#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_EF_ADDITIVE
#define DP_EF_BLUE
#define DP_EF_FULLBRIGHT
#define DP_EF_NODEPTHTEST
#define DP_EF_NODRAW
#define DP_EF_NOGUNBOB
#define DP_EF_NOSHADOW
#define DP_EF_RED
#define DP_ENT_CUSTOMCOLORMAP
#define DP_ENT_EXTERIORMODELTOCLIENT
#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_SKINFILES
#define DP_GFX_SKYBOX
#define DP_HALFLIFE_MAP_CVAR
#define DP_INPUTBUTTONS
#define DP_LIGHTSTYLE_STATICVALUE
#define DP_LITSUPPORT
#define DP_MD3_TAGSINFO
#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_MOVETYPEBOUNCEMISSILE
#define DP_MOVETYPEFOLLOW
#define DP_QC_ASINACOSATANATAN2TAN
#define DP_QC_CHANGEPITCH
#define DP_QC_COPYENTITY
#define DP_QC_CRC16
#define DP_QC_CVAR_DEFSTRING
#define DP_QC_CVAR_STRING
#define DP_QC_CVAR_TYPE
#define DP_QC_EDICT_NUM
#define DP_QC_ENTITYDATA
#define DP_QC_ETOS
#define DP_QC_FINDCHAIN
#define DP_QC_FINDCHAINFLOAT
#define DP_QC_FINDFLAGS
#define DP_QC_FINDCHAINFLAGS
#define DP_QC_FINDFLOAT
#define DP_QC_FS_SEARCH
#define DP_QC_GETSURFACE
#define DP_QC_GETSURFACEPOINTATTRIBUTE
#define DP_QC_MINMAXBOUND
#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_SV_PRINT /* Says that the print builtin can be used from nqssqc (as well as just csqc), bypassing the developer cvar issues. */
#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_QC_URI_ESCAPE
#define DP_QC_URI_GET
#define DP_QC_URI_POST
#define DP_QC_VECTOANGLES_WITH_ROLL
#define DP_QC_VECTORVECTORS
#define DP_QC_WHICHPACK
#define DP_QUAKE2_MODEL
#define DP_QUAKE2_SPRITE
#define DP_QUAKE3_MODEL
#define DP_REGISTERCVAR
#define DP_SND_SOUND7_WIP2
#define DP_SND_STEREOWAV
#define DP_SND_OGGVORBIS
#define DP_SOLIDCORPSE
#define DP_SPRITE32
#define DP_SV_BOTCLIENT
#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_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_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_MEDIA_AVI /* playfilm command supports avi files. */
#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_QC_NPCCHAT
#define FTE_PART_SCRIPT /* Specifies that the r_particledesc cvar can be used to select a list of particle effects to load from particles/*.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_FS_SEARCH_SIZEMTIME
#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_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. */
#ifdef _ACCESSORS
accessorstrbuf:float;
accessorsearchhandle:float;
accessorhashtable:float;
accessorinfostring:string;
accessorfilestream:float;
accessorfilestream:float;
#else
#define strbuf float
#define searchhandle float
#define hashtable float
#define infostring string
#define filestream float
#endif
entityself;/* The magic me */
entityother;/* Valid in touch functions, this is the entity that we touched. */
entityworld;/* The null entity. Hurrah. Readonly after map spawn time. */
floattime;/* The current game time. Stops when paused. */
floatframetime;/* The time since the last physics/render/input frame. */
entitynewmis;/* A named entity that should be run soon, to reduce the effects of latency. */
floatforce_retouch;/* If positive, causes all entities to check for triggers. */
.floatmodelindex;/* 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. */
.vectorabsmin;/* Set by the engine when the entity is relinked (by setorigin, setsize, or setmodel). This is in world coordinates. */
.vectorabsmax;/* Set by the engine when the entity is relinked (by setorigin, setsize, or setmodel). This is in world coordinates. */
.floatltime;/* 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. */
.floatlastruntime;/* 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. */
.floatmovetype;/* Describes how the entity moves. One of the MOVETYPE_ constants. */
.floatsolid;/* Describes whether the entity is solid or not, and any special properties infered by that. Must be one of the SOLID_ constants */
.vectororigin;/* 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. */
.vectoroldorigin;/* 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. */
.vectorvelocity;/* The direction and speed that the entity is moving in world space. */
.vectorangles;/* 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. */
.vectoravelocity;/* 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. */
