoc 1879//builtin definitions: 1880void(vector org, vector vel, float howmany) te_spark = #411; 1881//temp entity definitions: 1882//float TE_SPARK = 51; 1883//protocol: 1884//vector origin 1885//byte xvelocity (-128 to 127) 1886//byte yvelocity (-128 to 127) 1887//byte zvelocity (-128 to 127) 1888//byte count (number of sparks) 1889//description: 1890//creates a shower of sparks and a smoke puff. 1891 1892//DP_TE_STANDARDEFFECTBUILTINS 1893//idea: LordHavoc 1894//darkplaces implementation: LordHavoc 1895//builtin definitions: 1896void(vector org) te_gunshot = #418; 1897void(vector org) te_spike = #419; 1898void(vector org) te_superspike = #420; 1899void(vector org) te_explosion = #421; 1900void(vector org) te_tarexplosion = #422; 1901void(vector org) te_wizspike = #423; 1902void(vector org) te_knightspike = #424; 1903void(vector org) te_lavasplash = #425; 1904void(vector org) te_teleport = #426; 1905void(vector org, float color, float colorlength) te_explosion2 = #427; 1906void(entity own, vector start, vector end) te_lightning1 = #428; 1907void(entity own, vector start, vector end) te_lightning2 = #429; 1908void(entity own, vector start, vector end) te_lightning3 = #430; 1909void(entity own, vector start, vector end) te_beam = #431; 1910//description: 1911//to make life easier on mod coders. 1912 1913//DP_TRACE_HITCONTENTSMASK_SURFACEINFO 1914//idea: LordHavoc 1915//darkplaces implementation: LordHavoc 1916//globals: 1917.float dphitcontentsmask; // if non-zero on the entity passed to traceline/tracebox/tracetoss this will override the normal collidable contents rules and instead hit these contents values (for example AI can use tracelines that hit DONOTENTER if it wants to, by simply changing this field on the entity passed to traceline), this affects normal movement as well as trace calls 1918float trace_dpstartcontents; // DPCONTENTS_ value at start position of trace 1919float trace_dphitcontents; // DPCONTENTS_ value of impacted surface (not contents at impact point, just contents of the surface that was hit) 1920float trace_dphitq3surfaceflags; // Q3SURFACEFLAG_ value of impacted surface 1921string trace_dphittexturename; // texture name of impacted surface 1922//constants: 1923float DPCONTENTS_SOLID = 1; // hit a bmodel, not a bounding box 1924float DPCONTENTS_WATER = 2; 1925float DPCONTENTS_SLIME = 4; 1926float DPCONTENTS_LAVA = 8; 1927float DPCONTENTS_SKY = 16; 1928float DPCONTENTS_BODY = 32; // hit a bounding box, not a bmodel 1929float DPCONTENTS_CORPSE = 64; // hit a SOLID_CORPSE entity 1930float DPCONTENTS_NODROP = 128; // an area where backpacks should not spawn 1931float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement 1932float DPCONTENTS_MONSTERCLIP = 512; // blocks monster movement 1933float DPCONTENTS_DONOTENTER = 1024; // AI hint brush 1934float DPCONTENTS_LIQUIDSMASK = 14; // WATER | SLIME | LAVA 1935float DPCONTENTS_BOTCLIP = 2048; // AI hint brush 1936float DPCONTENTS_OPAQUE = 4096; // only fully opaque brushes get this (may be useful for line of sight checks) 1937float Q3SURFACEFLAG_NODAMAGE = 1; 1938float Q3SURFACEFLAG_SLICK = 2; // low friction surface 1939float Q3SURFACEFLAG_SKY = 4; // sky surface (also has NOIMPACT and NOMARKS set) 1940float Q3SURFACEFLAG_LADDER = 8; // climbable surface 1941float Q3SURFACEFLAG_NOIMPACT = 16; // projectiles should remove themselves on impact (this is set on sky) 1942float Q3SURFACEFLAG_NOMARKS = 32; // projectiles should not leave marks, such as decals (this is set on sky) 1943float Q3SURFACEFLAG_FLESH = 64; // projectiles should do a fleshy effect (blood?) on impact 1944float Q3SURFACEFLAG_NODRAW = 128; // compiler hint (not important to qc) 1945//float Q3SURFACEFLAG_HINT = 256; // compiler hint (not important to qc) 1946//float Q3SURFACEFLAG_SKIP = 512; // compiler hint (not important to qc) 1947//float Q3SURFACEFLAG_NOLIGHTMAP = 1024; // compiler hint (not important to qc) 1948//float Q3SURFACEFLAG_POINTLIGHT = 2048; // compiler hint (not important to qc) 1949float Q3SURFACEFLAG_METALSTEPS = 4096; // walking on this surface should make metal step sounds 1950float Q3SURFACEFLAG_NOSTEPS = 8192; // walking on this surface should not make footstep sounds 1951float Q3SURFACEFLAG_NONSOLID = 16384; // compiler hint (not important to qc) 1952//float Q3SURFACEFLAG_LIGHTFILTER = 32768; // compiler hint (not important to qc) 1953//float Q3SURFACEFLAG_ALPHASHADOW = 65536; // compiler hint (not important to qc) 1954//float Q3SURFACEFLAG_NODLIGHT = 131072; // compiler hint (not important to qc) 1955//float Q3SURFACEFLAG_DUST = 262144; // translucent 'light beam' effect (not important to qc) 1956//description: 1957//adds additional information after a traceline/tracebox/tracetoss call. 1958//also (very important) sets trace_* globals before calling .touch functions, 1959//this allows them to inspect the nature of the collision (for example 1960//determining if a projectile hit sky), clears trace_* variables for the other 1961//object in a touch event (that is to say, a projectile moving will see the 1962//trace results in its .touch function, but the player it hit will see very 1963//little information in the trace_ variables as it was not moving at the time) 1964 1965//DP_VIEWZOOM 1966//idea: LordHavoc 1967//darkplaces implementation: LordHavoc 1968//field definitions: 1969.float viewzoom; 1970//description: 1971//scales fov and sensitivity of player, valid range is 0 to 1 (intended for sniper rifle zooming, and such) 1972 1973//EXT_BITSHIFT 1974//idea: Spike 1975//darkplaces implementation: [515] 1976//builtin definitions: 1977float(float number, float quantity) bitshift = #218; 1978//description: 1979//multiplies number by a power of 2 corresponding to quantity (0 = *1, 1 = *2, 2 = *4, 3 = *8, -1 = /2, -2 = /4x, etc), and rounds down (due to integer math) like other bit operations do (& and | and the like). 1980//note: it is faster to use multiply if you are shifting by a constant, avoiding the quakec function call cost, however that does not do a floor for you. 1981 1982//FRIK_FILE 1983//idea: FrikaC 1984//darkplaces implementation: LordHavoc 1985//builtin definitions: 1986float(string s) stof = #81; // get numerical value from a string 1987float(string filename, float mode) fopen = #110; // opens a file inside quake/gamedir/data/ (mode is FILE_READ, FILE_APPEND, or FILE_WRITE), returns fhandle >= 0 if successful, or fhandle < 0 if unable to open file for any reason 1988void(float fhandle) fclose = #111; // closes a file 1989string(float fhandle) fgets = #112; // reads a line of text from the file and returns as a tempstring 1990void(float fhandle, string s, ...) fputs = #113; // writes a line of text to the end of the file 1991float(string s) strlen = #114; // returns how many characters are in a string 1992string(string s1, string s2, ...) strcat = #115; // concatenates two or more strings (for example "abc", "def" would return "abcdef") and returns as a tempstring 1993string(string s, float start, float length) substring = #116; // returns a section of a string as a tempstring - see FTE_STRINGS for enhanced version 1994vector(string s) stov = #117; // returns vector value from a string 1995string(string s, ...) strzone = #118; // makes a copy of a string into the string zone and returns it, this is often used to keep around a tempstring for longer periods of time (tempstrings are replaced often) 1996void(string s) strunzone = #119; // removes a copy of a string from the string zone (you can not use that string again or it may crash!!!) 1997//constants: 1998float FILE_READ = 0; 1999float FILE_APPEND = 1; 2000float FILE_WRITE = 2; 2001//cvars: 2002//pr_zone_min_strings : default 64 (64k), min 64 (64k), max 8192 (8mb) 2003//description: 2004//provides text file access functions and string manipulation functions, note that you may want to set pr_zone_min_strings in the worldspawn function if 64k is not enough string zone space. 2005// 2006//NOTE: strzone functionality is partially superseded by 2007//DP_QC_UNLIMITEDTEMPSTRINGS when longterm storage is not needed 2008//NOTE: substring is upgraded by FTE_STRINGS extension with negative start/length handling identical to php 5.2.0 2009 2010//FTE_CSQC_SKELETONOBJECTS 2011//idea: Spike, LordHavoc 2012//darkplaces implementation: LordHavoc 2013//builtin definitions: 2014// all skeleton numbers are 1-based (0 being no skeleton) 2015// all bone numbers are 1-based (0 being invalid) 2016float(float modlindex) skel_create = #263; // create a skeleton (be sure to assign this value into .skeletonindex for use), returns skeleton index (1 or higher) on success, returns 0 on failure (for example if the modelindex is not skeletal), it is recommended that you create a new skeleton if you change modelindex, as the skeleton uses the hierarchy from the model. 