#define FTE_PEXT_SETVIEW /* NQ's svc_setview works correctly even in quakeworld */
#define DP_ENT_SCALE
#define FTE_PEXT_LIGHTSTYLECOL
#define DP_ENT_ALPHA
#define FTE_PEXT_VIEW2
#define FTE_PEXT_ACURATETIMINGS
#define FTE_PEXT_SOUNDDBL
#define FTE_PEXT_FATNESS
#define DP_HALFLIFE_MAP
#define FTE_PEXT_TE_BULLET
#define FTE_PEXT_HULLSIZE
#define FTE_PEXT_MODELDBL
#define FTE_PEXT_ENTITYDBL
#define FTE_PEXT_ENTITYDBL2
#define FTE_PEXT_FLOATCOORDS
#define FTE_PEXT_VWEAP
#define FTE_PEXT_Q2BSP
#define FTE_PEXT_Q3BSP
#define DP_ENT_COLORMOD
#define FTE_HEXEN2
#define FTE_PEXT_SPAWNSTATIC
#define FTE_PEXT_CUSTOMTENTS
#define FTE_PEXT_256PACKETENTITIES
#define TEI_SHOWLMP2
#define DP_GFX_QUAKE3MODELTAGS
#define FTE_PK3DOWNLOADS
#define PEXT_CHUNKEDDOWNLOADS
#define EXT_CSQC_SHARED
#define PEXT_DPFLAGS
#define EXT_CSQC
#define BX_COLOREDTEXT
#define DP_CON_SET /* The 'set' console command exists, and can be used to create/set cvars. */
#define DP_CON_SETA /* The 'seta' console command exists, like the 'set' command, but also marks the cvar for archiving, allowing it to be written into the user's config. Use this command in your default.cfg file. */
#define DP_ENT_TRAILEFFECTNUM /* self.traileffectnum=particleeffectnum("myeffectname"); can be used to attach a particle trail to the given server entity. This is equivelent to calling trailparticles each frame. */
#define DP_ENT_VIEWMODEL
#define DP_GECKO_SUPPORT
#define DP_GFX_FONTS
#define DP_GFX_SKINFILES
#define DP_GFX_SKYBOX
#define DP_HALFLIFE_MAP_CVAR
#define DP_INPUTBUTTONS
#define DP_LIGHTSTYLE_STATICVALUE
#define DP_LITSUPPORT
#define DP_MONSTERWALK /* MOVETYPE_WALK is valid on non-player entities. Note that only players receive acceleration etc in line with none/bounce/fly/noclip movetypes on the player, thus you will have to provide your own accelerations (incluing gravity) yourself. */
#define DP_QC_MULTIPLETEMPSTRINGS /* Superseded by DP_QC_UNLIMITEDTEMPSTRINGS. Functions that return a temporary string will not overwrite/destroy previous temporary strings until at least 16 strings are returned (or control returns to the engine). */
#define DP_QC_RANDOMVEC
#define DP_QC_RENDER_SCENE /* clearscene+addentity+setviewprop+renderscene+setmodel are available to menuqc. WARNING: DP advertises this extension without actually supporting it, FTE does actually support it. */
#define DP_QC_SINCOSSQRTPOW
#define DP_QC_SPRINTF /* Provides the sprintf builtin, which allows for rich formatting along the lines of C's function with the same name. Not to be confused with QC's sprint builtin. */
#define DP_QC_STRFTIME
#define DP_QC_STRING_CASE_FUNCTIONS
#define DP_QC_STRINGBUFFERS
#define DP_QC_STRINGCOLORFUNCTIONS
#define DP_QC_STRREPLACE
#define DP_QC_TOKENIZEBYSEPARATOR
#define DP_QC_TRACEBOX
#define DP_QC_TRACETOSS
#define DP_QC_TRACE_MOVETYPE_HITMODEL
#define DP_QC_TRACE_MOVETYPE_WORLDONLY
#define DP_QC_TRACE_MOVETYPES
#define DP_QC_UNLIMITEDTEMPSTRINGS /* Supersedes DP_QC_MULTIPLETEMPSTRINGS, superseded by FTE_QC_PERSISTENTTEMPSTRINGS. Specifies that all temp strings will be valid at least until the QCVM returns. */
#define DP_SV_CLIENTCOLORS /* Provided only for compatibility with DP. */
#define DP_SV_CLIENTNAME /* Provided only for compatibility with DP. */
#define DP_SV_DRAWONLYTOCLIENT
#define DP_SV_DROPCLIENT /* Equivelent to quakeworld's stuffcmd(self,"disconnect\n"); hack */
#define DP_SV_EFFECT
#define DP_SV_EXTERIORMODELFORCLIENT
#define DP_SV_NODRAWTOCLIENT
#define DP_SV_PLAYERPHYSICS /* Allows reworking parts of NQ player physics. USE AT OWN RISK - this necessitates NQ physics and is thus guarenteed to break prediction. */
#define DP_SV_POINTSOUND
#define DP_SV_PRECACHEANYTIME /* Specifies that the various precache builtins can be called at any time. WARNING: precaches are sent reliably while sound events, modelindexes, and particle events are not. This can mean sounds and particles might not work the first time around, or models may take a while to appear (after the reliables are received and the model is loaded from disk). Always attempt to precache a little in advance in order to reduce these issues (preferably at the start of the map...) */
#define DP_SV_PRINT /* Says that the print builtin can be used from nqssqc (as well as just csqc), bypassing the developer cvar issues. */
#define DP_SV_SETCOLOR
#define DP_SV_SPAWNFUNC_PREFIX
#define DP_SV_WRITEPICTURE
#define DP_SV_WRITEUNTERMINATEDSTRING
#define DP_TE_BLOOD
#define DP_TE_CUSTOMFLASH
#define DP_TE_EXPLOSIONRGB
#define DP_TE_PARTICLECUBE
#define DP_TE_PARTICLERAIN
#define DP_TE_PARTICLESNOW
#define DP_TE_SMALLFLASH
#define DP_TE_SPARK
#define DP_TE_STANDARDEFFECTBUILTINS
#define DP_VIEWZOOM
#define EXT_BITSHIFT
#define EXT_DIMENSION_VISIBILITY
#define EXT_DIMENSION_PHYSICS
#define EXT_DIMENSION_GHOST
#define FRIK_FILE
#define FTE_CALLTIMEOFDAY /* Replication of mvdsv functionality (call calltimeofday to cause 'timeofday' to be called, with arguments that can be saved off to a global). Generally strftime is simpler to use. */
#define FTE_CSQC_ALTCONSOLES /* The engine tracks multiple consoles. These may or may not be directly visible to the user. */
#define FTE_CSQC_BASEFRAME /* Specifies that .basebone, .baseframe2, .baselerpfrac, baseframe1time, etc exist in csqc. These fields affect all bones in the entity's model with a lower index than the .basebone field, allowing you to give separate control to the legs of a skeletal model, without affecting the torso animations. */
#define FTE_CSQC_HALFLIFE_MODELS
#define FTE_CSQC_SERVERBROWSER /* Provides builtins to query the engine's serverbrowser servers list from ssqc. Note that these builtins are always available in menuqc. */
#define FTE_CSQC_SKELETONOBJECTS /* Provides container objects for skeletal bone data, which can be modified on a per bone basis if needed. This allows you to dynamically generate animations (or just blend them with greater customisation) instead of being limited to a single animation or two. */
#define FTE_CSQC_RAWIMAGES /* Provides raw rgba image access to csqc. With this, the csprogs can read textures into qc-accessible memory, modify it, and then upload it to the renderer. */
#define FTE_CSQC_RENDERTARGETS /* VF_RT_DESTCOLOUR exists and can be used to redirect any rendering to a texture instead of the screen. */
#define FTE_CSQC_REVERB /* Specifies that the mod can create custom reverb effects. Whether they will actually be used or not depends upon the sound driver. */
#define FTE_CSQC_WINDOWCAPTION /* Provides csqc with the ability to change the window caption as displayed when running windowed or in the task bar when switched out. */
#define FTE_ENT_SKIN_CONTENTS /* self.skin = CONTENTS_WATER; makes a brush entity into water. use -16 for a ladder. */
#define FTE_ENT_UNIQUESPAWNID
#define FTE_EXTENDEDTEXTCODES
#define FTE_FORCESHADER /* Allows csqc to override shaders on models with an explicitly named replacement. Also allows you to define shaders with a fallback if it does not exist on disk. */
#define FTE_FORCEINFOKEY /* Provides an easy way to change a user's userinfo from the server. */
#define FTE_GFX_QUAKE3SHADERS /* specifies that the engine has full support for vanilla quake3 shaders */
#define FTE_GFX_REMAPSHADER /* With the raw power of stuffcmds, the r_remapshader console command is exposed! This mystical command can be used to remap any shader to another. Remapped shaders that specify $diffuse etc in some form will inherit the textures implied by the surface. */
#define FTE_GFX_MODELEVENTS /* Provides a query for per-animation events in model files, including from progs/foo.mdl.events files. */
#define FTE_ISBACKBUFFERED /* Allows you to check if a client has too many reliable messages pending. */
#define FTE_MEMALLOC /* Allows dynamically allocating memory. Use pointers to access this memory. Memory will not be saved into saved games. */
#define FTE_MULTIPROGS /* Multiple progs.dat files can be loaded inside the same qcvm. Insert new ones with addprogs inside the 'init' function, and use externvalue+externset to rewrite globals (and hook functions) to link them together. Note that the result is generally not very clean unless you carefully design for it beforehand. */
#define FTE_MULTITHREADED /* Faux multithreading, allowing multiple contexts to run in sequence. */
#define FTE_MVD_PLAYERSTATS /* In csqc, getplayerstat can be used to query any player's stats when playing back MVDs. isdemo will return 2 in this case. */
#define FTE_PART_SCRIPT /* Specifies that the r_particledesc cvar can be used to select a list of particle effects to load from particles/foo.cfg, the format of which is documented elsewhere. */
#define FTE_PART_NAMESPACES /* Specifies that the engine can use foo.bar to load effect foo from particle description bar. When used via ssqc, this should cause the client to download whatever effects as needed. */
#define FTE_PART_NAMESPACE_EFFECTINFO /* Specifies that effectinfo.bar can load effects from effectinfo.txt for DP compatibility. */
#define FTE_QC_BASEFRAME /* Specifies that .basebone and .baseframe exist in ssqc. These fields affect all bones in the entity's model with a lower index than the .basebone field, allowing you to give separate control to the legs of a skeletal model, without affecting the torso animations, from ssqc. */
#define FTE_QC_FILE_BINARY /* Extends FRIK_FILE with binary read+write, as well as allowing seeking. Requires pointers. */
#define FTE_QC_CHANGELEVEL_HUB /* Adds an extra argument to changelevel which is carried over to the next map in the 'spawnspot' global. Maps will be saved+reloaded until the extra argument is omitted again, purging all saved maps. Saved games will contain a copy of each preserved map. parm1-parm64 globals can be used, giving more space to transfer more player data. */
#define FTE_QC_CHECKCOMMAND /* Provides a way to test if a console command exists, and whether its a command/alias/cvar. Does not say anything about the expected meanings of any arguments or values. */
#define FTE_QC_CHECKPVS
#define FTE_QC_CROSSPRODUCT
#define FTE_QC_CUSTOMSKINS /* The engine supports the use of q3 skins, as well as the use of such skin 'files' to specify rich top+bottom colours, qw skins, geomsets, or texture composition even on non-players.. */
#define FTE_QC_HARDWARECURSORS /* setcursormode exists in both csqc+menuqc, and accepts additional arguments to specify a cursor image to use when this module has focus. If the image exceeds hardware limits (or hardware cursors are unsupported), it will be emulated using regular draws - this at least still avoids conflicting cursors as only one will ever be used, even if console+menu+csqc are all overlayed. */
#define FTE_QC_INFOKEY /* QuakeWorld's infokey builtin works, and reports at least name+topcolor+bottomcolor+ping(in ms)+ip(unmasked, but not always ipv4)+team(aka bottomcolor in nq). Does not require actual localinfo/serverinfo/userinfo, but they're _highly_ recommended to any engines with csqc */
#define FTE_QC_INTCONV /* Provides string<>int conversions, including hex representations. */
#define FTE_QC_MATCHCLIENTNAME
#define FTE_QC_MULTICAST /* QuakeWorld's multicast builtin works along with MSG_MULTICAST, but also with unicast support. */
#define FTE_QC_PAUSED
#define FTE_QC_PERSISTENTTEMPSTRINGS /* Supersedes DP_QC_MULTIPLETEMPSTRINGS. Temp strings are garbage collected automatically, and do not expire while they're still in use. This makes strzone redundant. */
#define FTE_QC_RAGDOLL_WIP
#define FTE_QC_SENDPACKET /* Allows the use of out-of-band udp packets to/from other hosts. Includes the SV_ParseConnectionlessPacket event. */
#define FTE_QC_STUFFCMDFLAGS /* Variation on regular stuffcmd that gives control over how spectators/mvds should be treated. */
#define FTE_QC_TRACETRIGGER
#define FTE_QUAKE2_CLIENT /* This engine is able to act as a quake2 client */
#define FTE_QUAKE2_SERVER /* This engine is able to act as a quake2 server */
#define FTE_QUAKE3_CLIENT /* This engine is able to act as a quake3 client */
#define FTE_QUAKE3_SERVER /* This engine is able to act as a quake3 server */
#define FTE_SOLID_LADDER /* Allows a simple trigger to remove effects of gravity (solid 20). obsolete. will prolly be removed at some point as it is not networked properly. Use FTE_ENT_SKIN_CONTENTS */
#define FTE_SPLITSCREEN /* Client supports splitscreen, controlled via cl_splitscreen. Servers require allow_splitscreen 1 if splitscreen is to be used over the internet. Mods that use csqc will need to be aware for this to work properly. per-client networking may be problematic. */
#define FTE_SQL /* Provides sql* builtins which can be used for sql database access */
#define FTE_SQL_SQLITE /* SQL functionality is able to utilise sqlite databases */
#define FTE_STRINGS /* Extra builtins (and additional behaviour) to make string manipulation easier */
#define FTE_SV_POINTPARTICLES /* Specifies that particleeffectnum, pointparticles, and trailparticles exist in ssqc as well as csqc. particleeffectnum acts as a precache, allowing ssqc values to be networked up with csqc for use. Use in combination with FTE_PART_SCRIPT+FTE_PART_NAMESPACES to use custom effects. This extension is functionally identical to the DP version, but avoids any misplaced assumptions about the format of the client's particle descriptions. */
#define FTE_SV_REENTER
#define FTE_TE_STANDARDEFFECTBUILTINS /* Provides builtins to replace writebytes, with a QW compatible twist. */
#define FTE_TERRAIN_MAP /* This engine supports .hmp files, as well as terrain embedded within bsp files. */
#define FTE_RAW_MAP /* This engine supports directly loading .map files, as well as realtime editing of the various brushes. */
#define KRIMZON_SV_PARSECLIENTCOMMAND /* SSQC's SV_ParseClientCommand function is able to handle client 'cmd' commands. The tokenizing parts also work in csqc. */
#define NEH_CMD_PLAY2
#define NEH_RESTOREGAME
#define QSG_CVARSTRING
#define QW_ENGINE
#define QWE_MVD_RECORD /* You can use the easyrecord command to record MVD demos serverside. */
#define TEI_MD3_MODEL
#define TENEBRAE_GFX_DLIGHTS /* Allows ssqc to attach rtlights to entities with various special properties. */
#define ZQ_MOVETYPE_FLY /* MOVETYPE_FLY works on players. */
#define ZQ_MOVETYPE_NOCLIP /* MOVETYPE_NOCLIP works on players. */
#define ZQ_MOVETYPE_NONE /* MOVETYPE_NONE works on players. */
#define ZQ_VWEP
#define ZQ_QC_STRINGS /* The strings-only subset of FRIK_FILE is supported. */
float player_localentnum; /* This is entity number the player is seeing from/spectating, or the player themself, can change mid-map. */
float player_localnum; /* The 0-based player index, valid for getplayerkeyvalue calls. */
float maxclients; /* Maximum number of player slots on the server. */
float clientcommandframe; /* This is the input-frame sequence. frames < clientcommandframe have been sent to the server. frame==clientcommandframe is still being generated and can still change. */
float servercommandframe; /* This is the input-frame that was last acknowledged by the server. Input frames greater than this should be applied to the player's entity. */
float parm1; /* Player specific mod-defined values that are transferred from one map to the next. These are set by the qc inside calls to SetNewParms and SetChangeParms, and can then be read on a per-player basis after a call to the setspawnparms builtin. They are not otherwise valid. */
float parm2; /* Player specific mod-defined values that are transferred from one map to the next. These are set by the qc inside calls to SetNewParms and SetChangeParms, and can then be read on a per-player basis after a call to the setspawnparms builtin. They are not otherwise valid. */
float parm3; /* Player specific mod-defined values that are transferred from one map to the next. These are set by the qc inside calls to SetNewParms and SetChangeParms, and can then be read on a per-player basis after a call to the setspawnparms builtin. They are not otherwise valid. */
float parm4; /* Player specific mod-defined values that are transferred from one map to the next. These are set by the qc inside calls to SetNewParms and SetChangeParms, and can then be read on a per-player basis after a call to the setspawnparms builtin. They are not otherwise valid. */
float parm5; /* Player specific mod-defined values that are transferred from one map to the next. These are set by the qc inside calls to SetNewParms and SetChangeParms, and can then be read on a per-player basis after a call to the setspawnparms builtin. They are not otherwise valid. */
float parm6; /* Player specific mod-defined values that are transferred from one map to the next. These are set by the qc inside calls to SetNewParms and SetChangeParms, and can then be read on a per-player basis after a call to the setspawnparms builtin. They are not otherwise valid. */
float parm7; /* Player specific mod-defined values that are transferred from one map to the next. These are set by the qc inside calls to SetNewParms and SetChangeParms, and can then be read on a per-player basis after a call to the setspawnparms builtin. They are not otherwise valid. */
float parm8; /* Player specific mod-defined values that are transferred from one map to the next. These are set by the qc inside calls to SetNewParms and SetChangeParms, and can then be read on a per-player basis after a call to the setspawnparms builtin. They are not otherwise valid. */
float parm9; /* Player specific mod-defined values that are transferred from one map to the next. These are set by the qc inside calls to SetNewParms and SetChangeParms, and can then be read on a per-player basis after a call to the setspawnparms builtin. They are not otherwise valid. */
float parm10; /* Player specific mod-defined values that are transferred from one map to the next. These are set by the qc inside calls to SetNewParms and SetChangeParms, and can then be read on a per-player basis after a call to the setspawnparms builtin. They are not otherwise valid. */
float parm11; /* Player specific mod-defined values that are transferred from one map to the next. These are set by the qc inside calls to SetNewParms and SetChangeParms, and can then be read on a per-player basis after a call to the setspawnparms builtin. They are not otherwise valid. */
float parm12; /* Player specific mod-defined values that are transferred from one map to the next. These are set by the qc inside calls to SetNewParms and SetChangeParms, and can then be read on a per-player basis after a call to the setspawnparms builtin. They are not otherwise valid. */
float parm13; /* Player specific mod-defined values that are transferred from one map to the next. These are set by the qc inside calls to SetNewParms and SetChangeParms, and can then be read on a per-player basis after a call to the setspawnparms builtin. They are not otherwise valid. */
float parm14; /* Player specific mod-defined values that are transferred from one map to the next. These are set by the qc inside calls to SetNewParms and SetChangeParms, and can then be read on a per-player basis after a call to the setspawnparms builtin. They are not otherwise valid. */
float parm15; /* Player specific mod-defined values that are transferred from one map to the next. These are set by the qc inside calls to SetNewParms and SetChangeParms, and can then be read on a per-player basis after a call to the setspawnparms builtin. They are not otherwise valid. */
float parm16; /* Player specific mod-defined values that are transferred from one map to the next. These are set by the qc inside calls to SetNewParms and SetChangeParms, and can then be read on a per-player basis after a call to the setspawnparms builtin. They are not otherwise valid. */
void() main; /* This function is never called, and is effectively dead code. */
void() StartFrame; /* Called at the start of each new physics frame. Player entities may think out of sequence so try not to depend upon explicit ordering too much. */
void() PlayerPreThink; /* With Prediction(QW compat/FTE default): Called before the player's input commands are processed.
