2f4063ce2e
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1757 fc73d0e0-1445-4013-8a0c-d673dee63da5
148 lines
4.6 KiB
C++
148 lines
4.6 KiB
C++
//common builtins.
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void(vector ang) makevectors = #1; // sets v_forward, etc globals
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void(entity e, vector o) setorigin = #2;
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void(entity e, string m) setmodel = #3; // set movetype and solid first
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void(entity e, vector min, vector max) setsize = #4;
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void() break = #6;
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float() random = #7; // returns 0 - 1
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void(entity e, float chan, string samp, float vol, float atten) sound = #8;
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vector(vector v) normalize = #9;
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void(string e) error = #10;
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void(string e) objerror = #11;
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float(vector v) vlen = #12;
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float(vector v) vectoyaw = #13;
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entity() spawn = #14;
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void(entity e) remove = #15;
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// sets trace_* globals
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// nomonsters can be:
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// An entity will also be ignored for testing if forent == test,
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// forent->owner == test, or test->owner == forent
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// a forent of world is ignored
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void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
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entity(entity start, .string fld, string match) find = #18;
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string(string s) precache_sound = #19;
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string(string s) precache_model = #20;
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void(entity client, string s)stuffcmd = #21;
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entity(vector org, float rad) findradius = #22;
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void(string s, ...) dprint = #25;
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string(float f) ftos = #26;
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string(vector v) vtos = #27;
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void() coredump = #28; // prints all edicts
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void() traceon = #29; // turns statment trace on
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void() traceoff = #30;
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void(entity e) eprint = #31; // prints an entire edict
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float() droptofloor= #34; // TRUE if landed on floor
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float(float v) rint = #36; // round to nearest int
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float(float v) floor = #37; // largest integer <= v
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float(float v) ceil = #38; // smallest integer >= v
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float(vector v) pointcontents = #41; // returns a CONTENT_*
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float(float f) fabs = #43;
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float(string s) cvar = #45; // return cvar.value
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void(string s, ...) localcmd = #46; // put string into local que
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entity(entity e) nextent = #47; // for looping through all ents
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void(vector o, vector d, float color, float count) particle = #48;// start a particle effect
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void() ChangeYaw = #49; // turn towards self.ideal_yaw
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// at self.yaw_speed
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vector(vector v) vectoangles = #51;
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void(string var, string val) cvar_set = #72; // sets cvar.value
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//string(float modelindex) name_for_modelindex;
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//float(string modelname) modelindex_for_name;
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string(string s) precache_file = #68; // no effect except for -copy
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string(string s) precache_model2 = #75; // registered version only
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string(string s) precache_sound2 = #76; // registered version only
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string(string s) precache_file2 = #77; // registered version only
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float(string s) stof = #81;
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void(vector v1, vector min, vector max, vector v2, float nomonsters, entity forent) tracebox = #90;
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void(string name, string value) registercvar = #93;
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entity(entity start, .entity fld, entity match) findentity = #98;
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entity(entity start, .float fld, float match) findfloat = #98;
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float(string filename, float mode) fopen = #110;
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void(float fhandle) fclose = #111;
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string(float fhandle) fgets = #112;
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void(float fhandle, string s) fputs = #113;
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float(string s) strlen = #114;
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string(...) strcat = #115;
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string(string s, float start, float length) substring = #116;
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vector(string s) stov = #117;
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string(string s) strzone = #118;
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void(string s) strunzone = #119;
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float FILE_READ = 0;
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float FILE_WRITE = 1;
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float FILE_APPEND = 2;
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float(string s) tokenize = #441;
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string(float argnum) argv = #442;
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//DP_QC_SINCOSSQRTPOW
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//idea: id Software, LordHavoc
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//darkplaces implementation: id Software, LordHavoc
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//builtin definitions:
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float(float val) sin = #60;
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float(float val) cos = #61;
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float(float val) sqrt = #62;
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float(float a, float b) pow = #97;
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//description:
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//useful math functions, sine of val, cosine of val, square root of val, and raise a to power b, respectively.
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//FTE_STRINGS
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float(string str, string match) strstrofs = #221;
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float(string str, float ofs) str2chr = #222;
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string(float c, ...) chr2str = #223;
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string(float ccase, float redalpha, float redchars, string str) strconv = #224;
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string(string info, string key, string value) infoadd = #226;
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string(string info, string key) infoget = #227;
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float(string s1, string s2, float len) strncmp = #228;
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float(string s1, string s2) strcasecmp = #229;
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float(string s1, string s2, float len) strncasecmp = #230;
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float(entity ent, string tagname) gettagindex = #451;
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vector(entity ent, float tagnum) RotateVectorsByTag = #234;
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void(vector angle) RotateVectorsByAngle = #235;
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void(vector fwd, vector right, vector up) RotateVectorsByVectors = #236;
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float(float modelindex, string skinname) skinforname = #237;
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float(string skinname) shaderforname = #238;
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