.stringclassname;/* 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. */
.stringmodel;/* 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. */
.floatframe;/* 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. */
.floatskin;/* 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. */
.floateffects;/* Lots of random flags that change random effects. See EF_* constants. */
.vectormins;/* 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. */
.vectormaxs;/* like mins, but in the other direction. */
.vectorsize;/* maxs-mins. Updated when the entity is relinked (by setorigin, setsize, setmodel) */
.void()touch;
.void()use;
.void()think;
.void()blocked;
.floatnextthink;/* 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. */
.entitygroundentity;
.floathealth;
.floatfrags;
.floatweapon;
.stringweaponmodel;
.floatweaponframe;
.floatcurrentammo;
.floatammo_shells;
.floatammo_nails;
.floatammo_rockets;
.floatammo_cells;
.floatitems;
.floattakedamage;
.entitychain;
.floatdeadflag;
.vectorview_ofs;
.floatbutton0;
.floatbutton1;
.floatbutton2;
.floatimpulse;
.floatfixangle;/* 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. */
.vectorv_angle;/* The angles a player is viewing. +x is DOWN (pitch, yaw, roll) */
.stringnetname;
.entityenemy;
.floatflags;
.floatcolormap;
.floatteam;
.floatmax_health;
.floatteleport_time;/* While active, prevents the player from using the +back command, also blocks waterjumping. */
.floatarmortype;
.floatarmorvalue;
.floatwaterlevel;
.floatwatertype;
.floatideal_yaw;
.floatyaw_speed;
.entityaiment;
.entitygoalentity;
.floatspawnflags;
.stringtarget;
.stringtargetname;
.floatdmg_take;
.floatdmg_save;
.entitydmg_inflictor;
.entityowner;
.vectormovedir;
.stringmessage;
.floatsounds;
.stringnoise;
.stringnoise1;
.stringnoise2;
.stringnoise3;
voidend_sys_fields;
floatinput_timelength;
vectorinput_angles;/* +x=DOWN */
vectorinput_movevalues;
floatinput_buttons;
floatinput_impulse;
inttrace_endcontents;
inttrace_surfaceflags;
inttrace_brush_id;
inttrace_brush_faceid;
inttrace_surface_id;/* 1-based. 0 if not known. */
inttrace_bone_id;/* 1-based. 0 if not known. typically needs MOVE_HITMODEL. */
inttrace_triangle_id;/* 1-based. 0 if not known. */
vectorglobal_gravitydir='00-1';/* The direction gravity should act in if not otherwise specified per entity. */
intserverid;/* The unique id of this server within the server cluster. */
.vectorpunchangle;
.floatgravity;
.floathull;/* Overrides the hull used by the entity for walkmove/movetogoal and not traceline/tracebox. */
.entitymovechain;/* 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(floatold,floatnew)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. */
.floatdimension_solid;/* This is the bitmask of dimensions which the entity is solid within. */
.floatdimension_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. */
.inthitcontentsmaski;/* Traces performed for this entity will impact against surfaces that match this contents mask. */
.floatdphitcontentsmask;/* Some crappy field that inefficiently requires translating to the native contents flags. Ditch the 'dp', do it properly. */
.floatscale;/* 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. */
.floatfatness;/* How many QuakeUnits to push the entity's verticies along their normals by. */
.floatalpha;/* The transparency of the entity. 1 means opaque, 0.0001 means virtually invisible. 0 is remapped to 1, for compatibility. */
.floatmodelflags;/* 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. */
.floatframe1time;/* 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. */
.floatbasebone;/* 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. */
.floatbaseframe;/* 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. */
.entitytag_entity;
.floattag_index;
.floatskeletonindex;/* This object serves as a container for the skeletal bone states used to override the animation data. */
.vectorcolormod;/* Provides a colour tint for the entity. */
.vectorglowmod;
.vectorgravitydir;/* 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(vectororg,vectorang)camera_transform;/* Provides portal transform information for portal surfaces attached to this entity. Also used to open up pvs in ssqc. */
.floatpmove_flags;