2017float(float skel, entity ent, float modlindex, float retainfrac, float firstbone, float lastbone) skel_build = #264; // blend in a percentage of standard animation, 0 replaces entirely, 1 does nothing, 0.5 blends half, etc, and this only alters the bones in the specified range for which out of bounds values like 0,100000 are safe (uses .frame, .frame2, .frame3, .frame4, .lerpfrac, .lerpfrac3, .lerpfrac4, .frame1time, .frame2time, .frame3time, .frame4time), returns skel on success, 0 on failure 2018float(float skel) skel_get_numbones = #265; // returns how many bones exist in the created skeleton, 0 if skeleton does not exist 2019string(float skel, float bonenum) skel_get_bonename = #266; // returns name of bone (as a tempstring), "" if invalid bonenum (< 1 for example) or skeleton does not exist 2020float(float skel, float bonenum) skel_get_boneparent = #267; // returns parent num for supplied bonenum, 0 if bonenum has no parent or bone does not exist (returned value is always less than bonenum, you can loop on this) 2021float(float skel, string tagname) skel_find_bone = #268; // get number of bone with specified name, 0 on failure, bonenum (1-based) on success, same as using gettagindex but takes modelindex instead of entity 2022vector(float skel, float bonenum) skel_get_bonerel = #269; // get matrix of bone in skeleton relative to its parent - sets v_forward, v_right, v_up, returns origin (relative to parent bone) 2023vector(float skel, float bonenum) skel_get_boneabs = #270; // get matrix of bone in skeleton in model space - sets v_forward, v_right, v_up, returns origin (relative to entity) 2024void(float skel, float bonenum, vector org) skel_set_bone = #271; // set matrix of bone relative to its parent, reads v_forward, v_right, v_up, takes origin as parameter (relative to parent bone) 2025void(float skel, float bonenum, vector org) skel_mul_bone = #272; // transform bone matrix (relative to its parent) by the supplied matrix in v_forward, v_right, v_up, takes origin as parameter (relative to parent bone) 2026void(float skel, float startbone, float endbone, vector org) skel_mul_bones = #273; // transform bone matrices (relative to their parents) by the supplied matrix in v_forward, v_right, v_up, takes origin as parameter (relative to parent bones) 2027void(float skeldst, float skelsrc, float startbone, float endbone) skel_copybones = #274; // copy bone matrices (relative to their parents) from one skeleton to another, useful for copying a skeleton to a corpse 2028void(float skel) skel_delete = #275; // deletes skeleton at the beginning of the next frame (you can add the entity, delete the skeleton, renderscene, and it will still work) 2029float(float modlindex, string framename) frameforname = #276; // finds number of a specified frame in the animation, returns -1 if no match found 2030float(float modlindex, float framenum) frameduration = #277; // returns the intended play time (in seconds) of the specified framegroup, if it does not exist the result is 0, if it is a single frame it may be a small value around 0.1 or 0. 2031//fields: 2032.float skeletonindex; // active skeleton overriding standard animation on model 2033.float frame; // primary framegroup animation (strength = 1 - lerpfrac - lerpfrac3 - lerpfrac4) 2034.float frame2; // secondary framegroup animation (strength = lerpfrac) 2035.float frame3; // tertiary framegroup animation (strength = lerpfrac3) 2036.float frame4; // quaternary framegroup animation (strength = lerpfrac4) 2037.float lerpfrac; // strength of framegroup blend 2038.float lerpfrac3; // strength of framegroup blend 2039.float lerpfrac4; // strength of framegroup blend 2040.float frame1time; // start time of framegroup animation 2041.float frame2time; // start time of framegroup animation 2042.float frame3time; // start time of framegroup animation 2043.float frame4time; // start time of framegroup animation 2044//description: 2045//this extension provides a way to do complex skeletal animation on an entity. 