No Prediction(NQ compat): Called AFTER the player's movement intents have already been processed (ie: velocity will have already changed according to input_*, but before the actual position change. */
void() PlayerPostThink; /* Called after the player's input commands are processed. */
void() ClientKill; /* Called in response to 'cmd kill' (or just 'kill'). */
void() ClientConnect; /* Called after the connecting client has finished loading and is ready to receive active entities. Note that this is NOT the first place that a client might be referred to. To determine if the client has csqc active (and kick anyone that doesn't), you can use if(infokeyf(self,INFOKEY_P_CSQCACTIVE)) {sprint(self, "CSQC is required for this server\n");dropclient(self);} */
void() PutClientInServer; /* Enginewise, this is only ever called immediately after ClientConnect and is thus a little redundant. Modwise, this is also called for respawning a player etc. */
void() ClientDisconnect; /* Called once a client disconnects or times out. Not guarenteed to be called on map changes. */
void() SetNewParms; /* Called without context when a new client initially connects (before ClientConnect is even called). This function is expected to only set the parm* globals so that they can be decoded properly later. You should not rely on 'self' being set. */
void() SetChangeParms; /* Called for each client on map changes. Should copy various entity fields to the parm* globals. */
.float modelindex; /* This is the model precache index for the model that was set on the entity, instead of having to look up the model according to the .model field. Use setmodel to change it. */
.vector absmin; /* Set by the engine when the entity is relinked (by setorigin, setsize, or setmodel). This is in world coordinates. */
.vector absmax; /* Set by the engine when the entity is relinked (by setorigin, setsize, or setmodel). This is in world coordinates. */
.float ltime; /* On MOVETYPE_PUSH entities, this is used as an alternative to the 'time' global, and .nextthink is synced to this instead of time. This allows time to effectively freeze if the entity is blocked, ensuring the think happens when the entity reaches the target point instead of randomly. */
.float entnum; /* The entity number as its known on the server. */
.float drawmask; /* Acts as a filter in the addentities call. */
.float() predraw; /* Called by addentities after the filter and before the entity is actually drawn. Do your interpolation and animation in here. Should return one of the PREDRAW_* constants. */
.float lastruntime; /* This field used to be used to avoid running an entity multiple times in a single frame due to quakeworld's out-of-order thinks. It is no longer used by FTE due to precision issues, but may still be updated for compatibility reasons. */
.float movetype; /* Describes how the entity moves. One of the MOVETYPE_ constants. */
.float solid; /* Describes whether the entity is solid or not, and any special properties infered by that. Must be one of the SOLID_ constants */
.vector origin; /* The current location of the entity in world space. Inline bsp entities (ie: ones placed by a mapper) will typically have a value of '0 0 0' in their neutral pose, as the geometry is offset from that. It is the reference point of the entity rather than the center of its geometry, for non-bsp models, this is often not a significant distinction. */
.vector oldorigin; /* This is often used on players to reset the player back to where they were last frame if they somehow got stuck inside something due to fpu precision. Never change a player's oldorigin field to inside a solid, because that might cause them to become pemanently stuck. */
.vector velocity; /* The direction and speed that the entity is moving in world space. */
.vector angles; /* The eular angles the entity is facing in, in pitch, yaw, roll order. Due to a legacy bug, mdl/iqm/etc formats use +x=UP, bsp/spr/etc formats use +x=DOWN. */
.vector avelocity; /* The amount the entity's angles change by per second. Note that this is direct eular angles, and thus the angular change is non-linear and often just looks buggy if you're changing more than one angle at a time. */
.string classname; /* Identifies the class/type of the entity. Useful for debugging, also used for loading, but its value is not otherwise significant to the engine, this leaves the mod free to set it to whatever it wants and randomly test strings for values in whatever inefficient way it chooses fit. */
.string model; /* The model name that was set via setmodel, in theory. Often, this is cleared to null to prevent the engine from being seen by clients while not changing modelindex. This behaviour allows inline models to remain solid yet be invisible. */
.float frame; /* The current frame the entity is meant to be displayed in. In CSQC, note the lerpfrac and frame2 fields as well. if it specifies a framegroup, the framegroup will autoanimate in ssqc, but not in csqc. */
.float skin; /* The skin index to use. on a bsp entity, setting this to 1 will switch to the 'activated' texture instead. A negative value will be understood as a replacement contents value, so setting it to CONTENTS_WATER will make a movable pool of water. */
.float effects; /* Lots of random flags that change random effects. See EF_* constants. */
.vector mins; /* The minimum extent of the model (ie: the bottom-left coordinate relative to the entity's origin). Change via setsize. May also be changed by setmodel. */
.vector maxs; /* like mins, but in the other direction. */
.vector size; /* maxs-mins. Updated when the entity is relinked (by setorigin, setsize, setmodel) */
.float nextthink; /* The time at which the entity is next scheduled to fire its think event. For MOVETYPE_PUSH entities, this is relative to that entity's ltime field, for all other entities it is relative to the time gloal. */
.float fixangle; /* Forces the clientside view angles to change to the value of .angles (has some lag). If set to 1/TRUE, the server will guess whether to send a delta or an explicit angle. If 2, will always send a delta (due to lag between transmission and acknowledgement, this cannot be spammed reliably). If 3, will always send an explicit angle. */
.vector v_angle; /* The angles a player is viewing. +x is DOWN (pitch, yaw, roll) */
float trace_networkentity; /* Repots which ssqc entnum was hit when a csqc traceline impacts an ssqc-based brush entity. */
vector pmove_org; /* Reports the origin of the engineside player (after prediction). Does not work when the player is a csqc-owned entity. */
vector pmove_vel; /* Reports the velocity of the engineside player (after prediction). Does not work when the player is a csqc-owned entity. */
float pmove_onground; /* Reports the onground state of the engineside player (after prediction). Does not work when the player is a csqc-owned entity. */
.string message; /* Allows the csqc to read the map description from the server. */
#endif
#ifdef SSQC
.float button3;
.float button4;
.float button5;
.float button6;
.float button7;
.float button8;
#endif
#if defined(NQSSQC)
.float buttonuse; /* For DP compat only. */
.float buttonchat; /* For DP compat only. */
.float cursor_active; /* For DP compat only. */
.float button9; /* For DP compat only. */
.float button10; /* For DP compat only. */
.float button11; /* For DP compat only. */
.float button12; /* For DP compat only. */
.float button13; /* For DP compat only. */
.float button14; /* For DP compat only. */
.float button15; /* For DP compat only. */
.float button16; /* For DP compat only. */
.vector cursor_screen; /* For DP compat only. */
.vector cursor_start; /* For DP compat only. */
.vector cursor_impact; /* For DP compat only. */
.entity cursor_entitynumber; /* For DP compat only. */
.float lastruntime; /* This field used to be used to avoid running an entity multiple times in a single frame due to quakeworld's out-of-order thinks. It is no longer used by FTE due to precision issues, but may still be updated for compatibility reasons. */
.float hull; /* Overrides the hull used by the entity for walkmove/movetogoal and not traceline/tracebox. */
.entity movechain; /* This is a linked list of entities which will be moved whenever this entity moves, logically they are attached to this entity. */
.void() chainmoved; /* Called when the entity is moved as a result of being part of another entity's .movechain */
.void(float old, float new) contentstransition; /* This function is called when the entity moves between water and air. If specified, default splash sounds will be disabled allowing you to provide your own. */
.float dimension_solid; /* This is the bitmask of dimensions which the entity is solid within. This is not networked, instead csqc traces impacting ssqc entities assumes the ssqc entity to have a dimension_solid of 1. */
.float dimension_hit; /* This is the bitmask of dimensions which the entity will be blocked by. If other.dimension_solid & self.dimension_hit, our traces will impact and not proceed. If its false, the traces will NOT impact, allowing self to pass straight through. */
.int hitcontentsmaski; /* Traces performed for this entity will impact against surfaces that match this contents mask (CONTENTBITS_* constants). */
__deprecated("Does not support mos-ecific contents.") .float dphitcontentsmask; /* Some crappy field that inefficiently requires translating to the native contents flags. Ditch the 'dp', do it properly. */
.float scale; /* Multiplier that resizes the entity. 1 is normal sized, 2 is double sized. scale 0 is remapped to 1. In SSQC, this is limited to 1/16th precision, with a maximum just shy of 16. */
.float fatness; /* How many QuakeUnits to push the entity's verticies along their normals by. */
.float alpha; /* The transparency of the entity. 1 means opaque, 0.0001 means virtually invisible. 0 is remapped to 1, for compatibility. */
.float modelflags; /* Used to override the flags set in the entity's model. Should be set according to the MF_ constants. Use effects|=EF_NOMODELFLAGS to ignore the model's flags completely. The traileffectnum field is more versatile. */
.float frame1time; /* This controls the time into the framegroup/animation named by .frame, you should increment this value according to frametime or to distance moved, depending on the sort of animation you're attempting. You may wish to avoid incrementing this while lerpfrac is still changing, to avoid wasting parts of the animation. */
.float basebone; /* The base* frame animations are equivelent to their non-base versions, except that they only affect bone numbers below the 'basebone' value. This means that the base* animation can affect the legs of a skeletal model independantly of the normal animation fields affecting the torso area. For more complex animation than this, use skeletal objects. */
.float baseframe; /* See basebone */
.void() customphysics; /* Called once each physics frame, overriding the entity's .movetype field and associated logic. You'll probably want to use tracebox to move it through the world. Be sure to call .think as appropriate. */
.entity tag_entity; /* Specifies which entity this entity's origin+angles is 'attached' to. */
.float tag_index; /* Specifies the tag or bone on the parent entity that we're attached to. If this is -1 then the entity is instead a q3-like camera portal, with the tag_entity saying the entity to display for. If tag_entity is world then this is a q3-like portal surface marker with a separate camera (with a tag_entity referring to the portal surface). */
.vector gravitydir; /* Specifies the direction in which gravity acts. Must be normalised. '0 0 0' also means down. Use '0 0 1' if you want the player to be able to run on ceilings. */
.vector(vector org, vector ang) camera_transform; /* A callback that provides portal transform information for portal surfaces attached to this entity. Also used to open up pvs in ssqc. */
.float drawflags; /* Various flags that affect lighting values and scaling. Typically set to 96 in quake for proper compatibility with DP_QC_SCALE. */
.float abslight; /* Allows overriding light levels. Use drawflags to state that this field should actually be used. */
.vector color; /* This affects the colour of realtime lights that were enabled via the pflags field. */
.float light_lev; /* This is the radius of an entity's light. This is not normally used by the engine, but is used for realtime lights (ones that are enabled with the pflags field). */
.float style; /* Used by the light util to decide how an entity's light should animate. On an entity with pflags set, this also affects realtime lights. */
.entity view2; /* defines a second viewpoint, typically displayed in a corner of the screen (also punches open pvs). */
.vector movement; /* These are the directions that the player is currently trying to move in (ie: which +forward/+moveright/+moveup etc buttons they have held), expressed relative to that player's angles. Order is forward, right, up. */
.float vw_index; /* This acts as a second modelindex, using the same frames etc. */
__deprecated("Cannot be recorded in MVDs, nor work properly with splitscreen. Use CSQC instead.") .entity nodrawtoclient; /* This entity will not be sent to the player named by this field. They will be invisible and not emit dlights/particles. Does not work in MVD-recorded game. */
__deprecated("Cannot be recorded in MVDs, nor work properly with splitscreen. Use CSQC instead.") .entity drawonlytoclient; /* This entity will be sent *only* to the player named by this field. To other players they will be invisible and not emit dlights/particles. Does not work in MVD-recorded game. */
__deprecated("Redundant. Cannot be recorded in MVDs, nor work properly with splitscreen. Use CSQC instead.") .entity viewmodelforclient; /* This entity will be sent only to the player named by this field, and this entity will be attached to the player's view as an additional weapon model. */
__deprecated("Cannot be recorded in MVDs, nor work properly with splitscreen. Use CSQC instead.") .entity exteriormodeltoclient; /* This entity will be invisible to the player named by this field, except in mirrors or mirror-like surfaces, where it will be visible as normal. It may still cast shadows as normal, and generate lights+particles, depending on client settings. Does not affect how other players see the entity. */
.entity clientcamera; /* Controls which entity to use for this client's camera. */
.float glow_size; /* Some outdated particle trail thing. */
.float glow_color; /* Some outdated particle trail thing. */
.float glow_trail; /* Some outdated particle trail thing. */
.float traileffectnum; /* This should be set to the result of particleeffectnum, in order to attach a custom trail effect to an entity as it moves. */
.float emiteffectnum; /* This should be set to the result of particleeffectnum, in order to continually spawn particles in the direction that this entity faces. */
__deprecated("Does not work with MVDs nor splitscreen.") .float dimension_see; /* This is the dimension mask (bitfield) that the client is allowed to see. Entities and events not in this dimension mask will be invisible. */
__deprecated("Does not work with MVDs nor splitscreen.") .float dimension_seen; /* This is the dimension mask (bitfield) that the client is visible within. Clients that cannot see this dimension mask will not see this entity. */
__deprecated("Does not work with MVDs nor splitscreen.") .float dimension_ghost; /* If this entity is visible only within these dimensions, it will become transparent, as if a ghost. */
__deprecated("Does not work with MVDs nor splitscreen.") .float dimension_ghost_alpha; /* If this entity is subject to dimension_ghost, this is the scaler for its alpha value. If 0, 0.5 will be used instead. */
.float(entity playerent, float changedflags) SendEntity; /* Called by the engine whenever an entity needs to be (re)sent to a client's csprogs, either because SendFlags was set or because data was lost. Must write its data to the MSG_ENTITY buffer. Will be called at the engine's leasure. */
.float SendFlags; /* Indicates that something in the entity has been changed, and that it needs to be updated to all players that can see it. The engine will clear it at some point, with the cleared bits appearing in the 'changedflags' argument of the SendEntity method. */
__deprecated("Doesn't support RGB player colours.") .float clientcolors;
.float viewzoom;
.float playerclass;
.float hasted;
.float light_level; /* Used by hexen2 to indicate the light level where the player is standing. */
.float pvsflags; /* Reconfigures when the entity is visible to clients */
.float uniquespawnid; /* Incremented by 1 whenever the entity is respawned. Persists across remove calls, for when the two-second grace period is insufficient. */
DEP_CSQC .float() customizeentityforclient; /* Called just before an entity is sent to a client (non-csqc protocol). This gives you a chance to tailor 'self' according to what 'other' should see. */
.float frame3; /* Some people just don't understand how to use framegroups... */
.float frame3time; /* .frame3 equivelent of frame1time. */
.float lerpfrac3; /* Weight of .frame3 - .frame's weight is automatically calculated as 1-(lerpfrac+lerpfrac3+lerpfrac4), as a result these fields should NEVER add to above 1. */
.float frame4;
.float frame4time; /* .frame4 equivelent of frame1time. */
.float lerpfrac4;
.float forceshader; /* Contains a shader handle used to replace all surfaces upon the entity. */
.float baseframe2; /* See basebone */
.float baseframe1time; /* See basebone */
.float baseframe2time; /* See basebone */