.floatgeomtype;
.floatfriction;
.floaterp;
.floatjointtype;
.floatmass;
.floatbouncefactor;
.floatbouncestop;
.floatidealpitch;
.floatpitch_speed;
.floatdrawflags;/* Various flags that affect lighting values and scaling. Typically set to 96 in quake for proper compatibility with DP_QC_SCALE. */
.floatabslight;/* Allows overriding light levels. Use drawflags to state that this field should actually be used. */
.vectorcolor;/* This affects the colour of realtime lights that were enabled via the pflags field. */
.floatlight_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). */
.floatstyle;/* 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. */
.floatpflags;/* Realtime lighting flags */
.floatmaxspeed;
.entityview2;/* defines a second viewpoint, typically displayed in a corner of the screen (also punches open pvs). */
.vectormovement;/* 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. */
.floatvw_index;/* This acts as a second modelindex, using the same frames etc. */
.entitynodrawtoclient;/* 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. */
.entitydrawonlytoclient;/* 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. */
.entityviewmodelforclient;/* 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. */
.entityexteriormodeltoclient;/* 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. */
.floatbutton3;/* DP_INPUTBUTTONS (note in qw, we set 1 to equal 3, to match zquake/fuhquake/mvdsv) */
.floatbutton4;
.floatbutton5;
.floatbutton6;
.floatbutton7;
.floatbutton8;
.floatglow_size;
.floatglow_color;
.floatglow_trail;
.floattraileffectnum;/* This should be set to the result of particleeffectnum, in order to attach a custom trail effect to an entity as it moves. */
.floatemiteffectnum;/* This should be set to the result of particleeffectnum, in order to continually spawn particles in the direction that this entity faces. */
.floatdimension_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. */
.floatdimension_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. */
.floatdimension_ghost;/* If this entity is visible only within these dimensions, it will become transparent, as if a ghost. */
.floatdimension_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(entityplayerent,floatchangedflags)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. */
.floatSendFlags;/* 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. */
.floatVersion;/* Obsolete, set a SendFlags bit instead. */
.floatclientcolors;
.floatviewzoom;
.floatitems2;
.floatplayerclass;
.floathasted;
.floatlight_level;/* Used by hexen2 to indicate the light level where the player is standing. */
.floatpvsflags;/* Reconfigures when the entity is visible to clients */
.floatuniquespawnid;/* Incremented by 1 whenever the entity is respawned. Persists across remove calls, for when the two-second grace period is insufficient. */
.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. */
void(floatreqid,floatresponsecode,stringresourcebody)URI_Get_Callback;/* Called as an eventual result of the uri_get builtin. */
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(stringcmd)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(stringdest,stringfrom,stringcmd,stringinfo)SV_ParseClusterEvent;/* Part of cluster mode. Handles cross-node events that were sent via clusterevent, on behalf of the named client. */
float(stringsender,stringbody)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(floatpauseduration)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(floatnewstatus)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. */
void()SV_PlayerPhysics;/* Legacy 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(stringaddr,stringuinfo,stringfeatures)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. */
string(stringuri,stringmethod,stringpostdata,__instringrequestheaders,__inoutstringresponseheaders)Cef_GeneratePage;/* Provides an entrypoint to generate pages for the CEF plugin from within QC. Headers are
void(floatprevprogs)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. */
varfloatdimension_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 */
__usedvarfloatphysics_mode=2;/* 0: original csqc - physics are not run
1:DP-compat.Thinksoccur,butnottruemovetypes.