2046// 2047//see also DP_SKELETONOBJECTS (this extension implemented on server as well as client) 2048// 2049//notes: 2050//each model contains its own skeleton, reusing a skeleton with incompatible models will yield garbage (or not render). 2051//each model contains its own animation data, you can use animations from other model files (for example saving out all character animations as separate model files). 2052//if an engine supports loading an animation-only file format such as .md5anim in FTEQW, it can be used to animate any model with a compatible skeleton. 2053//proper use of this extension may require understanding matrix transforms (v_forward, v_right, v_up, origin), and you must keep in mind that v_right is negative for this purpose. 2054// 2055//features include: 2056//multiple animations blended together. 2057//animating a model with animations from another model with a compatible skeleton. 2058//restricting animation blends to certain bones of a model - for example independent animation of legs, torso, head. 2059//custom bone controllers - for example making eyes track a target location. 2060// 2061// 2062// 2063//example code follows... 2064// 2065//this helper function lets you identify (by parentage) what group a bone 2066//belongs to - for example "torso", "leftarm", would return 1 ("torso") for 2067//all children of the bone named "torso", unless they are children of 2068//"leftarm" (which is a child of "torso") which would return 2 instead... 2069float(float skel, float bonenum, string g1, string g2, string g3, string g4, string g5, string g6) example_skel_findbonegroup = 2070{ 2071 local string bonename; 2072 while (bonenum >= 0) 2073 { 2074 bonename = skel_get_bonename(skel, bonenum); 2075 if (bonename == g1) return 1; 2076 if (bonename == g2) return 2; 2077 if (bonename == g3) return 3; 2078 if (bonename == g4) return 4; 2079 if (bonename == g5) return 5; 2080 if (bonename == g6) return 6; 2081 bonenum = skel_get_boneparent(skel, bonenum); 2082 } 2083 return 0; 2084}; 2085// create a skeletonindex for our player using current modelindex 2086void() example_skel_player_setup = 2087{ 2088 self.skeletonindex = skel_create(self.modelindex); 2089}; 2090// setup bones of skeleton based on an animation 2091// note: animmodelindex can be a different model than self.modelindex 2092void(float animmodelindex, float framegroup, float framegroupstarttime) example_skel_player_update_begin = 2093{ 2094 // start with our standard animation 2095 self.frame = framegroup; 2096 self.frame2 = 0; 2097 self.frame3 = 0; 2098 self.frame4 = 0; 2099 self.frame1time = framegroupstarttime; 2100 self.frame2time = 0; 2101 self.frame3time = 0; 2102 self.frame4time = 0; 2103 self.lerpfrac = 0; 2104 self.lerpfrac3 = 0; 2105 self.lerpfrac4 = 0; 2106 skel_build(self.skeletonindex, self, animmodelindex, 0, 0, 100000); 2107}; 2108// apply a different framegroup animation to bones with a specified parent 2109void(float animmodelindex, float framegroup, float framegroupstarttime, float blendalpha, string groupbonename, string excludegroupname1, string excludegroupname2) example_skel_player_update_applyoverride = 2110{ 2111 local float bonenum; 2112 local float numbones; 2113 self.frame = framegroup; 2114 self.frame2 = 0; 2115 self.frame3 = 0; 2116 self.frame4 = 0; 2117 self.frame1time = framegroupstarttime; 2118 self.frame2time = 0; 2119 self.frame3time = 0; 2120 self.frame4time = 0; 2121 self.lerpfrac = 0; 2122 self.lerpfrac3 = 0; 2123 self.lerpfrac4 = 0; 2124 bonenum = 0; 2125 numbones = skel_get_numbones(self.skeletonindex); 2126 while (bonenum < numbones) 2127 { 2128 if (example_skel_findbonegroup(self.skeletonindex, bonenum, groupbonename, excludegroupname1, excludegroupname2, "", "", "") == 1) 2129 skel_build(self.skeletonindex, self, animmodelindex, 1 - blendalpha, bonenum, bonenum + 1); 2130 bonenum = bonenum + 1; 2131 } 2132}; 2133// make eyes point at a target location, be sure v_forward, v_right, v_up are set correctly before calling 2134void(vector eyetarget, string bonename) example_skel_player_update_eyetarget = 2135{ 2136 local float