.float baselerpfrac; /* See basebone */
.float bonecontrol1; /* Halflife model format bone controller. On player models, this typically affects the spine's yaw. */
.float bonecontrol2; /* Halflife model format bone controller. On player models, this typically affects the spine's yaw. */
.float bonecontrol3; /* Halflife model format bone controller. On player models, this typically affects the spine's yaw. */
.float bonecontrol4; /* Halflife model format bone controller. On player models, this typically affects the spine's yaw. */
.float bonecontrol5; /* Halflife model format bone controller. This typically affects the mouth. */
.float subblendfrac; /* Weird animation value specific to halflife models. On player models, this typically affects the spine's pitch, or yaw, or... */
.float subblend2frac; /* Weird animation value specific to halflife models. I've no idea what this does, probably nothing for most models. */
void(float reqid, float responsecode, string resourcebody, int resourcebytes) URI_Get_Callback; /* Called as an eventual result of the uri_get builtin. */
#ifdef SSQC
void() SpectatorConnect; /* Called when a spectator joins the game. */
void() SpectatorDisconnect; /* Called when a spectator disconnects from the game. */
void() SpectatorThink; /* Called each frame for each spectator. */
void(string cmd) SV_ParseClientCommand; /* Provides QC with a way to intercept 'cmd foo' commands from the client. Very handy. Self will be set to the sending client, while the 'cmd' argument can be tokenize()d and each element retrieved via argv(argno). Unrecognised cmds MUST be passed on to the clientcommand builtin. */
void(string dest, string from, string cmd, string info) SV_ParseClusterEvent; /* Part of cluster mode. Handles cross-node events that were sent via clusterevent, on behalf of the named client. */
float(string sender, string body) SV_ParseConnectionlessPacket; /* Provides QC with a way to communicate between servers, or with client server browsers. Sender is the sender's ip. Body is the body of the message. You'll need to add your own password/etc support as required. Self is not valid. */
void(float pauseduration) SV_PausedTic; /* For each frame that the server is paused, this function will be called to give the gamecode a chance to unpause the server again. the pauseduration argument says how long the server has been paused for (the time global is frozen and will not increment while paused). Self is not valid. */
float(float newstatus) SV_ShouldPause; /* Called to give the qc a change to block pause/unpause requests. Return false for the pause request to be ignored. newstatus is 1 if the user is trying to pause the game. For the duration of the call, self will be set to the player who tried to pause, or to world if it was triggered by a server-side event. */
void() SV_RunClientCommand; /* Called each time a player movement packet was received from a client. Self is set to the player entity which should be updated, while the input_* globals specify the various properties stored within the input packet. The contents of this function should be somewaht identical to the equivelent function in CSQC, or prediction misses will occur. If you're feeling lazy, you can simply call 'runstandardplayerphysics' after modifying the inputs. */
void() SV_AddDebugPolygons; /* Called each video frame. This is the only place where ssqc is allowed to call the R_BeginPolygon/R_PolygonVertex/R_EndPolygon builtins. This is exclusively for debugging, and will break in anything but single player as it will not be called if the engine is not running both a client and a server. */
DEP_CSQC void() SV_PlayerPhysics; /* Compatibility method to tweak player input that does not reliably work with prediction (prediction WILL break). Mods that care about prediction should use SV_RunClientCommand instead. If pr_no_playerphysics is set to 1, this function will never be called, which will either fix prediction or completely break player movement depending on whether the feature was even useful. */
void() EndFrame; /* Called after non-player entities have been run at the end of the physics frame. Player physics is performed out of order and can/will still occur between EndFrame and BeginFrame. */
string(string addr, string uinfo, string features) SV_CheckRejectConnection; /* Called to give the mod a chance to ignore connection requests based upon client protocol support or other properties. Use infoget to read the uinfo and features arguments. */
void(float apilevel, string enginename, float engineversion) CSQC_Init; /* Called at startup. enginename and engineversion are arbitary hints and can take any form. enginename should be consistant between revisions, but this cannot truely be relied upon. */
void() CSQC_WorldLoaded; /* Called after the server's model+sound precaches have been executed. Gives a chance for the qc to read the entity lump from the bsp (via getentitytoken). */
void() CSQC_Shutdown; /* Specifies that the csqc is going down. Save your persistant settings here. */
void(float vwidth, float vheight, float notmenu) CSQC_UpdateView; /* Called every single video frame. The CSQC is responsible for rendering the entire screen. */
void(float vwidth, float vheight, float notmenu) CSQC_UpdateViewLoading; /* Alternative to CSQC_UpdateView, called when the engine thinks there should be a loading screen. If present, will inhibit the engine's normal loading screen, deferring to qc to draw it. */
void(vector viewsize, float scoresshown) CSQC_DrawHud; /* Part of simple csqc, called after drawing the 3d view whenever CSQC_UpdateView is not defined. */
void(vector viewsize, float scoresshown) CSQC_DrawScores; /* Part of simple csqc, called after CSQC_DrawHud whenever CSQC_UpdateView is not defined, and when there are no menus/console active. */
void(string msg) CSQC_Parse_StuffCmd; /* Gives the CSQC a chance to intercept stuffcmds. Use the tokenize builtin to parse the message. Unrecognised commands would normally be localcmded, but its probably better to drop unrecognised stuffcmds completely. */
float(string msg) CSQC_Parse_CenterPrint; /* Gives the CSQC a chance to intercept centerprints. Return true if you wish the engine to otherwise ignore the centerprint. */
float(float save, float take, vector inflictororg) CSQC_Parse_Damage; /* Called as a result of player.dmg_save or player.dmg_take being set on the server.
Return true to completely inhibit the engine's colour shift and damage rolls, allowing you to do your own thing.
You can use punch_roll += (normalize(inflictororg-player.origin)*v_right)*(take+save)*autocvar_v_kickroll; as a modifier for the roll angle should the player be hit from the side, and slowly fade it away over time. */
void(string printmsg, float printlvl) CSQC_Parse_Print; /* Gives the CSQC a chance to intercept sprint/bprint builtin calls. CSQC should filter by the client's current msg setting and then pass the message on to the print command, or handle them itself. */
void() CSQC_Parse_Event; /* Called when the client receives an SVC_CGAMEPACKET. The csqc should read the data or call the error builtin if it does not recognise the message. */
float(float evtype, float scanx, float chary, float devid) CSQC_InputEvent; /* Called whenever a key is pressed, the mouse is moved, etc. evtype will be one of the IE_* constants. The other arguments vary depending on the evtype. Key presses are not guarenteed to have both scan and unichar values set at the same time. */
__used void() CSQC_Input_Frame; /* Called just before each time clientcommandframe is updated. You can edit the input_* globals in order to apply your own player inputs within csqc, which may allow you a convienient way to pass certain info to ssqc. */
void(string rendererdescription) CSQC_RendererRestarted; /* Called by the engine after the video was restarted. This serves to notify the CSQC that any render targets that it may have cached were purged, and will need to be regenerated. */
float(string cmd) CSQC_ConsoleCommand; /* Called if the user uses any console command registed via registercommand. */
float(string text, string info) CSQC_ConsoleLink; /* Called if the user clicks a ^[text\infokey\infovalue^] link. Use infoget to read/check each supported key. Return true if you wish the engine to not attempt to handle the link itself.
WARNING: link text can potentially come from other players, so be careful about what you allow to be changed. */
void(float entnum) CSQC_Ent_Spawn; /* Clumsily defined function for compat with DP. Should call spawn, set that ent's entnum field, and return the entity inside the 'self' global which will then be used for fllowing Ent_Updates. MUST NOT PARSE ANY NETWORK DATA (which makes it kinda useless). */
void(float isnew) CSQC_Ent_Update; /* Parses the data sent by ssqc's various SendEntity functions (must use the exact same reads as the ssqc used writes - to debug this rule more easily, you may wish to use sv_csqcdebug). 'self' provides context between frames, and self.entnum should normally report which ssqc entity . Be aware that interpolation will need to happen separately. */
float() CSQC_Parse_TempEntity; /* Please don't use this. Use CSQC_Parse_Event and multicasts instead.
The use of serverside protocol translation to handle QW vs NQ protocols mean that you're likely to end up reading slightly different data. Which is bad.
Return true to say that you fully handled the tempentity. Return false to have the client attempt to rewind the network stream and parse the message itself. */
string(string uri, string method, string postdata, __in string requestheaders, __inout string responseheaders) Cef_GeneratePage; /* Provides an entrypoint to generate pages for the CEF plugin from within QC. Headers are
string(string uri, string method, string postdata, __in string requestheaders, __inout string responseheaders) HTTP_GeneratePage; /* Provides an entrypoint to generate pages for pages requested over http (sv_port_tcp+net_enable_http). Headers are
-separated key/value pairs (use tokenizebyseparator). Return __NULL__ to let the engine handle it, an empty string for a 404, and any other text for a regular 200 response. */
void(float prevprogs) init; /* Part of FTE_MULTIPROGS. Called as soon as a progs is loaded, called at a time when entities are not valid. This is the only time when it is safe to call addprogs without field assignment. As it is also called as part of addprogs, this also gives you a chance to hook functions in modules that are already loaded (via externget+externget). */
void() initents; /* Part of FTE_MULTIPROGS. Called after fields have been finalized. This is the first point at which it is safe to call spawn(), and is called before any entity fields have been parsed. You can use this entrypoint to send notifications to other modules. */
void(vector screensize) m_draw; /* Provides the menuqc with a chance to draw. Will be called even if the menu does not have focus, so be sure to avoid that. COMPAT: screensize is not provided in DP. */
void(vector screensize, float opaque) m_drawloading; /* Additional drawing function to draw loading screens. If opaque is set, then this function must ensure that the entire screen is overdrawn (even if just by a black drawfill). */
void(string rendererdescription) Menu_RendererRestarted; /* Called by the engine after the video was restarted. This serves to notify the MenuQC that any render targets that it may have cached were purged, and will need to be regenerated. */
float(float evtype, float scanx, float chary, float devid) Menu_InputEvent; /* If present, this is called instead of m_keydown and m_keyup
Called whenever a key is pressed, the mouse is moved, etc. evtype will be one of the IE_* constants. The other arguments vary depending on the evtype. Key presses are not guarenteed to have both scan and unichar values set at the same time. */
string parm_string; /* Like the regular parmN globals, but preserves string contents. */
string startspot; /* Receives the value of the second argument to changelevel from the previous map. */
var float dimension_send; /* Used by multicast functionality. Multicasts (and related builtins that multicast internally) will only be sent to players where (player.dimension_see & dimension_send) is non-zero. */
//var float dimension_default = 255;
/* Default dimension bitmask */
__unused var string __fullspawndata; /* Set by the engine before calls to spawn functions, and is most easily parsed with the tokenize builtin. This allows you to handle halflife's multiple-fields-with-the-same-name (or target-specific fields). */
const float MOVETYPE_6DOF = 30; /* A glorified MOVETYPE_FLY. Players using this movetype will get some flightsim-like physics, with fully independant rotations (order-dependant transforms). */
const float MOVETYPE_WALLWALK = 31; /* Players using this movetype will be able to orient themselves to walls, and then run up them. */
const float MOVETYPE_PHYSICS = 32; /* Enable the use of ODE physics upon this entity. */
const float SOLID_NOT = 0;
const float SOLID_TRIGGER = 1;
const float SOLID_BBOX = 2;
const float SOLID_SLIDEBOX = 3;
const float SOLID_BSP = 4; /* Does not collide against other SOLID_BSP entities. Normally paired with MOVETYPE_PUSH. */
const float SOLID_CORPSE = 5; /* Non-solid to SOLID_SLIDEBOX or other SOLID_CORPSE entities. For hitscan weapons to hit corpses, change the player's .hitcontentsmaski value to include CONTENTBIT_CORPSE, perform the traceline, then revert the player's .solid value. */
__deprecated("Obsoleted by .skin=CONTENTS_LADDER") const float SOLID_LADDER = 20; /* Obsolete and may be removed at some point. Use skin=CONTENT_LADDER and solid_bsp or solid_trigger instead. */
const float GE_MAXENTS = -1; /* Valid for getentity, ignores the entity argument. Returns the maximum number of entities which may be valid, to avoid having to poll 65k when only 100 are used. */
const float GE_ACTIVE = 0; /* Valid for getentity. Returns whether this entity is known to the client or not. */
const float GE_ORIGIN = 1; /* Valid for getentity. Returns the interpolated .origin. */
const float GE_FORWARD = 2; /* Valid for getentity. Returns the interpolated forward vector. */
const float GE_RIGHT = 3; /* Valid for getentity. Returns the entity's right vector. */
const float GE_UP = 4; /* Valid for getentity. Returns the entity's up vector. */
const float GE_SCALE = 5; /* Valid for getentity. Returns the entity .scale. */
const float GE_ORIGINANDVECTORS = 6; /* Valid for getentity. Returns interpolated .origin, but also sets v_forward, v_right, and v_up accordingly. Use vectoangles(v_forward,v_up) to determine the angles. */
const float GE_ALPHA = 7; /* Valid for getentity. Returns the entity alpha. */
const float GE_COLORMOD = 8; /* Valid for getentity. Returns the colormod vector. */
const float GE_PANTSCOLOR = 9; /* Valid for getentity. Returns the entity's lower color (from .colormap), as a palette range value. */
const float GE_SHIRTCOLOR = 10; /* Valid for getentity. Returns the entity's lower color (from .colormap), as a palette range value. */
const float GE_SKIN = 11; /* Valid for getentity. Returns the entity's .skin index. */
const float GE_MINS = 12; /* Valid for getentity. Guesses the entity's .min vector. */
const float GE_MAXS = 13; /* Valid for getentity. Guesses the entity's .max vector. */
const float GE_ABSMIN = 14; /* Valid for getentity. Guesses the entity's .absmin vector. */
const float GE_ABSMAX = 15; /* Valid for getentity. Guesses the entity's .absmax vector. */
const float GE_MODELINDEX = 200; /* Valid for getentity. Guesses the entity's .modelindex float. */
const float GE_MODELINDEX2 = 201; /* Valid for getentity. Guesses the entity's .vw_index float. */
const float GE_EFFECTS = 202; /* Valid for getentity. Guesses the entity's .effects float. */
const float GE_FRAME = 203; /* Valid for getentity. Guesses the entity's .frame float. */
const float GE_ANGLES = 204; /* Valid for getentity. Guesses the entity's .angles vector. */
const float GE_FATNESS = 205; /* Valid for getentity. Guesses the entity's .fatness float. */
const float GE_DRAWFLAGS = 206; /* Valid for getentity. Guesses the entity's .drawflags float. */
const float GE_ABSLIGHT = 207; /* Valid for getentity. Guesses the entity's .abslight float. */
const float GE_GLOWMOD = 208; /* Valid for getentity. Guesses the entity's .glowmod vector. */
const float GE_GLOWSIZE = 209; /* Valid for getentity. Guesses the entity's .glowsize float. */
const float GE_GLOWCOLOUR = 210; /* Valid for getentity. Guesses the entity's .glowcolor float. */
const float GE_RTSTYLE = 211; /* Valid for getentity. Guesses the entity's .style float. */
const float GE_RTPFLAGS = 212; /* Valid for getentity. Guesses the entity's .pflags float. */
const float GE_RTCOLOUR = 213; /* Valid for getentity. Guesses the entity's .color vector. */
const float GE_RTRADIUS = 214; /* Valid for getentity. Guesses the entity's .light_lev float. */
const float GE_TAGENTITY = 215; /* Valid for getentity. Guesses the entity's .tag_entity float. */
const float GE_TAGINDEX = 216; /* Valid for getentity. Guesses the entity's .tag_index float. */
const float GE_GRAVITYDIR = 217; /* Valid for getentity. Guesses the entity's .gravitydir vector. */
const float GE_TRAILEFFECTNUM = 218; /* Valid for getentity. Guesses the entity's .traileffectnum float. */
const int CONTENTBIT_BODY = 0x02000000i; /* Content bit that indicates collisions against SOLID_BBOX/SOLID_SLIDEBOX entities. */
const int CONTENTBIT_CORPSE = 0x04000000i; /* Content bit that indicates collisions against SOLID_CORPSE entities. */
const int CONTENTBIT_Q2LADDER = 0x20000000i; /* Content bit specific to q2bsp (conflicts with q3bsp contents so use with caution). */
