Requires a cutting edge version of fteqcc... Older versions have bugs and stuff. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3045 fc73d0e0-1445-4013-8a0c-d673dee63da5
104 lines
No EOL
3.6 KiB
C++
104 lines
No EOL
3.6 KiB
C++
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//FTE_CALLTIMEOFDAY
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//IDEA: mvdsv team
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void() calltimeofday = #231;
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//void(float secs, float min, float hour, float day, float month, float year, string datestring) timeofday = {};
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//A new builtin which immediatly calls a "timeofday" QC function. The key functionality here is that the parameters to the timeofday qc function are infact, the time of day.
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//Note that expected use is to copy the parameters into globals, and then use the globals where the builtin was called from.
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//History: This extension is identical to the calltimeofday builtin found in mvdsv. However, it uses a different builtin number in an effort to reduce builtin conflicts with other extensions (which mvdsv is not good for). Using cunning coding, you can achieve support for either.
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//FTE_FORCEINFOKEY
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//FIXME:forceinfokey
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//FTE_ISBACKBUFFERED
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//FIXME:isbackbuffered
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//FTE_MEDIA_AVI
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//The console command 'playfilm' supports avi files. Uncompressed audio only, however.
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//FTE_MEDIA_CIN
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//The console command 'playfilm' supports quake2 .cin files.
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//FTE_MEDIA_ROQ
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//The console command 'playfilm' supports quake3 .RoQ files.
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//FTE_MULTIPROGS
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//FIXME
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//all sorts of fun multiple progs stuff all running in the same virtual machine.
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//it's great fun.
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//FTE_MULTITHREADED
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void(float duration) sleep = #;
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float() fork = #;
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void(...) abort = #;
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//sleep stops execution and magically restarts duration seconds later
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//fork magically splits execution and somehow returns twice each individual time it's called.
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//abort returns from the current function as well as all calling qc functions. Pass a parameter if the root qc function is meant to return something.
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//note that sleep and fork preserve only locals and not globals or entity fields.
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//FTE_MVD_PLAYBACK
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//there is a playmvd console command, which can play a multiview demo to all connected clients, returning to the current gamestate when finished.
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//FTE_NPCCHAT
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//FIXME:chat
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//a scripting language supporting qc callbacks, specially designed for one-on-one conversations with non-player charactures.
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//FTE_SOLID_LADDER
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float SOLID_LADDER = 20;
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//players entering a solid type of this type using qw physics will treat it as a ladder.
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//FTE_STRINGS
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//FIXME:stof
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//FIXME:strlen
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//FIXME:strcat
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//FIXME:substring
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//FIXME:stov
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//FIXME:strzone
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//FIXME:strunzone
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//FIXME:strstrofs
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//FIXME:str2chr
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//FIXME:chr2str
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//FIXME:strconv
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//FIXME:infoadd
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//FIXME:infoget
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//FIXME:strncmp
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//FIXME:strcasecmp
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//FIXME:strncasecmp
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//FTE_PEXT_SETVIEW"}, //nq setview works.
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//FTE_PEXT_LIGHTSTYLECOL
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void(float style, string value, float colourmask) lightstylecol = #35;
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float LS_RED = 1;
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float LS_GREEN = 2;
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float LS_BLUE = 4;
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//colours light effects according to bits. Doesn't even need lits. Useful for making an entire map red, and stuff.
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//FTE_PEXT_VIEW2
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.entity view2;
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//when set, the player will gain an extra little window showing the world from a different viewpoint.
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//Move and angle the view2 entity to position it. Great for rocket cams and alerts (ctf?..)
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//FTE_PEXT_BULLETENS
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//Certain texture names can be replaced with text. Can show leader/looser/adverts.
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//FTE_PEXT_FATNESS
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.float fatness;
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//expands an entity along it's vertex normals.
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//Makes it fat without scaling it up.
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//vacuum chambers...
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//FTE_PEXT_HULLSIZE
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.float hull;
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//Use this hull number minus one for bsp collisions, and a bbox for entity-entity collisions.
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//FTE_PEXT_CUSTOMTENTS
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//FIXME:RegisterTempEnt
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//FIXME:CustomTempEnt
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//FTE_PEXT_256PACKETENTITIES
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//Removes the 64 entities visible at once that the qw protocol origionally suffered from.
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//EXT_CSQC
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