bonenum; 2137 local vector ang; 2138 local vector oldforward, oldright, oldup; 2139 local vector relforward, relright, relup, relorg; 2140 local vector boneforward, boneright, boneup, boneorg; 2141 local vector parentforward, parentright, parentup, parentorg; 2142 local vector u, v; 2143 local vector modeleyetarget; 2144 bonenum = skel_find_bone(self.skeletonindex, bonename) - 1; 2145 if (bonenum < 0) 2146 return; 2147 oldforward = v_forward; 2148 oldright = v_right; 2149 oldup = v_up; 2150 v = eyetarget - self.origin; 2151 modeleyetarget_x = v * v_forward; 2152 modeleyetarget_y = 0-v * v_right; 2153 modeleyetarget_z = v * v_up; 2154 // this is an eyeball, make it point at the target location 2155 // first get all the data we can... 2156 relorg = skel_get_bonerel(self.skeletonindex, bonenum); 2157 relforward = v_forward; 2158 relright = v_right; 2159 relup = v_up; 2160 boneorg = skel_get_boneabs(self.skeletonindex, bonenum); 2161 boneforward = v_forward; 2162 boneright = v_right; 2163 boneup = v_up; 2164 parentorg = skel_get_boneabs(self.skeletonindex, skel_get_boneparent(self.skeletonindex, bonenum)); 2165 parentforward = v_forward; 2166 parentright = v_right; 2167 parentup = v_up; 2168 // get the vector from the eyeball to the target 2169 u = modeleyetarget - boneorg; 2170 // now transform it inversely by the parent matrix to produce new rel vectors 2171 v_x = u * parentforward; 2172 v_y = u * parentright; 2173 v_z = u * parentup; 2174 ang = vectoangles2(v, relup); 2175 ang_x = 0 - ang_x; 2176 makevectors(ang); 2177 // set the relative bone matrix 2178 skel_set_bone(self.skeletonindex, bonenum, relorg); 2179 // restore caller's v_ vectors 2180 v_forward = oldforward; 2181 v_right = oldright; 2182 v_up = oldup; 2183}; 2184// delete skeleton when we're done with it 2185// note: skeleton remains valid until next frame when it is really deleted 2186void() example_skel_player_delete = 2187{ 2188 skel_delete(self.skeletonindex); 2189 self.skeletonindex = 0; 2190}; 2191// 2192// END OF EXAMPLES FOR FTE_CSQC_SKELETONOBJECTS 2193// 2194 2195//KRIMZON_SV_PARSECLIENTCOMMAND 2196//idea: KrimZon 2197//darkplaces implementation: KrimZon, LordHavoc 2198//engine-called QC prototypes: 2199//void(string s) SV_ParseClientCommand; 2200//builtin definitions: 2201void(entity e, string s) clientcommand = #440; 2202float(string s) tokenize = #441; 2203string(float n) argv = #442; 2204//description: 2205//provides QC the ability to completely control server interpretation of client commands ("say" and "color" for example, clientcommand is necessary for this and substring (FRIK_FILE) is useful) as well as adding new commands (tokenize, argv, and stof (FRIK_FILE) are useful for this)), whenever a clc_stringcmd is received the QC function is called, and it is up to the QC to decide what (if anything) to do with it 2206 2207//NEH_CMD_PLAY2 2208//idea: Nehahra 2209//darkplaces implementation: LordHavoc 2210//description: 2211//shows that the engine supports the "play2" console command (plays a sound without spatialization). 2212 2213//NEH_RESTOREGAME 2214//idea: Nehahra 2215//darkplaces implementation: LordHavoc 2216//engine-called QC prototypes: 2217//void() RestoreGame; 2218//description: 2219//when a savegame is loaded, this function is called 2220 2221//NEXUIZ_PLAYERMODEL 2222//idea: Nexuiz 2223//darkplaces implementation: Black 2224//console commands: 2225//playermodel <name> - FIXME: EXAMPLE NEEDED 2226//playerskin <name> - FIXME: EXAMPLE NEEDED 2227//field definitions: 2228.string playermodel; // name of player model sent by client 2229.string playerskin; // name of player skin sent by client 2230//description: 2231//these client properties are used by Nexuiz. 