const int CONTENTBIT_SKY = 0x80000000i; /* Content bit somewhat specific to q1bsp (aliases to NODROP in q3bsp), but you should probably check surfaceflags&SURF_SKY as well for q2+q3bsp too. */
const int CONTENTBITS_POINTSOLID = CONTENTBIT_SOLID|0x00000002i|CONTENTBIT_BODY; /* Bits that traceline would normally consider solid */
const int CONTENTBITS_BOXSOLID = CONTENTBIT_SOLID|0x00000002i|CONTENTBIT_BODY|CONTENTBIT_PLAYERCLIP; /* Bits that tracebox would normally consider solid */
const int CONTENTBITS_FLUID = CONTENTBIT_WATER|CONTENTBIT_SLIME|CONTENTBIT_LAVA|CONTENTBIT_SKY;
const float SPA_POSITION = 0; /* These SPA_* constants are to specify which attribute is returned by the getsurfacepointattribute builtin */
const float SPA_S_AXIS = 1;
const float SPA_T_AXIS = 2;
const float SPA_R_AXIS = 3; /* aka: SPA_NORMAL */
const float SPA_TEXCOORDS0 = 4;
const float SPA_LIGHTMAP0_TEXCOORDS = 5;
const float SPA_LIGHTMAP0_COLOR = 6;
const float CHAN_AUTO = 0; /* The automatic channel, play as many sounds on this channel as you want, and they'll all play, however the other channels will replace each other. */
const float CHANF_RELIABLE = 8; /* Only valid if the flags argument is not specified. The sound will be sent reliably, which is important if it is intended to replace looping sounds on doors etc. */
#endif
#ifdef SSQC
const float SOUNDFLAG_RELIABLE = 1; /* The sound will be sent reliably, and without regard to phs. */
const float SOUNDFLAG_NOSPACIALISE = 4; /* The different audio channels are played at the same volume regardless of which way the player is facing, without needing to use 0 attenuation. */
const float SOUNDFLAG_UNICAST = 256; /* The sound will be sent only by the player specified by msg_entity. Spectators and related splitscreen players will also hear the sound. */
const float SOUNDFLAG_SENDVELOCITY = 512; /* The entity's current velocity will be sent to the client, only useful if doppler is enabled. */
const float SVC_CGAMEPACKET = 83; /* Direct ssqc->csqc message. Must only be multicast. The data triggers a CSQC_Parse_Event call in the csqc for the csqc to read the contents. The server *may* insert length information for clients connected via proxies which are not able to cope with custom csqc payloads. This should only ever be used in conjunction with the MSG_MULTICAST destination. */
#endif
#if defined(CSQC) || defined(SSQC)
const float TE_SPIKE = 0;
const float TE_SUPERSPIKE = 1;
#endif
#if defined(CSQC) || defined(QWSSQC)
const float TE_GUNSHOT = 2;
const float TE_EXPLOSION = 3;
#endif
#if defined(NQSSQC)
const float TE_GUNSHOT = 2;
const float TE_EXPLOSION = 3;
#endif
#if defined(CSQC) || defined(SSQC)
const float TE_TAREXPLOSION = 4;
const float TE_LIGHTNING1 = 5;
const float TE_LIGHTNING2 = 6;
const float TE_WIZSPIKE = 7;
const float TE_KNIGHTSPIKE = 8;
const float TE_LIGHTNING3 = 9;
const float TE_LAVASPLASH = 10;
const float TE_TELEPORT = 11;
#endif
#if defined(CSQC) || defined(QWSSQC)
const float TE_BLOOD = 12;
#endif
#if defined(NQSSQC)
const float TE_EXPLOSION2 = 12;
#endif
#if defined(CSQC) || defined(QWSSQC)
const float TE_LIGHTNINGBLOOD = 13;
#endif
#if defined(NQSSQC)
const float TE_BEAM = 13;
const float MSG_BROADCAST = 0; /* The byte(s) will be unreliably sent to all players. MSG_ constants are valid arguments to the Write* builtin family. */
const float MSG_ONE = 1; /* The byte(s) will be reliably sent to the player specified in the msg_entity global. WARNING: in quakeworld servers without network preparsing enabled, this can result in illegible server messages (due to individual reliable messages being split between multiple backbuffers/packets). NQ has larger reliable buffers which avoids this issue, but still kicks the client. */
const float MSG_ALL = 2; /* The byte(s) will be reliably sent to all players. */
#endif
#if defined(QWSSQC)
__deprecated("Use MSG_MULTICAST+multicast(MULTICAST_*)") const float MSG_BROADCAST; /* The byte(s) will be unreliably sent to all players. MSG_ constants are valid arguments to the Write* builtin family. */
__deprecated("Use MSG_MULTICAST+multicast(MULTICAST_ONE_R)") const float MSG_ONE = 1; /* The byte(s) will be reliably sent to the player specified in the msg_entity global. WARNING: in quakeworld servers without network preparsing enabled, this can result in illegible server messages (due to individual reliable messages being split between multiple backbuffers/packets). NQ has larger reliable buffers which avoids this issue, but still kicks the client. */
__deprecated("Use MSG_MULTICAST+multicast(MULTICAST_ALL)") const float MSG_ALL = 2; /* The byte(s) will be reliably sent to all players. */
#endif
#ifdef SSQC
const float MSG_INIT = 3; /* The byte(s) will be written into the signon buffer. Clients will see these messages when they connect later. This buffer is only flushed on map changes, so spamming it _WILL_ result in overflows. */
const float MSG_MULTICAST = 4; /* The byte(s) will be written into the multicast buffer for more selective sending. Messages sent this way will never be split across packets, and using this for csqc-only messages will not break protocol translation. */
const float MSG_ENTITY = 5; /* The byte(s) will be written into the entity buffer. This is a special value used only inside 'SendEntity' functions. */
const float MULTICAST_ALL = 0; /* The multicast message is unreliably sent to all players. MULTICAST_ constants are valid arguments for the multicast builtin, which ignores the specified origin when given this constant. */
const float MULTICAST_PHS = 1; /* The multicast message is unreliably sent to only players that can potentially hear the specified origin. Its quite loose. */
const float MULTICAST_PVS = 2; /* The multicast message is unreliably sent to only players that can potentially see the specified origin. */
const float MULTICAST_ONE = 6; /* The multicast message is unreliably sent to the player (AND ALL TRACKING SPECTATORS) specified in the msg_entity global. The specified origin is ignored. */
const float MULTICAST_ONE_NOSPECS = 9; /* The multicast message is unreliably sent to the player specified in the msg_entity global. The specified origin is ignored. */
const float MULTICAST_ALL_R = 3; /* The multicast message is reliably sent to all players. The specified origin is ignored. */
const float MULTICAST_PHS_R = 4; /* The multicast message is reliably sent to only players that can potentially hear the specified origin. Players might still not receive it if they are out of range. */
const float MULTICAST_PVS_R = 5; /* The multicast message is reliably sent to only players that can potentially see the specified origin. Players might still not receive it if they cannot see the event. */
const float MULTICAST_ONE_R = 7; /* The multicast message is reliably sent to the player (AND ALL TRACKING SPECTATORS) specified in the msg_entity global. The specified origin is ignored */
const float MULTICAST_ONE_R_NOSPECS = 10; /* The multicast message is reliably sent to the player specified in the msg_entity global. The specified origin is ignored */
#endif
#if defined(QWSSQC)
const float PRINT_LOW = 0;
const float PRINT_MEDIUM = 1;
const float PRINT_HIGH = 2;
const float PRINT_CHAT = 3;
#endif
#ifdef SSQC
const float PVSF_NORMALPVS = 0; /* Filter first by PVS, then filter this entity using tracelines if sv_cullentities is enabled. */
const float PVSF_USEPHS = 2; /* Send if we're close enough to be able to hear this entity. */
const float PVSF_IGNOREPVS = 3; /* Ignores pvs. This entity is visible whereever you are on the map. Updates will be sent regardless of pvs or phs */
const float PVSF_NOREMOVE = 128; /* Once visible to a client, this entity will remain visible. This can be useful for csqc and corpses. While this flag is set, no CSQC_Remove events will be sent for the entity, but this does NOT mean that it will still receive further updates while outside of the pvs. */
const string INFOKEY_P_IP = "ip"; /* The apparent ip address of the client. This may be a proxy's ip address. */
const string INFOKEY_P_REALIP = "realip"; /* If sv_getrealip is set, this gives the ip as determine using that algorithm. */
const string INFOKEY_P_CSQCACTIVE = "csqcactive"; /* Client has csqc enabled. CSQC ents etc will be sent to this player. */
const string INFOKEY_P_SVPING = "svping";
const string INFOKEY_P_GUID = "guid"; /* Some hash string which should be reasonably unique to this player's quake installation. */
const string INFOKEY_P_CHALLENGE = "challenge";
const string INFOKEY_P_USERID = "*userid";
const string INFOKEY_P_DOWNLOADPCT = "download"; /* The client's download percentage for the current file. Additional files are not known. */
const string INFOKEY_P_TRUSTLEVEL = "trustlevel";
const string INFOKEY_P_PROTOCOL = "protocol"; /* The network protocol the client is using to connect to the server. */
const string INFOKEY_P_VIP = "*VIP"; /* 1 if the player has the VIP 'penalty'. */
const string INFOKEY_P_ISMUTED = "*ismuted"; /* 1 if the player has the 'mute' penalty and is not allowed to use the say/say_team commands. */
const string INFOKEY_P_ISDEAF = "*isdeaf"; /* 1 if the player has the 'deaf' penalty and cannot see other people's say/say_team commands. */
const string INFOKEY_P_ISCRIPPLED = "*ismuted"; /* 1 if the player has the cripple penalty, and their movement values are ignored (.movement is locked to 0). */
const string INFOKEY_P_ISCUFFED = "*ismuted"; /* 1 if the player has the cuff penalty, and is unable to attack or use impulses(.button0 and .impulse fields are locked to 0). */
const string INFOKEY_P_ISLAGGED = "*ismuted"; /* 1 if the player has the fakelag penalty and has an extra 200ms of lag. */
const string INFOKEY_P_TOPCOLOR_RGB = "topcolor_rgb"; /* The player's upper/shirt colour as an rgb value in a format usable with stov. */
const string INFOKEY_P_BOTTOMCOLOR_RGB = "bottomcolor_rgb"; /* The player's lower/pants/trouser colour as an rgb value in a format usable with stov. */
const string INFOKEY_P_MUTED = "ignored"; /* 0: we can see the result of the player's say/say_team commands. 1: we see no say/say_team messages from this player. Use the ignore command to toggle this value. */
const string INFOKEY_P_VOIP_MUTED = "vignored"; /* 0: we can hear this player when they speak (assuming voip is generally enabled). 1: we ignore everything this player says. Use cl_voip_mute to change the values. */
const string INFOKEY_P_ENTERTIME = "entertime"; /* Reads the timestamp at which the player entered the game, in terms of csqc's time global. */
const string INFOKEY_P_PACKETLOSS = "pl"; /* Reads a player's packetloss, as a percentage. */
const string INFOKEY_P_VOIPSPEAKING = "voipspeaking"; /* Boolean value that says whether the given player is currently sending voice information. */
const string INFOKEY_P_VOIPLOUDNESS = "voiploudness"; /* Only valid for the local player. Gives a value between 0 and 1 to indicate to the user how loud their mic is. */
const string SERVERKEY_IP = "ip"; /* The address of the server we connected to. */
const string SERVERKEY_SERVERNAME = "servername"; /* The hostname that was last passed to the connect command. */
const string SERVERKEY_CONSTATE = "constate"; /* The current connection state. Will be set to one of: disconnected (menu-only mode), active (gamestate received and loaded), connecting(connecting, downloading, or precaching content, aka: loading screen). */
const string SERVERKEY_TRANSFERRING = "transferring"; /* Set to the hostname of the server that we are attempting to connect or transfer to. */
const string SERVERKEY_LOADSTATE = "loadstate"; /* loadstage, loading image name, current step, max steps
const string SERVERKEY_PAUSESTATE = "pausestate"; /* 1 if the server claimed to be paused. 0 otherwise */
const string SERVERKEY_DLSTATE = "dlstate"; /* The progress of any current downloads. Empty string if no download is active, otherwise a tokenizable string containing this info:
const float MOVE_WORLDONLY = 3; /* The trace will ignore everything but the worldmodel. This is useful for to prevent the q3bsp pvs+culling issues that come with spectator modes leaving the world . */
const float MOVE_HITMODEL = 4; /* Traces will impact the actual mesh of the model instead of merely their bounding box. Should generally only be used for tracelines. Note that this flag is unreliable as an object can animate through projectiles. The bounding box MUST be set to completely encompass the entity or those extra areas will be non-solid (leaving a hole for things to go through). */
const float MOVE_TRIGGERS = 16; /* This trace type will impact only triggers. It will ignore non-solid entities. */
const float MOVE_EVERYTHING = 32; /* This type of trace will hit solids and triggers alike. Even non-solid entities. */
const float MOVE_LAGGED = 64; /* Will use antilag based upon the player's latency. Traces will be performed against old positions for entities instead of their current origin. */
const float MOVE_ENTCHAIN = 128; /* Returns a list of entities impacted via the trace_ent.chain field */
const float MOVE_OTHERONLY = 256; /* Traces that use this trace type will collide against *only* the entity specified via the 'other' global, and will ignore all owner/solid_not/dimension etc rules, they will still adhere to contents and bsp/bbox rules though. */
const float RESTYPE_PIC = 3; /* precache_pic. Status results are an amalgomation of the textures used by the named shader. */
const float RESTYPE_SKIN = 4; /* setcustomskin */
const float RESTYPE_TEXTURE = 5; /* Individual textures within shaders. These are not directly usable, but may be named as part of a skin file, or a shader. */
const float RESSTATE_NOTKNOWN = 0; /* RESSTATE_* constants are return values from the resourcestatus builtin. The engine doesn't know about the resource if it is in this state. This means you will need to precache it. Attempting to use it anyway may result in warnings, errors, or silently succeed, depending on engine version and resource type. */
const float RESSTATE_NOTLOADED = 1; /* The resource was precached, but has been flushed and there has not been an attempt to reload it. If you use the resource normally, chances are it'll be loaded but at the cost of a stall. */
const float RESSTATE_LOADING = 2; /* Resources in this this state are queued for loading, and will be loaded at the engine's convienience. If you attempt to query the resource now, the engine will stall until the result is available. sounds in this state may be delayed, while models/pics/shaders may be invisible. */
const float RESSTATE_FAILED = 3; /* Resources in this state are unusable/could not be loaded. You will get placeholders or dummy results. Queries will not stall the engine. The engine may display placeholder content. */
const float RESSTATE_LOADED = 4; /* Resources in this state are finally usable, everything will work okay. Hurrah. Queries will not stall the engine. */
const float PFLAGS_FULLDYNAMIC = 128; /* When set in self.pflags, enables fully-customised dynamic lights. Custom rtlight information is not otherwise used. */
hashtable gamestate; /* Special hash table index for hash_add and hash_get. Entries in this table will persist over map changes (and doesn't need to be created/deleted). */
const float HASH_REPLACE = 256; /* Used with hash_add. Attempts to remove the old value instead of adding two values for a single key. */
const float HASH_ADD = 512; /* Used with hash_add. The new entry will be inserted in addition to the existing entry. */
const float STAT_WEAPONMODELI = 2; /* This is the modelindex of the current viewmodel (renamed from the original name 'STAT_WEAPON' due to confusions). */
const float STAT_ITEMS = 15; /* self.items | (self.items2<<23). In order to decode this stat properly, you need to use getstatbits(STAT_ITEMS,0,23) to read self.items, and getstatbits(STAT_ITEMS,23,11) to read self.items2 or getstatbits(STAT_ITEMS,28,4) to read the visible part of serverflags, whichever is applicable. */
const float PRECACHE_PIC_FROMWAD = 1; /* Attempt to load it from the legacy gfx.wad file (usually its better to just use a gfx/ prefix instead). */
const float PRECACHE_PIC_NOCLAMP = 4; /* Texture coords for the pic will not be clamped nor padded nor atlased. */
const float PRECACHE_PIC_DOWNLOAD = 256; /* If no image could be loaded then attempt to download one from the server. This flag can cause the function to block until completion. (Slow!) */
const float PRECACHE_PIC_TEST = 512; /* The precache will block until the image is fully loaded, returning a null string on failure. (Slow!) */
const float VF_DRAWWORLD = 19; /* boolean. If set to 1, the engine will draw the world and static/persistant rtlights. If 0, the world will be skipped and everything will be fullbright. */
const float VF_DRAWENGINESBAR = 20; /* boolean. If set to 1, the sbar will be drawn, and viewsize will be honoured automatically. */
const float VF_DRAWCROSSHAIR = 21; /* boolean. If set to 1, the engine will draw its default crosshair. */
const float VF_MINDIST = 23; /* The distance of the near clip plane from the view position. Should generally not be <=0, as this would introduce NANs. */
const float VF_MAXDIST = 24; /* The distance of the far clip plane from the view position. If 0, will be considered infinite. */
const float VF_PERSPECTIVE = 200; /* 1: regular rendering. Fov specifies the angle. 0: isometric-style. Fov specifies the number of Quake Units each side of the viewport, and mindist restrictions are removed, pvs culling should be disabled. */
const float VF_AFOV = 203; /* Aproximate fov. Matches the 'fov' cvar. The engine handles the aspect ratio for you. */
const float VF_SCREENVSIZE = 204; /* Provides a reliable way to retrieve the current virtual screen size (even if the screen is automatically scaled to retain aspect). */
const float VF_SCREENPSIZE = 205; /* Provides a reliable way to retrieve the current physical screen size (cvars need vid_restart for them to take effect). */
const float VF_VIEWENTITY = 206; /* Changes the RF_EXTERNALMODEL flag on entities to match the new selection, and removes entities flaged with RF_VIEWENTITY. Requires cunning use of .entnum and typically requires calling addentities(MASK_VIEWMODEL) too. */
Note that any rendertarget textures may be destroyed on video mode changes or so. Shaders can name render targets by prefixing texture names with '$rt:', or $sourcecolour. */
const float VF_RT_DEPTH = 210; /* The texture name to use as a depth buffer. Also used for shaders that specify $sourcedepth. 1-based. Additional arguments are: format (IMGFMT_D*), sizexy. */
const float VF_RT_RIPPLE = 211; /* The texture name to use as a ripplemap (target for shaders with 'sort ripple'). Also used for shaders that specify $ripplemap. 1-based. Additional arguments are: format, sizexy. */
const float VF_ENVMAP = 220; /* The cubemap name to use as a fallback for $reflectcube, if a shader was unable to load one. Note that this doesn't automatically change shader permutations or anything. */
const float VF_USERDATA = 221; /* Pointer (and byte size) to an array of vec4s. This data is then globally visible to all glsl via the w_user uniform. */
const float VF_SKYROOM_CAMERA = 222; /* Controls the camera position of the skyroom (which will be drawn underneath transparent sky surfaces). This should move slightly with the real camera, but not so much that the skycamera enters walls. Requires a skyshader with a blend mode on the first pass (or no passes). */
#endif
#if defined(CSQC) || defined(MENU)
const float VF_PROJECTIONOFFSET = 224; /* vec2 horizontal+vertical offset for the projection matrix, for weird off-centre rendering. */
const float DRAWFLAG_NORMAL = 0; /* Args for drawpic/drawfill/beginpolygon. Not to be confused with the hexen2-compatibility feature. */
const float DRAWFLAG_2D = 4; /* For use with beginpolygon. The polygon will be drawn to the 2d screen, instead of being added to the 3d scene. */
const float DRAWFLAG_TWOSIDED = 1024; /* For use with beginpolygon. The polygon will be two-sided without any backface culling. */
const float DRAWFLAG_LINES = 2048; /* For use with beginpolygon. The surface verticies should be interpreted as a line loop, instead of a triangle fan. */
const float RF_VIEWMODEL = 1; /* Specifies that the entity is a view model, and that its origin is relative to the current view position. These entities are also subject to viewweapon bob. */
const float RF_EXTERNALMODEL = 2; /* Specifies that this entity should be displayed in mirrors (and may still cast shadows), but will not otherwise be visible. */
const float RF_DEPTHHACK = 4; /* Hacks the depth values such that the entity uses depth values as if it were closer to the screen. This is useful when combined with viewmodels to avoid weapons poking in to walls. */
const float RF_ADDITIVE = 8; /* Shaders from this entity will temporarily be hacked to use an additive blend mode instead of their normal blend mode. */
const float RF_USEAXIS = 16; /* The entity will be oriented according to the current v_forward+v_right+v_up vector values instead of the entity's .angles field. */
const float RF_NOSHADOW = 32; /* This entity will not cast shadows. Often useful on view models. */
const float RF_FRAMETIMESARESTARTTIMES = 64; /* Specifies that the frame1time, frame2time field are timestamps (denoting the start of the animation) rather than time into the animation. */
const float IE_KEYDOWN = 0; /* Specifies that a key was pressed. Second argument is the scan code. Third argument is the unicode (printable) char value. Fourth argument denotes which keyboard(or mouse, if its a mouse 'scan' key) the event came from. Note that some systems may completely separate scan codes and unicode values, with a 0 value for the unspecified argument. */
const float IE_KEYUP = 1; /* Specifies that a key was released. Arguments are the same as IE_KEYDOWN. On some systems, this may be fired instantly after IE_KEYDOWN was fired. */
const float IE_MOUSEDELTA = 2; /* Specifies that a mouse was moved (touch screens and tablets typically give IE_MOUSEABS events instead, use in_windowed_mouse 0 to test code to cope with either). Second argument is the X displacement, third argument is the Y displacement. Fourth argument is which mouse or touch event triggered the event. */
const float IE_MOUSEABS = 3; /* Specifies that a mouse cursor or touch event was moved to a specific location relative to the virtual screen space. Second argument is the new X position, third argument is the new Y position. Fourth argument is which mouse or touch event triggered the event. */
const float IE_ACCELEROMETER = 4;
const float IE_FOCUS = 5; /* Specifies that input focus was given. parama says mouse focus, paramb says keyboard focus. If either are -1, then it is unchanged. */
const float IE_JOYAXIS = 6; /* Specifies that what value a joystick/controller axis currently specifies. x=axis, y=value. Will be called multiple times, once for each axis of each active controller. */
const float GGDI_GAMEDIR = 0; /* Used with getgamedirinfo to query the mod's public gamedir. There is often other info that cannot be expressed with just a gamedir name, resulting in dupes or other weirdness. */
const float GGDI_DESCRIPTION = 1; /* The human-readable title of the mod. Empty when no data is known (ie: the gamedir just contains some maps). */
const float GGDI_OVERRIDES = 2; /* A list of settings overrides. */
const float GGDI_LOADCOMMAND = 3; /* The console command needed to actually load the mod. */
const float GGDI_ICON = 4; /* The mod's Icon path, ready for drawpic. */
const float GGDI_GAMEDIRLIST = 5; /* A semi-colon delimited list of gamedirs that the mod's content can be loaded through. */
#endif
#ifdef SSQC
const float CLIENTTYPE_DISCONNECTED = 0; /* Return value from clienttype() builtin. This entity is a player slot that is currently empty. */
const float CLIENTTYPE_REAL = 1; /* This is a real player, and not a bot. */
const float CLIENTTYPE_BOT = 2; /* This player slot does not correlate to a real player, any messages sent to this client will be ignored. */
const float CLIENTTYPE_NOTACLIENT = 3; /* This entity is not even a player slot. This is typically an error condition. */
const float FILE_READNL = 4; /* Like FILE_READ, except newlines are not special. fgets reads the entire file into a tempstring. */
const float FILE_MMAP_READ = 5; /* The file will be loaded into memory. fgets returns a pointer to the first byte (and will always return the same value for this file). Cast this to your datatype. */
const float FILE_MMAP_RW = 6; /* Like FILE_MMAP_READ, except any changes to the data will be written back to disk once the file is closed. */
const float MASK_ENGINE = 1; /* Valid as an argument for addentities. If specified, all non-csqc entities will be added to the scene. */
const float MASK_VIEWMODEL = 2; /* Valid as an argument for addentities. If specified, the regular engine viewmodel will be added to the scene. */
const float PREDRAW_AUTOADD = 0; /* Valid as a return value from the predraw function. Returning this will cause the engine to automatically invoke addentity(self) for you. */
const float PREDRAW_NEXT = 1; /* Valid as a return value from the predraw function. Returning this will simply move on to the next entity without the autoadd behaviour, so can be used for particle/invisible/special entites, or entities that were explicitly drawn with addentity. */
Checks if the named extension is supported by the running engine. */
void(string err,...) error = #2; /*
Fatal error that will trigger a crash-to-console that users will actually notice. */
void(string err,...) objerror = #3; /*
For some reason this has been redefined as non-fatal, and as it won't force the user to look at the console it'll generally be ignored completely so really what's the point? Other than as a convoluted way to remove(self) that is. */
void(string text,...) print = #4; /* Part of DP_SV_PRINT
Hello, world. Shoves junk on the console. Hopefully people will bother to read it, maybe. */
DEP void(string text,...) bprint = #5;
DEP void(float clientnum, string text,...) msprint = #6;
void(string text,...) cprint = #7; /*
Tries to show the given message in the centre of the screen, assuming that its not obscured by menus. Oh hey look, you're calling it in menuqc! */
vector(vector) normalize = #8;
float(vector) vlen = #9;
float(vector) vectoyaw = #10;
vector(vector) vectoangles = #11;
float() random = #12;
void(string,...) localcmd = #13;
float(string name) cvar = #14;
void(string name, string value) cvar_set = #15;
void(string text, ...) dprint = #16;
string(float) ftos = #17;
float(float) fabs = #18;
string(vector) vtos = #19;
string(entity) etos = #20; /* Part of DP_QC_ETOS*/
float(string) stof = #21; /* Part of FRIK_FILE, FTE_QC_INFOKEY, FTE_STRINGS, QW_ENGINE, ZQ_QC_STRINGS*/
entity(entity start, .__variant field, __variant match) findfloat = #25; /* Part of DP_QC_FINDFLOAT*/
entity(.string field, string match) findchain = #26; /* Part of DP_QC_FINDCHAIN*/
entity(.__variant field, __variant match) findchainfloat = #27; /* Part of DP_QC_FINDCHAINFLOAT*/
string(string file) precache_file = #28; /*
Attempts to download the named file from the current server, if it isn't found locally. Not very useful as menuqc is normally meant to work before joining servers too. */
string(string sample) precache_sound = #29;
void() coredump = #30; /*
Takes a dump, writing the qcvm's state to disk. There are normally easier ways to debug, but I suppose this one still beats print spam. */
void() traceon = #31; /*
Enables single-stepping. Its generally easier to just set a breakpoint. */
void() traceoff = #32; /*
Disables single-stepping. Which sucks if you started said singlestepping outside of qc. */
void(entity) eprint = #33;
float(float) rint = #34;
float(float) floor = #35;
float(float) ceil = #36;
entity(entity) nextent = #37;
float(float) sin = #38; /* Part of DP_QC_SINCOSSQRTPOW*/
float(float) cos = #39; /* Part of DP_QC_SINCOSSQRTPOW*/
float(float) sqrt = #40; /* Part of DP_QC_SINCOSSQRTPOW*/
vector() randomvector = #41;
float(string name, string value, float flags) registercvar = #42; /* Part of DP_REGISTERCVAR
Creates the cvar if it didn't already exist. This presents issues for setting those cvars via startup configs of course, and autocvars are easier but I suppose they don't get any flags (which are ignored anyway, of course). */
float(float,...) min = #43; /* Part of DP_QC_MINMAXBOUND*/
float(float,...) max = #44; /* Part of DP_QC_MINMAXBOUND*/
float(float min,float value,float max) bound = #45; /* Part of DP_QC_MINMAXBOUND*/
float(float,float) pow = #46; /* Part of DP_QC_SINCOSSQRTPOW*/
void(entity src, entity dst) copyentity = #47; /* Part of DP_QC_COPYENTITY
Copies all entity fields from one entity into another (forgetting any that were previously set on the destination). */
filestream(string filename, float mode) fopen = #48; /* Part of FRIK_FILE*/
void(filestream fhandle) fclose = #49; /* Part of FRIK_FILE*/
string(filestream fhandle) fgets = #50; /* Part of FRIK_FILE*/
void(filestream fhandle, string s) fputs = #51; /* Part of FRIK_FILE*/
float(string) strlen = #52; /* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
string(string s, float start, float length) substring = #54; /* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
vector(string) stov = #55; /* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
FTEDEP("Redundant") string(string) strzone = #56; /* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS
Exists in FTE for compat only, no different from strcat. */
FTEDEP("Redundant") void(string) strunzone = #57; /* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS
Exists in FTE for compat only, does nothing. */
float(string) tokenize = #58; /* Part of KRIMZON_SV_PARSECLIENTCOMMAND
Splits up the given string into its different components (what constitutes a token separator is not well defined and has been hacked about with over the years so have fun with that), returning the number of tokens that were found. Call argv(0 through ret-1) to retrieve each individual token. Take care to not use this recursively. */
string(float) argv = #59; /* Part of KRIMZON_SV_PARSECLIENTCOMMAND
Returns one of the tokens found via tokenize (and equivelent builtins). */
float() isserver = #60; /*
Returns true if the local engine is running a server, and thus cvars and localcmds are shared with said server. */
float() clientcount = #61; /*
Returns the maximum number of players on the server. Useless if its a remote server, so its a kinda useless builtin really. */
float() clientstate = #62; /*
Tells you whether the client is actually connected to anything. 0 for a dedicated server (but dedicated servers don't normally run menuqc anyway), 2 if connecting or connected to a server (but not necessarily spawned+active), 1 for sitting around idle without trying to connect to anything yet. */
void(string map) changelevel = #64; /*
Not really any different from a localcmd, but with proper string escapes. */
Plays a sound, locally. precaching is optional, but recommended. */
vector() getmousepos = #66; /*
Obsolete. Return values depend upon the current cursor mode. Implement Menu_InputEvent instead, so you can handle deltas as-is or absolutes if that's all the OS can provide. */
float(optional float timetype) gettime = #67;
void(string s) loadfromdata = #68; /*
Reads a set of entities from the given string. This string should have the same format as a .ent file or a saved game. Entities will be spawned as required. If you need to see the entities that were created, you should use parseentitydata instead. */
void(string s) loadfromfile = #69; /*
Reads a set of entities from the named file. This file should have the same format as a .ent file or a saved game. Entities will be spawned as required. If you need to see the entities that were created, you should use parseentitydata instead. */
float(float val, float m) mod = #70;
string(string name) cvar_string = #71; /* Part of DP_QC_CVAR_STRING
Returns the value of a cvar, as a string. */
void() crash = #72; /*
Demonstrates that no program is bug free. */
void() stackdump = #73; /*
Prints out the QC's stack, for console-based error reports. */
searchhandle(string pattern, enumflags:float{SB_CASEINSENSITIVE=1<<0,SB_FULLPACKAGEPATH=1<<1,SB_ALLOWDUPES=1<<2,SB_FORCESEARCH=1<<3} flags, float quiet, optional string package) search_begin = #74; /* Part of DP_QC_FS_SEARCH, DP_QC_FS_SEARCH_PACKFILE*/
void(searchhandle handle) search_end = #75; /* Part of DP_QC_FS_SEARCH, DP_QC_FS_SEARCH_PACKFILE*/
float(searchhandle handle) search_getsize = #76; /* Part of DP_QC_FS_SEARCH, DP_QC_FS_SEARCH_PACKFILE*/
string(searchhandle handle, float num) search_getfilename = #77; /* Part of DP_QC_FS_SEARCH, DP_QC_FS_SEARCH_PACKFILE*/
float(entity) etof = #79;
entity(float) ftoe = #80;
float(string) validstring = #81; /*
Returns true if str isn't null. In case 'if [not](str)' was configured to test for empty instead of null. */
DEP float(string str) altstr_count = #82; /*
Reports how many single-quotes there were in the string, divided by 2. */
DEP string(string str) altstr_prepare = #83; /*
Adds markup to escape only single-quotes. Does not add any. */
DEP string(string str, float num) altstr_get = #84; /*
Takes an angle vector (pitch,yaw,roll) (+x=DOWN). Writes its results into v_forward, v_right, v_up vectors. */
void(entity e, vector o) setorigin = #2; /*
Changes e's origin to be equal to o. Also relinks collision state (as well as setting absmin+absmax), which is required after changing .solid */
void(entity e, string m) setmodel = #3; /*
Looks up m in the model precache list, and sets both e.model and e.modelindex to match. BSP models will set e.mins and e.maxs accordingly, other models depend upon the value of sv_gameplayfix_setmodelrealbox - for compatibility you should always call setsize after all pickups or non-bsp models. Also relinks collision state. */
void(entity e, vector min, vector max) setsize = #4; /*
Sets the e's mins and maxs fields. Also relinks collision state, which sets absmin and absmax too. */
Given a direction vector, returns the yaw angle in which that direction vector points. If an entity is passed, the yaw angle will be relative to that entity's gravity direction. */
entity() spawn = #14; /*
Adds a brand new entity into the world! Hurrah, you're now a parent! */
Destroys the given entity and clears some limited fields (including model, modelindex, solid, classname). Any references to the entity following the call are an error. After half a second the entity will be reused, in the interim you can unfortunatly still read its fields to see if the reference is no longer valid. */
Same thing as the regular remove builtin, but bypasses the half-second rule. The entity slot may be reused instantly. Be CERTAIN that you have no lingering references, because if they're followed they will end up poking an entirely different type of entity! So only use this where you're sure its safe. */
Traces a thin line through the world from v1 towards v2.
Will not collide with ent, ent.owner, or any entity who's owner field refers to ent.
The passed entity will also be used to determine whether to use a capsule trace, the contents that the trace should impact, and a couple of other extra fields that define the trace.