2232 2233//NXQ_GFX_LETTERBOX 2234//idea: nxQuake 2235//darkplaces implementation: LordHavoc 2236//description: 2237//shows that the engine supports the "r_letterbox" console variable, set to values in the range 0-100 this restricts the view vertically (and turns off sbar and crosshair), value is a 0-100 percentage of how much to constrict the view, <=0 = normal view height, 25 = 75% of normal view height, 50 = 50%, 75 = 25%, >=100 = no view 2238 2239//PRYDON_CLIENTCURSOR 2240//idea: FrikaC 2241//darkplaces implementation: LordHavoc 2242//effects bit: 2243float EF_SELECTABLE = 16384; // allows cursor to highlight entity (brighten) 2244//field definitions: 2245.float cursor_active; // true if cl_prydoncursor mode is on 2246.vector cursor_screen; // screen position of cursor as -1 to +1 in _x and _y (_z unused) 2247.vector cursor_trace_start; // position of camera 2248.vector cursor_trace_endpos; // position of cursor in world (as traced from camera) 2249.entity cursor_trace_ent; // entity the cursor is pointing at (server forces this to world if the entity is currently free at time of receipt) 2250//cvar definitions: 2251//cl_prydoncursor (0/1+, default 0, 1 and above use cursors named gfx/prydoncursor%03i.lmp - or .tga and such if DP_GFX_EXTERNALTEXTURES is implemented) 2252//description: 2253//shows that the engine supports the cl_prydoncursor cvar, this puts a clientside mouse pointer on the screen and feeds input to the server for the QuakeC to use as it sees fit. 2254//the mouse pointer triggers button4 if cursor is at left edge of screen, button5 if at right edge of screen, button6 if at top edge of screen, button7 if at bottom edge of screen. 2255//the clientside trace skips transparent entities (except those marked EF_SELECTABLE). 2256//the selected entity highlights only if EF_SELECTABLE is set, a typical selection method would be doubling the brightness of the entity by some means (such as colormod[] *= 2). 2257//intended to be used by Prydon Gate. 2258 2259//TENEBRAE_GFX_DLIGHTS 2260//idea: Tenebrae 2261//darkplaces implementation: LordHavoc 2262//fields: 2263.float light_lev; // radius (does not affect brightness), typical value 350 2264.vector color; // color (does not affect radius), typical value '1 1 1' (bright white), can be up to '255 255 255' (nuclear blast) 2265.float style; // light style (like normal light entities, flickering torches or switchable, etc) 2266.float pflags; // flags (see PFLAGS_ constants) 2267.vector angles; // orientation of the light 2268.float skin; // cubemap filter number, can be 1-255 (0 is assumed to be none, and tenebrae only allows 16-255), this selects a projective light filter, a value of 1 loads cubemaps/1posx.tga and cubemaps/1negx.tga and posy, negy, posz, and negz, similar to skybox but some sides need to be rotated or flipped 2269//constants: 2270float PFLAGS_NOSHADOW = 1; // light does not cast shadows 2271float PFLAGS_CORONA = 2; // light has a corona flare 2272float PFLAGS_FULLDYNAMIC = 128; // light enable (without this set no light is produced!) 2273//description: 2274//more powerful dynamic light settings 2275//warning: it is best not to use cubemaps on a light entity that has a model, as using a skin number that a model does not have will cause issues in glquake, and produce warnings in darkplaces (use developer 1 to see them) 2276//changes compared to tenebrae (because they're too 'leet' for standards): 2277//note: networking should send entities with PFLAGS_FULLDYNAMIC set even if they have no model (lights in general do not have a model, nor should they) 2278//EF_FULLDYNAMIC effects flag replaced by PFLAGS_FULLDYNAMIC flag (EF_FULLDYNAMIC conflicts with EF_NODRAW) 2279 2280//TW_SV_STEPCONTROL 2281//idea: Transfusion 2282//darkplaces implementation: LordHavoc 2283//cvars: 2284//sv_jumpstep (0/1, default 1) 2285//sv_stepheight (default 18) 2286//description: 2287//sv_jumpstep allows stepping up onto stairs while airborn, sv_stepheight controls how high a single step can be. 2288 2289//FTE_QC_CHECKPVS 2290//idea: Urre 2291//darkplaces implementation: divVerent 2292//builtin definitions: 2293float checkpvs(vector viewpos, entity viewee) = #240; 2294//description: 2295//returns true if viewee can be seen from viewpos according to PVS data 2296 2297//FTE_STRINGS 2298//idea: many 2299//darkplaces implementation: KrimZon 2300//builtin definitions: 2301float(string str, string sub, float startpos) strstrofs = #221; // returns the offset into a string of the matching text, or -1 if not found, case sensitive 2302float(string str, float ofs) str2chr = #222; // returns the character at the specified offset as an integer, or 0 if an invalid index, or byte value - 256 if the engine supports UTF8 and the byte is part of an extended character 2303string(float c, ...) chr2str = #223; // returns a string representing the character given, if the engine supports UTF8 this may be a multi-byte sequence (length may be more than 1) for characters over 127. 