There are no side effects beyond the trace_* globals being written.
flags&MOVE_NOMONSTERS will not impact on non-bsp entities.
flags&MOVE_MISSILE will impact with increased size.
flags&MOVE_HITMODEL will impact upon model meshes, instead of their bounding boxes.
flags&MOVE_TRIGGERS will also stop on triggers
flags&MOVE_EVERYTHING will stop if it hits anything, even non-solid entities.
flags&MOVE_LAGGED will backdate entity positions for the purposes of this builtin according to the indicated player ent's latency, to provide lag compensation. */
Scan for the next entity with a given field set to the given 'match' value. start should be either world, or the previous entity that was found. Returns world on failure/if there are no more.
If you have many many entities then you may find that hashtables will give more performance (but requires extra upkeep). */
entity*(.__variant fld, __variant match, int type=EV_STRING, __out int count) find_list = #0:find_list; /*
Scan for the next entity with a given field set to the given 'match' value. start should be either world, or the previous entity that was found. Returns world on failure/if there are no more.
If you have many many entities then you may find that hashtables will give more performance (but requires extra upkeep). */
Precaches a sound, making it known to clients and loading it from disk. This builtin (strongly) should be called during spawn functions. This builtin must be called for the sound before the sound builtin is called, or it might not even be heard. */
string(string s) precache_model = #20; /*
Precaches a model, making it known to clients and loading it from disk if it has a .bsp extension. This builtin (strongly) should be called during spawn functions. This must be called for each model name before setmodel may use that model name.
Modelindicies precached in SSQC will always be positive. CSQC precaches will be negative if they are not also on the server. */
Finds all entities within a distance of the 'org' specified. One entity is returned directly, while other entities are returned via that entity's .chain field. Use findradius_list for an updated alternative without reenterancy issues. */
entity*(vector org, float rad, __out int foundcount, int sort=0) findradius_list = #0:findradius_list; /*
Finds all entities linked with a bbox within a distance of the 'org' specified, returning the list as a temp-array (world signifies the end). Unlike findradius, sv_gameplayfix_blowupfallenzombies is ignored (use FL_FINDABLE_NONSOLID instead), while sv_gameplayfix_findradiusdistancetobox and dpcompat_findradiusarealinks are force-enabled. The resulting buffer will automatically be cleaned up by the engine and does not need to be freed. */
QW: Concatenates all string arguments, and prints the messsage on the console of only all clients who's 'msg' infokey is set lower or equal to the supplied 'msglvl' argument. */
QW: Concatenates all string arguments, and prints the messsage on the named client's console, but only if that client's 'msg' infokey is set lower or equal to the supplied 'msglvl' argument. */
Attempt to walk the entity at a given angle for a given distance.
if settraceglobals is set, the trace_* globals will be set, showing the results of the movement.
This function will trigger touch events. */
float() droptofloor = #34; /*
Instantly moves the entity downwards until it hits the ground. If the entity is in solid or would need to drop more than 'pr_droptofloorunits' quake units, its position will be considered invalid and the builtin will abort, returning FALSE, otherwise TRUE. */
Specifies an auto-animating string that specifies the light intensity for entities using that lightstyle.
a is off, z is fully lit. Should be lower case only.
rgb will recolour all lights using that lightstyle. */
float(float) rint = #36; /*
Rounds the given float up or down to the closest integeral value. X.5 rounds away from 0 */
float(float) floor = #37; /*
Rounds the given float downwards, even when negative. */
float(float) ceil = #38; /*
Rounds the given float upwards, even when negative. */
float(entity ent) checkbottom = #40; /*
Expensive checks to ensure that the entity is actually sitting on something solid, returns true if it is. */
float(vector pos) pointcontents = #41; /*
Checks the given point to see what is there. Returns one of the SOLID_* constants. Just because a spot is empty does not mean that the player can stand there due to the size of the player - use tracebox for such tests. */
float(float) fabs = #43; /*
Removes the sign of the float, making it positive if it is negative. */
Returns a tweaked copy of the v_forward vector (must be set! ie: makevectors(player.v_angle) ). This is important for keyboard users (that don't want to have to look up/down the whole time), as well as joystick users (who's aim is otherwise annoyingly imprecise). Only the upwards component of the result will differ from the value of v_forward. The builtin will select the enemy closest to the crosshair within the angle of acos(sv_aim). */
Returns the angles (+x=UP) required to orient an entity to look in the given direction. The 'up' argument is required if you wish to set a roll angle, otherwise it will be limited to just monster-style turning. */
Writes a single byte into a network message buffer. Typically you will find a more correct alternative to writing arbitary data. 'to' should be one of the MSG_* constants. MSG_ONE must have msg_entity set first. */
void(float to, float val) WriteChar = #53; /*
Writes a signed value between -128 and 127. */
void(float to, float val) WriteShort = #54; /*
Writes a signed value between -32768 and 32767. As an exception, values up to 65535 will not trigger warnings (but readshort will read the result as negative!) */
void(float to, float val) WriteLong = #55; /*
Writes a signed 32bit integer. Note that the input argument being of float type limits the resulting integer to a mere 24 consecutive bits of validity. Use WriteInt if you want to write an entire 32bit int without data loss. */
void(float to, float val) WriteCoord = #56; /*
Writes a single value suitable for a map coordinate axis. The precision is not strictly specified but is assumed to be of at least 13.3 fixed-point precision (ie: +/-4k with 1/8th precision). */
void(float to, float val) WriteAngle = #57; /*
Writes a single value suitable for an angle axis. The precision is not strictly specified but is assumed to be 8bit, giving 256 notches instead of the assumed 360 range passed in. */
void(float to, string val) WriteString = #58; /*
Writes a variable-length null terminated string. There are length limits. The codepage is not translated, so be sure that client+server agree on whether utf-8 is being used or not (or just stick to ascii+markup). */
void(float to, entity val) WriteEntity = #59; /*
Writes the index of the specified entity (the network data size is not specified). This can be read clientside using the readentitynum builtin, with caveats. */
void(entity ent) changepitch = #63; /* Part of DP_QC_CHANGEPITCH*/
void(entity ent, entity ignore) tracetoss = #64;
string(entity ent) etos = #65; /* Part of DP_QC_ETOS*/
void(float step) movetogoal = #67; /*
Runs lots and lots of fancy logic in order to try to step the entity the specified distance towards its goalentity. */
string(string s) precache_file = #68; /*
This builtin does nothing. It was used only as a hint for pak generation. */
void(entity e) makestatic = #69; /*
Sends a copy of the entity's renderable fields to all clients, and REMOVES the entity, preventing further changes. This means it will be unmutable and non-solid. */
Attempts to change the map to the named map. If 'newmapstartspot' is specified, the state of the current map will be preserved, and the argument will be passed to the next map in the 'startspot' global, and the next map will be loaded from archived state if it was previously visited. If not specified, all archived map states will be purged. */
Instantly sets a cvar to the given string value. Warning: the resulting string includes apostrophies surrounding the result. You may wish to use sprintf instead. */
string(entity e, string key) infokey = #80; /* Part of FTE_QC_INFOKEY, QW_ENGINE
If e is world, returns the field 'key' from either the serverinfo or the localinfo. If e is a player, returns the value of 'key' from the player's userinfo string. There are a few special exceptions, like 'ip' which is not technically part of the userinfo. */
void(vector where, float set) multicast = #82; /* Part of FTE_QC_MULTICAST
Once the MSG_MULTICAST network message buffer has been filled with data, this builtin is used to dispatch it to the given target, filtering by pvs for reduced network bandwidth. */
DEP void(entity to, string str) redirectcmd = #101; /* Part of ??MVDSV_BUILTINS
Executes a single console command, and sends the text generated by it to the specified player. The command will be executed at the end of the frame once QC is no longer running - you may wish to pre/postfix it with 'echo'. */
Obtains the current rgb value of the specified light style. In csqc, this is correct with regard to the current frame, while ssqc gives no guarentees about time and ignores client cvars. Note: use getlight if you want the actual light value at a point. */
void(vector start, vector mins, vector maxs, vector end, float nomonsters, entity ent) tracebox = #90; /* Part of DP_QC_TRACEBOX
Exactly like traceline, but a box instead of a uselessly thin point. Acceptable sizes are limited by bsp format, q1bsp has strict acceptable size values. */
vector() randomvec = #91; /* Part of DP_QC_RANDOMVEC
Returns a vector with random values. Each axis is independantly a value between -1 and 1 inclusive. */
vector(vector org) getlight = #92;
float(string cvarname, string defaultvalue) registercvar = #93; /* Part of DP_REGISTERCVAR
Creates a new cvar on the fly. If it does not already exist, it will be given the specified value. If it does exist, this is a no-op.
This builtin has the limitation that it does not apply to configs or commandlines. Such configs will need to use the set or seta command causing this builtin to be a noop.
In engines that support it, you will generally find the autocvar feature easier and more efficient to use. */
float(float a, float b, ...) min = #94; /* Part of DP_QC_MINMAXBOUND
Returns the lowest value of its arguments. */
float(float a, float b, ...) max = #95; /* Part of DP_QC_MINMAXBOUND
Returns the highest value of its arguments. */
float(float minimum, float val, float maximum) bound = #96; /* Part of DP_QC_MINMAXBOUND
Returns val, unless minimum is higher, or maximum is less. */
float(float value, float exp) pow = #97; /* Part of DP_QC_SINCOSSQRTPOW*/
entity(entity start, .__variant fld, __variant match) findfloat = #98; /* Part of DP_QC_FINDFLOAT
Equivelent to the find builtin, but instead of comparing strings contents, this builtin compares the raw values. This builtin requires multiple calls in order to scan all entities - set start to the previous call's return value.
world is returned when there are no more entities. */
float(string extname) checkextension = #99; /*
Checks for an extension by its name (eg: checkextension("FRIK_FILE") says that its okay to go ahead and use strcat).
Use cvar("pr_checkextension") to see if this builtin exists. */
Checks to see if the specified builtin is supported/mapped. This is intended as a way to check for #0 functions, allowing for simple single-builtin functions. Warning, if two different engines map different builtins to the same number, then this function will not tell you which will be called, only that it won't crash (the exception being #0, which are remapped as available). */
filestream(string filename, float mode, optional float mmapminsize) fopen = #110; /* Part of FRIK_FILE
Opens a file, typically prefixed with "data/", for either read or write access. */
void(filestream fhandle) fclose = #111; /* Part of FRIK_FILE*/
string(filestream fhandle) fgets = #112; /* Part of FRIK_FILE
Reads a single line out of the file. The new line character is not returned as part of the string. Returns the null string on EOF (use if not(string) to easily test for this, which distinguishes it from the empty string which is returned if the line being read is blank */
Writes the given string(s) into the file. For compatibility with fgets, you should ensure that the string is terminated with a \n - this will not otherwise be done for you. It is up to the engine whether dos or unix line endings are actually written. */
Create a semi-permanent copy of a string that only becomes invalid once strunzone is called on the string (instead of when the engine assumes your string has left scope). This builtin has become redundant in FTEQW due to the FTE_QC_PERSISTENTTEMPSTRINGS extension and is now functionally identical to strcat for compatibility with old engines+mods. */
Destroys a string that was allocated by strunzone. Further references to the string MAY crash the game. In FTE, this function became redundant and now does nothing. */
Returns a temporary buffer that can be written to / read from. The buffer will be garbage collected and thus cannot be explicitly freed. Tempstrings and buffer references must not be stored into the buffer as the garbage collector will not scan these. */
Provides a way to query if a sound is already precached or not. The return value can also be checked for <=255 to see if it'll work over any network protocol. The sound index can also be used for writebyte hacks, but this is discouraged - use SOUNDFLAG_UNICAST instead. */
Opens or closes the portals associated with a door or some such on q2 or q3 maps. On Q2BSPs, the entity should be the 'func_areaportal' entity - its style field will say which portal to open. On Q3BSPs, the entity is the door itself, the portal will be determined by the two areas found from a preceding setorigin call. */
float(float attributes, string effectname, ...) RegisterTempEnt = #208; /* Part of FTE_PEXT_CUSTOMTENTS*/
void(float type, vector pos, ...) CustomTempEnt = #209; /* Part of FTE_PEXT_CUSTOMTENTS*/
float(optional float sleeptime) fork = #210; /* Part of FTE_MULTITHREADED
When called, this builtin simply returns. Twice.
The current 'thread' will return instantly with a return value of 0. The new 'thread' will return after sleeptime seconds with a return value of 1. See documentation for the 'sleep' builtin for limitations/requirements concerning the new thread. Note that QC should probably call abort in the new thread, as otherwise the function will return to the calling qc function twice also. */
void(optional __variant ret) abort = #211; /* Part of FTE_MULTITHREADED
QC execution is aborted. Parent QC functions on the stack will be skipped, effectively this forces all QC functions to 'return ret' until execution returns to the engine. If ret is ommited, it is assumed to be 0. */
void(float sleeptime) sleep = #212; /* Part of FTE_MULTITHREADED
Suspends the current QC execution thread for 'sleeptime' seconds.
Other QC functions can and will be executed in the interim, including changing globals and field state (but not simultaneously).
The self and other globals will be restored when the thread wakes up (or set to world if they were removed since the thread started sleeping). Locals will be preserved, but will not be protected from remove calls.
If the engine is expecting the QC to return a value (even in the parent/root function), the value 0 shall be used instead of waiting for the qc to resume. */
void(entity player, string key, string value) forceinfokey = #213; /* Part of FTE_FORCEINFOKEY
Directly changes a user's info without pinging off the client. Also allows explicitly setting * keys, including *spectator. Does not affect the user's config or other servers. */
Directly changes a user's info without pinging off the client. Also allows explicitly setting * keys, including *spectator. Does not affect the user's config or other servers. */
float(string s1, string sub, optional float startidx) strstrofs = #221; /* Part of FTE_STRINGS
Returns the 0-based offset of sub within the s1 string, or -1 if sub is not in s1.
If startidx is set, this builtin will ignore matches before that 0-based offset. */
float(string str, float index) str2chr = #222; /* Part of FTE_STRINGS
Retrieves the character value at offset 'index'. */
string(float chr, ...) chr2str = #223; /* Part of FTE_STRINGS
The input floats are considered character values, and are concatenated. */
string(float ccase, float redalpha, float redchars, string str, ...) strconv = #224; /* Part of FTE_STRINGS
Converts quake chars in the input string amongst different representations.
ccase specifies the new case for letters.
0: not changed.
1: forced to lower case.
2: forced to upper case.
redalpha and redchars switch between colour ranges.
0: no change.
1: Forced white.
2: Forced red.
3: Forced gold(low) (numbers only).
4: Forced gold (high) (numbers only).
5+6: Forced to white and red alternately.
You should not use this builtin in combination with UTF-8. */
string(float pad, string str1, ...) strpad = #225; /* Part of FTE_STRINGS
Pads the string with spaces, to ensure its a specific length (so long as a fixed-width font is used, anyway). If pad is negative, the spaces are added on the left. If positive the padding is on the right. */
Returns a new tempstring infostring with the named value changed (or added if it was previously unspecified). Key and value may not contain the \ character. */
string(infostring info, string key) infoget = #227; /* Part of FTE_STRINGS
Reads a named value from an infostring. The returned value is a tempstring */
#define strcmp strncmp
float(string s1, string s2, optional float len, optional float s1ofs, optional float s2ofs) strncmp = #228; /* Part of FTE_STRINGS
Compares up to 'len' chars in the two strings. s1ofs allows you to treat s2 as a substring to compare against, or should be 0.
Returns 0 if the two strings are equal, a negative value if s1 appears numerically lower, and positive if s1 appears numerically higher. */
float(string s1, string s2) strcasecmp = #229; /* Part of FTE_STRINGS
Compares the two strings without case sensitivity.
Returns 0 if they are equal. The sign of the return value may be significant, but should not be depended upon. */
float(string s1, string s2, float len, optional float s1ofs, optional float s2ofs) strncasecmp = #230; /* Part of FTE_STRINGS
Compares up to 'len' chars in the two strings without case sensitivity. s1ofs allows you to treat s2 as a substring to compare against, or should be 0.
Returns 0 if they are equal. The sign of the return value may be significant, but should not be depended upon. */
string(string s) strtrim = #0:strtrim; /*
Trims the whitespace from the start+end of the string. */
Specifies what data to use in order to send various stats, in a non-client-specific way. num and type are as in clientstat, name however, is the name of the global to read in the form of a string (pass "foo"). */
Specifies what data to use in order to send various stats, in a non-client-specific way. num and type are as in clientstat, address however, is the address of the variable you would like to use (pass &foo). */
float(entity player) isbackbuffered = #234; /* Part of FTE_ISBACKBUFFERED
Returns if the given player's network buffer will take multiple network frames in order to clear. If this builtin returns non-zero, you should delay or reduce the amount of reliable (and also unreliable) data that you are sending to that client. */
float(string shadername, optional string defaultshader, ...) shaderforname = #238; /* Part of FTE_FORCESHADER
Caches the named shader and returns a handle to it.
If the shader could not be loaded from disk (missing file or ruleset_allow_shaders 0), it will be created from the 'defaultshader' string if specified, or a 'skin shader' default will be used.
defaultshader if not empty should include the outer {} that you would ordinarily find in a shader. */
All surfaces drawn with the specified shader will instead be drawn using the specified replacement shader. Shaders can be remapped to something else later by using the same source shadername. This is mostly useful for worldmodel surfaces (eg showing which team is currently winning). Entities should generally use setcustomskin or forceshader instead. Remaps will be forgotten on vid_reload, but can be reapplied via CSQC_RendererRestarted. */
float(int, optional float shift, float mask=24) itof = #0:itof; /* Part of FTE_QC_INTCONV
Converts the given true integer into a float without depending on extended qcvm instructions. If shift and mask are specified then only specific parts of the integer will be cast to float. */
Animation data (according to the entity's frame info) is pulled from the specified model and blended into the specified skeletal object.
If retainfrac is set to 0 on the first call and 1 on the others, you can blend multiple animations together according to the addfrac value. The final weight should be 1. Other values will result in scaling and/or other weirdness. You can use firstbone and lastbone to update only part of the skeletal object, to allow legs to animate separately from torso, use 0 for both arguments to specify all, as bones are 1-based. */
typedef struct
{
int sourcemodelindex; /*frame data will be imported from this model, bones must be compatible*/
float scale[4]; /*you'll need to do lerpfrac manually*/
int animation[4];
float animationtime[4];
/*halflife models*/
float subblend[2];
float controllers[5];
} skelblend_t;
float(float skel, int numblends, skelblend_t *weights, int structsize) skel_build_ptr = #0:skel_build_ptr; /*
Like skel_build, but slightly simpler. */
float(float skel) skel_get_numbones = #265; /* Part of FTE_CSQC_SKELETONOBJECTS
Retrives the number of bones in the model. The valid range is 1<=bone<=numbones. */
string(float skel, float bonenum) skel_get_bonename = #266; /* Part of FTE_CSQC_SKELETONOBJECTS
Retrieves the name of the specified bone. Mostly only for debugging. */
float(float skel, float bonenum) skel_get_boneparent = #267; /* Part of FTE_CSQC_SKELETONOBJECTS
Retrieves which bone this bone's position is relative to. Bone 0 refers to the entity's position rather than an actual bone */
float(float skel, string tagname) skel_find_bone = #268; /* Part of FTE_CSQC_SKELETONOBJECTS
Finds a bone by its name, from the model that was used to create the skeletal object. */
vector(float skel, float bonenum) skel_get_bonerel = #269; /* Part of FTE_CSQC_SKELETONOBJECTS
Gets the bone position and orientation relative to the bone's parent. Return value is the offset, and v_forward, v_right, v_up contain the orientation. */
vector(float skel, float bonenum) skel_get_boneabs = #270; /* Part of FTE_CSQC_SKELETONOBJECTS
Gets the bone position and orientation relative to the entity. Return value is the offset, and v_forward, v_right, v_up contain the orientation.
Transforms an entire consecutive range of bones by a matrix. You can use makevectors to generate a rotation matrix from an angle, but you'll probably want to divide the angle by the number of bones. */
Transforms a single bone by a matrix. You can use makevectors to generate a rotation matrix from an angle. */
void(float skeldst, float skelsrc, float startbone, float entbone) skel_copybones = #274; /* Part of FTE_CSQC_SKELETONOBJECTS
Copy bone data from one skeleton directly into another. */
void(float skel) skel_delete = #275; /* Part of FTE_CSQC_SKELETONOBJECTS
Deletes a skeletal object. The actual delete is delayed, allowing the skeletal object to be deleted in an entity's predraw function yet still be valid by the time the addentity+renderscene builtins need it. Also uninstanciates any ragdoll currently in effect on the skeletal object. */
float(float modidx, string framename) frameforname = #276; /* Part of FTE_CSQC_SKELETONOBJECTS
Looks up a framegroup from a model by name, avoiding the need for hardcoding. Returns -1 on error. */
float(float modidx, float framenum) frameduration = #277; /* Part of FTE_CSQC_SKELETONOBJECTS
Retrieves the duration (in seconds) of the specified framegroup. */
void(float modidx, float framenum, __inout float basetime, float targettime, void(float timestamp, int code, string data) callback) processmodelevents = #0:processmodelevents; /* Part of FTE_GFX_MODELEVENTS
Calls a callback for each event that has been reached. Basetime is set to targettime. */
Reports the next event within a model's animation. Returns a boolean if an event was found between basetime and targettime. Writes to basetime,code,data arguments (if an event was found, basetime is set to the event's time, otherwise to targettime).
WARNING: this builtin cannot deal with multiple events with the same timestamp (only the first will be reported). */
float(float modidx, float framenum, int eventidx, __out float timestamp, __out int code, __out string data) getmodeleventidx = #0:getmodeleventidx; /*
Reports an indexed event within a model's animation. Writes to timestamp,code,data arguments on success. Returns false if the animation/event/model was out of range/invalid. Does not consider looping animations (retry from index 0 if it fails and you know that its a looping animation). This builtin is more annoying to use than getnextmodelevent, but can be made to deal with multiple events with the exact same timestamp. */
Realtime terrain editing. Actions are the TEREDIT_ constants. */
typedef struct
{
string shadername;
vector planenormal;
float planedist;
vector sdir;
float sbias;
vector tdir;
float tbias;
} brushface_t;
int(float modelidx, int brushid, brushface_t *out_faces, int maxfaces, int *out_contents) brush_get = #0:brush_get; /* Part of FTE_RAW_MAP
Queries a brush's information. You must pre-allocate the face array for the builtin to write to. Return value is the number of faces retrieved, 0 on error. */
int(float modelidx, brushface_t *in_faces, int numfaces, int contents, optional int brushid) brush_create = #0:brush_create; /* Part of FTE_RAW_MAP
Inserts a new brush into the model. Return value is the new brush's id. */
void(float modelidx, int brushid) brush_delete = #0:brush_delete; /* Part of FTE_RAW_MAP
Destroys the specified brush. */
float(float modelid, int brushid, int faceid, float selectedstate) brush_selected = #0:brush_selected; /* Part of FTE_RAW_MAP
Allows you to easily set transient visual properties of a brush. returns old value. selectedstate=-1 changes nothing (called for its return value). */
int(float modelid, int brushid, int faceid, vector *points, int maxpoints) brush_getfacepoints = #0:brush_getfacepoints; /* Part of FTE_RAW_MAP
Returns the list of verticies surrounding the given face. If face is 0, returns the center of the brush (if space for 1 point) or the mins+maxs (if space for 2 points). */
int(int faceid, brushface_t *in_faces, int numfaces, vector *points, int maxpoints) brush_calcfacepoints = #0:brush_calcfacepoints; /* Part of FTE_RAW_MAP
Determines the points of the specified face, if the specified brush were to actually be created. */
int(float modelid, vector *planes, float *dists, int numplanes, int *out_brushes, int *out_faces, int maxresults) brush_findinvolume = #0:brush_findinvolume; /* Part of FTE_RAW_MAP
Allows you to easily obtain a list of brushes+faces within the given bounding region. If out_faces is not null, the same brush might be listed twice. */
int(float modelidx, int patchid, patchvert_t *out_controlverts, int maxcp, patchinfo_t *out_info) patch_getcp = #0:patch_getcp; /*
Queries a patch's information. You must pre-allocate the face array for the builtin to write to. Return value is the total number of control verts that were retrieved, 0 on error. */
Queries a patch's information. You must pre-allocate the face array for the builtin to write to. Return value is the total number of control verts that were retrieved, 0 on error. */
void(entity ent, vector dest, int denylinkflags, void(entity ent, vector dest, int numnodes, nodeslist_t *nodelist) callback) route_calculate = #0:route_calculate; /*
Begin calculating a route. The callback function will be called once the route has finished being calculated. The route must be memfreed once it is no longer needed. The route must be followed in reverse order (ie: the first node that must be reached is at index numnodes-1). If no route is available then the callback will be called with no nodes. */
Triggers a touch events between self and every SOLID_TRIGGER entity that it is in contact with. This should typically just be the triggers touch functions. Also optionally updates the origin of the moved entity. */
Writes a full 64bit double-precision float without any data conversions at all, for excessive precision. */
void(float buf, int fl) WriteInt = #0:WriteInt; /*
Writes all 4 bytes of a 32bit integer without truncating to a float first before converting back to an int (unlike WriteLong does, but otherwise equivelent). */
Updates the skeletal object attached to the entity according to its origin and other properties.
if animskel is non-zero, the ragdoll will animate towards the bone state in the animskel skeletal object, otherwise they will pick up the model's base pose which may not give nice results.
If dollcmd is not set, the ragdoll will update (this should be done each frame).
If the doll is updated without having a valid doll, the model's default .doll will be instanciated.
commands:
doll foo.doll : sets up the entity to use the named doll file
dollstring TEXT : uses the doll file directly embedded within qc, with that extra prefix.
cleardoll : uninstanciates the doll without destroying the skeletal object.
animate 0.5 : specifies the strength of the ragdoll as a whole
animatebody somebody 0.5 : specifies the strength of the ragdoll on a specific body (0 will disable ragdoll animations on that body).
enablejoint somejoint 1 : enables (or disables) a joint. Disabling joints will allow the doll to shatter. */
float*(float skel) skel_mmap = #282; /*
Map the bones in VM memory. They can then be accessed via pointers. Each bone is 12 floats, the four vectors interleaved (sadly). */
Sets the world position of a bone within the given entity's attached skeletal object. The world position is dependant upon the owning entity's position. If no orientation argument is specified, v_forward+v_right+v_up are used for the orientation instead. If 1 is specified, it is understood as angles. If 3 are specified, they are the forawrd/right/up vectors to use. */
resourcetype must be one of the RESTYPE_ constants. Returns one of the RESSTATE_ constants. Tryload 0 is a query only. Tryload 1 will attempt to reload the content if it was flushed. */
The tabsize argument is a performance hint and should generally be set to something similar to the number of entries expected, typically a power of two assumption. Too high simply wastes memory, too low results in extra string compares but no actual bugs.
defaulttype must be one of the EV_* values, if specified.
The hash table with index 0 is a game-persistant table and will NEVER be returned by this builtin (except as an error return). */
If flags&HASH_REPLACE, the old value will be removed, otherwise if flags&HASH_ADD then a duplicate entry will be added with a second value (can be obtained via hash_get's index argument).
The type argument describes how the value should be stored in saved games, as well as providing constraints with the hash_get function. While you can claim that all variables are just vectors, being more precise can result in less issues with tempstrings or saved games - be sure to be explicit with EV_STRING where appropriate because tempstrings may be reclaimed before the get (especially with saved games or table 0). */
Looks up the specified key name in the hash table. Returns deflt if the key was not found.
If requiretype is specified then the function will only consider entries of the matching type (allowing you to store both flags+strings under a single name without getting confused).
If index is specified then the function will ignore the first N entries with the same key (applicable only with entries added using HASH_ADD, not HASH_REPLACE), allowing you to store multiple entries. Keep querying higher indexes starting from 0 until it returns the deflt value.
You will usually need to cast the result of this function to a real datatype. */
Only functions in mapcluster mode. Sends an event to whichever server the named player is on. The destination server can then dispatch the event to the client or handle it itself via the SV_ParseClusterEvent entrypoint. If dest is empty, the event is broadcast to ALL servers. If the named player can't be found, the event will be returned to this server with the cmd prefixed with 'error:'. */
Only functions in mapcluster mode. Initiate transfer of the player to a different node. Can take some time. If dest is specified, returns null on error. Otherwise returns the current/new target node (or null if not transferring). */
Undoes all addentities added to the scene from the given entity, without removing ALL entities (useful for splitscreen/etc, readd modified versions as desired). */
void(string texturename, int flags, struct trisoup_simple_vert_s *verts, int *indexes, int numindexes) addtrisoup_simple = #0:addtrisoup_simple; /*
Adds the specified trisoup into the scene as additional geometry. This permits caching geometry to reduce builtin spam. Indexes are a triangle list (so eg quads will need 6 indicies to form two triangles). NOTE: this is not going to be a speedup over polygons if you're still generating lots of new data every frame. */
Allows you to override default view properties like viewport, fov, and whether the engine hud will be drawn. Different VF_ values have slightly different arguments, some are vectors, some floats. */
void() renderscene = #304; /*
Draws all entities, polygons, and particles on the rentity list (which were added via addentities or addentity), using the various view properties set via setproperty. There is no ordering dependancy.
The scene must generally be cleared again before more entities are added, as entities will persist even over to the next frame.
You may call this builtin multiple times per frame, but should only be called from CSQC_UpdateView. */
Ends the current polygon. At least 3 verticies must have been specified. You do not need to call beginpolygon again if you wish to draw another polygon with the same shader. */
Ends the current primitive and duplicates each vertex sideways into a ribbon. The texcoordbias will be added to each duplicated vertex allowing for regular 2d textures. At least 2 verticies must have been specified. You do not need to call beginpolygon again if you wish to draw another polygon with the same shader. */
Retrieve a currently-set (typically view) property, allowing you to read the current viewport or other things. Due to cheat protection, certain values may be unretrievable. */
Transform a 2d screen-space point (with depth) into a 3d world-space point, according the various origin+angle+fov etc settings set via setproperty. */
vector (vector v) project = #311; /*
Transform a 3d world-space point into a 2d screen-space point, according the various origin+angle+fov etc settings set via setproperty. */
void(string imagename, int width, int height, void *pixeldata, optional int datasize, optional int format) r_uploadimage = #0:r_uploadimage; /* Part of FTE_CSQC_RAWIMAGES
Updates a texture with the specified rgba data (uploading it to the gpu). Will be created if needed. If datasize is specified then the image is decoded (eg .ktx or .dds data) instead of being raw R8G8B8A data. You'll typically want shaderforname to also generate a shader to use the texture. */
Reads and decodes an image from disk, providing raw R8G8B8A8 pixel data. Should not be used for dds or ktx etc formats. Returns __NULL__ if the image could not be read for any reason. Use memfree to free the data once you're done with it. */
Returns the dimensions of the named image. Images specified with .lmp should give the original .lmp's dimensions even if texture replacements use a different resolution. WARNING: this function may be slow if used without or directly after its initial precache_pic. */
Draws an shader within the given 2d screen box. Software engines may omit support for rgb+alpha, but must support rescaling, and must clip to the screen without crashing. */
Specifies a 2d clipping region (aka: scissor test). 2d draw calls will all be clipped to this 2d box, the area outside will not be modified by any 2d draw call (even 2d polygons). */
void(void) drawresetcliparea = #325; /*
Reverts the scissor/clip area to the whole screen. */
Calculates the width of the screen in virtual pixels. If usecolours is 1, markup that does not affect the string width will be ignored. Will always be decoded as UTF-8 if UTF-8 is globally enabled.
If the char size is not specified, '8 8 0' will be assumed. */
Overcomplicated draw function for over complicated people. Positions follow drawrotpic, while texture coords follow drawsubpic. Due to argument count limitations in builtins, the alpha value and angles are combined into separate fields of a vector (tip: use fteqcc's [alpha, angle] feature. */
Retrieves the numerical value of the given EV_FLOAT stat. If firstbit and bitcount are specified, then this builtin acts as getstati combined with itof, and which should be used for STAT_ITEMS (but not other stats). */
Retrieves the value of the given EV_STRING stat, as a tempstring.
Older engines may use 4 consecutive integer stats, with a limit of 15 chars (yes, really. 15.), but FTE Quake uses a separate namespace for string stats and has a much higher length limit. */
Retrieves a specific player's stat, matching the type specified on the server. This builtin is primarily intended for mvd playback where ALL players are known. Return value matches the specified EV_ stattype. For EV_ENTITY, world will be returned if the entity is not in the pvs, use type-punning with EV_INTEGER to get the entity number if you just want to see if its set. STAT_ITEMS should be queried as an EV_INTEGER on account of runes and items2 being packed into the upper bits. */
float(string effectname) particleeffectnum = #335; /* Part of DP_ENT_TRAILEFFECTNUM, FTE_SV_POINTPARTICLES
Precaches the named particle effect. If your effect name is of the form 'foo.bar' then particles/foo.cfg will be loaded by the client if foo.bar was not already defined.
Different engines will have different particle systems, this specifies the QC API only. */
void(float effectnum, entity ent, vector start, vector end) trailparticles = #336; /* Part of FTE_SV_POINTPARTICLES
Draws the given effect between the two named points. If ent is not world, distances will be cached in the entity in order to avoid framerate dependancies. The entity is not otherwise used. */
void(float effectnum, vector origin, optional vector dir, optional float count) pointparticles = #337; /* Part of FTE_SV_POINTPARTICLES
Spawn a load of particles from the given effect at the given point traveling or aiming along the direction specified. The number of particles are scaled by the count argument.