2304string(float ccase, float calpha, float cnum, string s, ...) strconv = #224; // reformat a string with special color characters in the font, DO NOT USE THIS ON UTF8 ENGINES (if you are lucky they will emit ^4 and such color codes instead), the parameter values are 0=same/1=lower/2=upper for ccase, 0=same/1=white/2=red/5=alternate/6=alternate-alternate for redalpha, 0=same/1=white/2=red/3=redspecial/4=whitespecial/5=alternate/6=alternate-alternate for rednum. 2305string(float chars, string s, ...) strpad = #225; // pad string with spaces to a specified length, < 0 = left padding, > 0 = right padding 2306string(string info, string key, string value, ...) infoadd = #226; // sets or adds a key/value pair to an infostring - note: forbidden characters are \ and " 2307string(string info, string key) infoget = #227; // gets a key/value pair in an infostring, returns value or null if not found 2308float(string s1, string s2, float len) strncmp = #228; // compare two strings up to the specified number of characters, if their length differs and is within the specified limit the result will be negative, otherwise it is the difference in value of their first non-matching character. 2309float(string s1, string s2) strcasecmp = #229; // compare two strings with case-insensitive matching, characters a-z are considered equivalent to the matching A-Z character, no other differences, and this does not consider special characters equal even if they look similar 2310float(string s1, string s2, float len) strncasecmp = #230; // same as strcasecmp but with a length limit, see strncmp 2311//string(string s, float start, float length) substring = #116; // see note below 2312//description: 2313//various string manipulation functions 2314//note: substring also exists in FRIK_FILE but this extension adds negative start and length as valid cases (see note above), substring is consistent with the php 5.2.0 substr function (not 5.2.3 behavior) 2315//substring returns a section of a string as a tempstring, if given negative 2316// start the start is measured back from the end of the string, if given a 2317// negative length the length is the offset back from the end of the string to 2318// stop at, rather than being relative to start, if start is negative and 2319// larger than length it is treated as 0. 2320// examples of substring: 2321// substring("blah", -3, 3) returns "lah" 2322// substring("blah", 3, 3) returns "h" 2323// substring("blah", -10, 3) returns "bla" 2324// substring("blah", -10, -3) returns "b" 2325 2326//DP_CON_BESTWEAPON 2327//idea: many 2328//darkplaces implementation: divVerent 2329//description: 2330//allows QC to register weapon properties for use by the bestweapon command, for mods that change required ammo count or type for the weapons 2331//it is done using console commands sent via stuffcmd: 2332// register_bestweapon quake 2333// register_bestweapon clear 2334// register_bestweapon <shortname> <impulse> <itemcode> <activeweaponcode> <ammostat> <ammomin> 2335//for example, this is what Quake uses: 2336// register_bestweapon 1 1 4096 4096 6 0 // STAT_SHELLS is 6 2337// register_bestweapon 2 2 1 1 6 1 2338// register_bestweapon 3 3 2 2 6 1 2339// register_bestweapon 4 4 4 4 7 1 // STAT_NAILS is 7 2340// register_bestweapon 5 5 8 8 7 1 2341// register_bestweapon 6 6 16 16 8 1 // STAT_ROCKETS is 8 2342// register_bestweapon 7 7 32 32 8 1 2343// register_bestweapon 8 8 64 64 9 1 // STAT_CELLS is 9 2344//after each map client initialization, this is reset back to Quake settings. So you should send these data in ClientConnect. 2345//also, this extension introduces a new "cycleweapon" command to the user. 2346 2347//DP_QC_STRINGBUFFERS 2348//idea: ?? 