For regular particles, the dir vector is multiplied by the 'veladd' property (while orgadd will push the particles along it). Decals will use it as a hint to align to the correct surface. In both cases, it should normally be a unit vector, but other lengths will still work. If it has length 0 then FTE will assume downwards. */
Pass TRUE if you want the engine to release the mouse cursor (absolute input events + touchscreen mode). Pass FALSE if you want the engine to grab the cursor (relative input events + standard looking). If the image name is specified, the engine will use that image for a cursor (use an empty string to clear it again), in a way that will not conflict with the console. Images specified this way will be hardware accelerated, if supported by the platform/port. */
Reports the cursor mode this module previously attempted to use. If 'effective' is true, reports the cursor mode currently active (if was overriden by a different module which has precidence, for instance, or if there is only a touchscreen and no mouse). */
Warps the mouse cursor to the given location. Should normally only be done following setcursormode(TRUE,...). The warp MAY be visible through *_InputEvent, but normally be seen as an IE_ABSMOUSE event anyway. Not all systems support cursor warping (or even cursors), so this is a hint only and you should not depend upon it. */
Obtains a copy of the full data blob. Will write up to size bytes but return the full size. Does not null terminate (but memalloc(ret+1) will, if you want to cast the buffer to a string), and the blob may contain embedded nulls. Ignores all special keys, returning only what is actually there. */
Change a userinfo key for the specified local player seat, equivelent to the setinfo console command. The server will normally forward the setting to other clients. */
Reads a local userinfo key for the specified local player seat. This is not quite the same as getplayerkeyvalue, due to latency and possible serverside filtering. */
Sets the userinfo key to a blob that may contain nulls etc. Keys with a leading underscore will be visible to only the server (for user-specific binary settings). */
Obtains a copy of the full data blob. Will write up to size bytes but return the full size. Does not null terminate (but memalloc(ret+1) will, if you want to cast the buffer to a string), and the blob may contain embedded nulls. Ignores all special keys, returning only what is actually there. */
Obtains a copy of a data blob (with spaces) from the server's private localinfo. Will write up to size bytes and return the actual size. Does not null terminate (but memalloc(ret+1) will, if you want to cast the buffer to a string), and the blob may contain embedded nulls. Ignores all special keys, returning only what is actually there. */
Returns if the client is currently playing a demo or not. Returns 2 when playing an mvd (where other player's stats can be queried, or the pov can be changed freely). */
Returns non-zero whenever the local console can directly affect the server (ie: listen servers or single-player). Compat note: DP returns 0 for single-player. */
Sets the position of the view, as far as the audio subsystem is concerned. This should be called once per CSQC_UpdateView as it will otherwise revert to default. For reverbtype, see setup_reverb or treat as 'underwater'. */
typedef struct {
float flDensity;
float flDiffusion;
float flGain;
float flGainHF;
float flGainLF;
float flDecayTime;
float flDecayHFRatio;
float flDecayLFRatio;
float flReflectionsGain;
float flReflectionsDelay;
vector flReflectionsPan;
float flLateReverbGain;
float flLateReverbDelay;
vector flLateReverbPan;
float flEchoTime;
float flEchoDepth;
float flModulationTime;
float flModulationDepth;
float flAirAbsorptionGainHF;
float flHFReference;
float flLFReference;
float flRoomRolloffFactor;
int iDecayHFLimit;
} reverbinfo_t;
void(float reverbslot, reverbinfo_t *reverbinfo, int sizeofreverinfo_t) setup_reverb = #0:setup_reverb; /* Part of FTE_CSQC_REVERB
Reconfigures a reverb slot for weird effects. Slot 0 is reserved for no effects. Slot 1 is reserved for underwater effects. Reserved slots will be reinitialised on snd_restart, but can otherwise be changed. These reverb slots can be activated with SetListener. Note that reverb will currently only work when using OpenAL. */
Quickly check to see if the entity is currently free. This function is only valid during the two-second non-reuse window, after that it may give bad results. Try one second to make it more robust. */
Version of serverkey that returns data as a blob (ie: binary data that may contain nulls). Returns the full blob size, even if truncated (pass maxsize=0 to query required storage). */
too convoluted for me to even try to explain correct usage. Try drawfont = loadfont("", "cour", "16", -1, 0, 0); to switch to the courier font (optimised for 16 virtual pixels high) ('cour' requires mscorefonts installed in linux). Additionally you can add "outline=1" as an extra token in the sizes string, to have more readable outlined fonts. */
Invoke CSEv_evname_evargs in ssqc. evargs must be a string of initials refering to the types of the arguments to pass. v=vector, e=entity(.entnum field is sent), f=float, i=int. 6 arguments max - you can get more if you pack your floats into vectors. */
Reads an unsigned 8-bit value, pair with WriteByte. */
float() readchar = #361; /*
Reads a signed 8-bit value. Paired with WriteChar. */
float() readshort = #362; /*
Reads a signed 16-bit value. Paired with WriteShort. */
float() readlong = #363; /*
Reads a signed 32-bit value. Paired with WriteLong or WriteInt. */
float() readcoord = #364; /*
Reads a value matching the unspecified precision written ONLY by WriteCoord. */
float() readangle = #365; /*
Reads a value matching the unspecified precision written ONLY by WriteAngle. */
string() readstring = #366; /*
Reads a null-terminated string. */
float() readfloat = #367; /*
Reads a float without any truncation nor conversions. Data MUST have originally been written with WriteFloat. */
__double() readdouble = #0:readdouble; /*
Reads a double-precision float without any truncation nor conversions. Data MUST have originally been written with WriteDouble. */
int() readint = #0:readint; /*
Reads a 32bit int without any conversions to float, otherwise interchangable with readlong. */
__int64() readint64 = #0:readint64; /*
Reads a 64bit int. Paired with WriteInt64. */
float() readentitynum = #368; /*
Reads the serverside index of an entity, paired with WriteEntity. There may be nothing else known about the entity yet, so the result typically needs to be saved as-is and re-looked up each frame. This can be done via getentity(NUM, GE_*) for non-csqc ents, or findentity(world,entnum,NUM) - both of which can fail due to latency. */
Specifies a per-modelindex callback to listen for engine-networking entity updates. Such entities are automatically interpolated by the engine (unless flags specifies not to).
The various standard entity fields will be overwritten each frame before the updatecallback function is called. */
Retrieves either the name or the body of the effect with the given number. The effect body is regenerated from internal state, and can be changed before being reapplied via the localcmd builtin. */
Adds a temporary clipped decal shader to the scene, centered at the given point with given orientation. Will be drawn by the next renderscene call, and freed by the next clearscene call. */
qwskin "foo" - use an unmodified quakeworld player skin (including crop+repalette rules)
q1lower 0xff0000 - specify an override for the entity's lower colour, in this case to red
q1upper 0x0000ff - specify an override for the entity's lower colour, in this case to blue
compose "surfacename" "shader" "imagename@x,y:w,h$s,t,s2,t2?r,g,b,a" - compose a skin texture from multiple images.
The texture is determined to be sufficient to hold the first named image, additional images can be named as extra tokens on the same line.
Use a + at the end of the line to continue reading image tokens from the next line also, the named shader must use 'map $diffuse' to read the composed texture (compatible with the defaultskin shader). Must be matched with a releasecustomskin call later, and is pointless without applycustomskin. */
void(entity e, float skinobj) applycustomskin = #378; /*
Updates the entity's custom skin (refcounted). */
void(float skinobj) releasecustomskin = #379; /*
Lets the engine know that the skin will no longer be needed. Thanks to refcounting any ents with the skin already applied will retain their skin until later changed. It is valid to destroy a skin just after applying it to an ent in the same function that it was created in, as the skin will only be destroyed once its refcount rops to 0. */
string(string conname, string field, optional string newvalue) con_getset = #391; /* Part of FTE_CSQC_ALTCONSOLES
Reads or sets a property from a console object. The old value is returned. Iterrate through consoles with the 'next' field. Valid properties: title, name, next, unseen, markup, forceutf8, close, clear, hidden, linecount */
void(string conname, string messagefmt, ...) con_printf = #392; /* Part of FTE_CSQC_ALTCONSOLES
Prints onto a named console. */
void(string conname, vector pos, vector size, float fontsize) con_draw = #393; /* Part of FTE_CSQC_ALTCONSOLES
Draws the named console. */
float(string conname, float inevtype, float parama, float paramb, float paramc) con_input = #394; /* Part of FTE_CSQC_ALTCONSOLES
Forwards input events to the named console. Mouse updates should be absolute only. */
void(string newcaption) setwindowcaption = #0:setwindowcaption; /* Part of FTE_CSQC_WINDOWCAPTION
Replaces the title of the game window, as seen when task switching or just running in windowed mode. */
float(entity e, float nowreadonly) entityprotection = #0:entityprotection; /*
Changes the protection on the specified entity to protect it from further edits from QC. The return value is the previous setting. Note that this can be used to unprotect the world, but doing so long term is not advised as you will no longer be able to detect invalid entity references. Also, world is not networked, so results might not be seen by clients (or in other words, world.avelocity_y=64 is a bad idea). */
searchhandle(string pattern, enumflags:float{SB_CASEINSENSITIVE=1<<0,SB_FULLPACKAGEPATH=1<<1,SB_ALLOWDUPES=1<<2,SB_FORCESEARCH=1<<3} flags, float quiet, optional string filterpackage) search_begin = #444; /* Part of DP_QC_FS_SEARCH, DP_QC_FS_SEARCH_PACKFILE
initiate a filesystem scan based upon filenames. Be sure to call search_end on the returned handle. SB_FULLPACKAGEPATH interprets the filterpackage arg as a full package path to avoid gamedir ambiguity, equivelent to whichpack's WP_FULLPACKAGEPATH flag. SB_ALLOWDUPES allows returning multiple entries with the same name (but different package, useful with search_fopen). SB_FORCESEARCH requires use of the filterpackage and SB_FULLPACKAGEPATH flag, initiating searches from gamedirs/packages which are not currently active. */
string(string cvarname) cvar_string = #448; /* Part of DP_QC_CVAR_STRING*/
entity(entity start, .float fld, float match) findflags = #449; /* Part of DP_QC_FINDFLAGS*/
entity(.float fld, float match, optional .entity chainfield) findchainflags = #450; /* Part of DP_QC_FINDCHAINFLAGS*/
float(entity ent, string tagname) gettagindex = #451; /* Part of DP_QC_GETTAGINFO*/
vector(entity ent, float tagindex) gettaginfo = #452; /* Part of DP_QC_GETTAGINFO
Obtains the current worldspace position+orientation of the bone or tag from the given entity. The return value is the world coord, v_forward, v_right, v_up are also set according to the bone/tag's orientation. */
float(string s, string separator1, ...) tokenizebyseparator = #479; /* Part of DP_QC_TOKENIZEBYSEPARATOR
Splits up the string using only the specified delimiters/separators. Multiple delimiters can be given, they are each considered equivelent (though should start with the longest if you want to do weird subseparator stuff).
The resulting tokens can be queried via argv (and argv_start|end_index builtins, if you want to determine which of the separators was present between two tokens).
Note that while an input string containing JUST a separator will return 2, a string with no delimiter will return 1, while (in FTE) an empty string will ALWAYS return 0. */
float(string name, optional string initialURI) gecko_create = #487; /* Part of DP_GECKO_SUPPORT
Create a new 'browser tab' shader with the specified name that can then be drawn via drawpic (shader should not already exist - including from map/model textures or disk). In order to function correctly, this builtin depends upon external plugins being available. Use gecko_navigate to navigate it to a page of your choosing. */
void(string name) gecko_destroy = #488; /* Part of DP_GECKO_SUPPORT
Destroy a shader. */
void(string name, string URI) gecko_navigate = #489; /* Part of DP_GECKO_SUPPORT
Sends a command to the media decoder attached to the specified shader. In the case of a browser decoder, this changes the url that the browser displays. 'cmd:[un]focus' will tell the decoder that it has focus. */
float(string name, float key, float eventtype, optional float charcode) gecko_keyevent = #490; /* Part of DP_GECKO_SUPPORT
Send a key event to a media decoder. This applies only to interactive decoders like browsers. */
void(string name, float x, float y) gecko_mousemove = #491; /* Part of DP_GECKO_SUPPORT
Sets a media decoder shader's mouse position. Values should be 0-1. */
void(string name, float w, float h) gecko_resize = #492; /* Part of DP_GECKO_SUPPORT
Request to resize a media decoder. */
vector(string name) gecko_get_texture_extent = #493; /* Part of DP_GECKO_SUPPORT
Retrieves a media decoder current image pixel sizes. */
float(string name) cvar_type = #495; /* Part of DP_QC_CVAR_TYPE*/
float() numentityfields = #496; /* Part of DP_QC_ENTITYDATA
Gives the number of named entity fields. Note that this is not the size of an entity, but rather just the number of unique names (ie: vectors use 4 names rather than 3). */
void(float to, string s, float sz) WritePicture = #501; /* Part of DP_SV_WRITEPICTURE
Encodes the named image across the network as-is adhering to some size limit. In FTE, this simply writes the string and is equivelent to writestring and sz is ignored. WritePicture should be paired with ReadPicture in csqc. */
Reads a picture that was written by ReadPicture, and returns a name that can be used in drawpic and other 2d drawing functions. In FTE, this acts as a readstring-with-downloadcheck - the image will appear normally once it has been downloaded, but its size may be incorrect until then. */
string(string filename, optional enumflags:float{WP_REFERENCEPACKAGE,WP_FULLPACKAGEPATH} flags) whichpack = #503; /* Part of DP_QC_WHICHPACK
Returns the pak file name that contains the file specified. progs/player.mdl will generally return something like 'pak0.pak'. If WP_REFERENCE, clients will automatically be told that the returned package should be pre-downloaded and used, even if allow_download_refpackages is not set. */
string(string in) uri_escape = #510; /* Part of DP_QC_URI_ESCAPE
Uses percent-encoding to encode any bytes in the input string which are not ascii alphanumeric, period, hyphen, or underscore. All other bytes will expand to eg '%20' for a single space char. This encoding scheme is compatible with http and other uris. */
string(string in) uri_unescape = #511; /* Part of DP_QC_URI_ESCAPE
Undo any percent-encoding in the input string, hopefully resulting in the same original sequence of bytes (and thus chars too). */
float(string uril, float id, optional string postmimetype, optional string postdata) uri_get = #513; /* Part of DP_QC_URI_GET, DP_QC_URI_POST
uri_get() gets content from an URL and calls a callback "uri_get_callback" with it set as string; an unique ID of the transfer is returned
returns 1 on success, and then calls the callback with the ID, 0 or the HTTP status code, and the received data in a string
For a POST request, you will typically want the postmimetype set to application/x-www-form-urlencoded.
For a GET request, omit the mime+data entirely.
Consult your webserver/php/etc documentation for best-practise. */
float(string str) tokenize_console = #514; /*
Tokenize a string exactly as the console's tokenizer would do so. The regular tokenize builtin became bastardized for convienient string parsing, which resulted in a large disparity that can be exploited to bypass checks implemented in a naive SV_ParseClientCommand function, therefore you can use this builtin to make sure it exactly matches. */
float(float idx) argv_start_index = #515; /*
Returns the character index that the tokenized arg started at. */
float(float idx) argv_end_index = #516; /*
Returns the character index that the tokenized arg stopped at. */
Returns a list of keycodes that perform the given console command in a format that can only be parsed via tokenize (NOT tokenize_console). This only and always returns two values - if only one key is actually bound, -1 will be returned. The bindmap argument is listed for compatibility with dp-specific defs, but is ignored in FTE. */
Returns a list of key bindings in keyname format instead of keynums. Use tokenize to parse. This list may contain modifiers. May return large numbers of keys. */
Reads a set of entities from the given string. This string should have the same format as a .ent file or a saved game. Entities will be spawned as required. If you need to see the entities that were created, you should use parseentitydata instead. */
void(string s) loadfromfile = #530; /*
Reads a set of entities from the named file. This file should have the same format as a .ent file or a saved game. Entities will be spawned as required. If you need to see the entities that were created, you should use parseentitydata instead. */
Changes the properties of the current sound being played on the given entity channel. newsample may be empty, and will be ignored in this case. timeoffset is relative to the current position (subtract the result of getsoundtime for absolute positions). Negative volume can be used to stop the sound. Return value is a fractional value based upon the number of audio devices that could be updated - test against TRUE rather than non-zero. */
float(entity e, float channel) getsoundtime = #533; /*
Returns the current playback time of the sample on the given entity's channel. Beware CHAN_AUTO (in csqc, channels are not limited by network protocol). */
Writes the contents of a string buffer onto the end of the supplied filehandle (you must have already used fopen). Additional optional arguments permit you to constrain the writes to a subsection of the stringbuffer. */
Queries whether rigid body physics is enabled or not. CSQC and SSQC may report different values. If the force argument is specified then the engine will try to activate or release physics (returning the new state, which may fail if plugins or dlls are missing). Note that restarting the physics engine is likely to result in hitches when collision trees get generated. The state may change if a plugin is disabled mid-map. */
void(entity e, float physics_enabled) physics_enable = #540; /*
Enable or disable the physics attached to a MOVETYPE_PHYSICS entity. Entities which have been disabled in this way will stop taking so much cpu time. */
void(entity e, vector force, vector relative_ofs) physics_addforce = #541; /*
Apply some impulse directional force upon a MOVETYPE_PHYSICS entity. */
void(entity e, vector torque) physics_addtorque = #542; /*
Apply some impulse rotational force upon a MOVETYPE_PHYSICS entity. */
Invokes the named function. The function name is always passed as the last parameter and must always be present. The others are passed to the named function as-is */
Reads a single entity's fields into an already-spawned entity. s should contain field pairs like in a saved game: {"foo1" "bar" "foo2" "5"}. Returns <=0 on failure, otherwise returns the offset in the string that was read to. */