2349//darkplaces implementation: LordHavoc 2350//functions to manage string buffer objects - that is, arbitrary length string arrays that are handled by the engine 2351float() buf_create = #460; 2352void(float bufhandle) buf_del = #461; 2353float(float bufhandle) buf_getsize = #462; 2354void(float bufhandle_from, float bufhandle_to) buf_copy = #463; 2355void(float bufhandle, float sortpower, float backward) buf_sort = #464; 2356string(float bufhandle, string glue) buf_implode = #465; 2357string(float bufhandle, float string_index) bufstr_get = #466; 2358void(float bufhandle, float string_index, string str) bufstr_set = #467; 2359float(float bufhandle, string str, float order) bufstr_add = #468; 2360void(float bufhandle, float string_index) bufstr_free = #469; 2361 2362//DP_QC_STRINGBUFFERS_CVARLIST 2363//idea: divVerent 2364//darkplaces implementation: divVerent 2365//functions to list cvars and store their names into a stringbuffer 2366//cvars that start with pattern but not with antipattern will be stored into the buffer 2367void(float bufhandle, string pattern, string antipattern) buf_cvarlist = #517; 2368 2369//DP_QC_STRREPLACE 2370//idea: Sajt 2371//darkplaces implementation: Sajt 2372//builtin definitions: 2373string(string search, string replace, string subject) strreplace = #484; 2374string(string search, string replace, string subject) strireplace = #485; 2375//description: 2376//strreplace replaces all occurrences of 'search' with 'replace' in the string 'subject', and returns the result as a tempstring. 2377//strireplace does the same but uses case-insensitive matching of the 'search' term 2378// 2379//DP_QC_CRC16 2380//idea: divVerent 2381//darkplaces implementation: divVerent 2382//Some hash function to build hash tables with. This has to be be the CRC-16-CCITT that is also required for the QuakeWorld download protocol. 2383//When caseinsensitive is set, the CRC is calculated of the lower cased string. 2384float(float caseinsensitive, string s, ...) crc16 = #494; 2385 2386//DP_SV_SHUTDOWN 2387//idea: divVerent 2388//darkplaces implementation: divVerent 2389//A function that gets called just before progs exit. To save persistent data from. 2390//It is not called on a crash or error. 2391//void SV_Shutdown(); 2392 2393//EXT_CSQC 2394// #232 void(float index, float type, .void field) SV_AddStat (EXT_CSQC) 2395void(float index, float type, ...) addstat = #232; 2396 2397//ZQ_PAUSE 2398//idea: ZQuake 2399//darkplaces implementation: GreEn`mArine 2400//builtin definitions: 2401void(float pause) setpause = #531; 2402//function definitions: 2403//void(float elapsedtime) SV_PausedTic; 2404//description: 2405//during pause the world is not updated (time does not advance), SV_PausedTic is the only function you can be sure will be called at regular intervals during the pause, elapsedtime is the current system time in seconds since the pause started (not affected by slowmo or anything else). 2406// 2407//calling setpause(0) will end a pause immediately. 2408// 2409//Note: it is worth considering that network-related functions may be called during the pause (including customizeentityforclient for example), and it is also important to consider the continued use of the KRIMZON_SV_PARSECLIENTCOMMAND extension while paused (chatting players, etc), players may also join/leave during the pause. In other words, the only things that are not called are think and other time-related functions. 2410 2411 2412 2413 2414// EXPERIMENTAL (not finalized) EXTENSIONS: 2415 2416//DP_CRYPTO 2417//idea: divVerent 2418//darkplaces implementation: divVerent 2419//field definitions: (SVQC) 2420.string crypto_keyfp; // fingerprint of CA key the player used to authenticate, or string_null if not verified 2421.string crypto_mykeyfp; // fingerprint of CA key the server used to authenticate to the player, or string_null if not verified 2422.string crypto_idfp; // fingerprint of ID used by the player entity, or string_null if not identified 2423.string crypto_encryptmethod; // the string "AES128" if encrypting, and string_null if plaintext 2424.string crypto_signmethod; // the string "HMAC-SHA256" if signing, and string_null if plaintext 2425// there is no field crypto_myidfp, as that info contains no additional information the QC may have a use for 2426//builtin definitions: (SVQC) 2427float(string url, float id, string content_type, string delim, float buf, float keyid) crypto_uri_postbuf = #513; 2428//description: 2429//use -1 as buffer handle to justs end delim as postdata 2430