2:movetypesoccurjustastheydoinssqc.*/
constfloatTRUE=1;
constfloatFALSE=0;/* File not found... */
constfloatM_PI=3.14159;
constfloatMOVETYPE_NONE=0;
constfloatMOVETYPE_WALK=3;
constfloatMOVETYPE_STEP=4;
constfloatMOVETYPE_FLY=5;
constfloatMOVETYPE_TOSS=6;
constfloatMOVETYPE_PUSH=7;
constfloatMOVETYPE_NOCLIP=8;
constfloatMOVETYPE_FLYMISSILE=9;
constfloatMOVETYPE_BOUNCE=10;
constfloatMOVETYPE_BOUNCEMISSILE=11;
constfloatMOVETYPE_FOLLOW=12;
constfloatMOVETYPE_6DOF=30;/* A glorified MOVETYPE_FLY. Players using this movetype will get some flightsim-like physics, with fully independant rotations (order-dependant transforms). */
constfloatMOVETYPE_WALLWALK=31;/* Players using this movetype will be able to orient themselves to walls, and then run up them. */
constfloatMOVETYPE_PHYSICS=32;/* Enable the use of ODE physics upon this entity. */
constfloatSOLID_NOT=0;
constfloatSOLID_TRIGGER=1;
constfloatSOLID_BBOX=2;
constfloatSOLID_SLIDEBOX=3;
constfloatSOLID_BSP=4;/* Does not collide against other SOLID_BSP entities. Normally paired with MOVETYPE_PUSH. */
constfloatSOLID_CORPSE=5;/* Non-solid to SOLID_SLIDEBOX or other SOLID_CORPSE entities. For hitscan weapons to hit corpses, change the player's .solid value to SOLID_BBOX or so, perform the traceline, then revert the player's .solid value. */
constfloatSOLID_LADDER=20;/* Obsolete and may be removed at some point. Use skin=CONTENT_LADDER and solid_bsp or solid_trigger instead. */
constfloatSOLID_PORTAL=21;/* CSG subtraction volume combined with entity transformations on impact. */
constfloatSOLID_PHYSICS_BOX=32;
constfloatSOLID_PHYSICS_SPHERE=33;
constfloatSOLID_PHYSICS_CAPSULE=34;
constfloatSOLID_PHYSICS_TRIMESH=35;
constfloatSOLID_PHYSICS_CYLINDER=36;
constfloatGEOMTYPE_NONE=-1;
constfloatGEOMTYPE_SOLID=0;
constfloatGEOMTYPE_BOX=1;
constfloatGEOMTYPE_SPHERE=2;
constfloatGEOMTYPE_CAPSULE=3;
constfloatGEOMTYPE_TRIMESH=4;
constfloatGEOMTYPE_CYLINDER=5;
constfloatGEOMTYPE_CAPSULE_X=6;
constfloatGEOMTYPE_CAPSULE_Y=7;
constfloatGEOMTYPE_CAPSULE_Z=8;
constfloatGEOMTYPE_CYLINDER_X=9;
constfloatGEOMTYPE_CYLINDER_Y=10;
constfloatGEOMTYPE_CYLINDER_Z=11;
constfloatJOINTTYPE_FIXED=-1;
constfloatJOINTTYPE_POINT=1;
constfloatJOINTTYPE_HINGE=2;
constfloatJOINTTYPE_SLIDER=3;
constfloatJOINTTYPE_UNIVERSAL=4;
constfloatJOINTTYPE_HINGE2=5;
constfloatDAMAGE_NO=0;
constfloatDAMAGE_YES=1;
constfloatDAMAGE_AIM=2;
constfloatCONTENT_EMPTY=-1;
constfloatCONTENT_SOLID=-2;
constfloatCONTENT_WATER=-3;
constfloatCONTENT_SLIME=-4;
constfloatCONTENT_LAVA=-5;
constfloatCONTENT_SKY=-6;
constfloatCONTENT_LADDER=-16;/* If this value is assigned to a solid_bsp's .skin field, the entity will become a ladder volume. */
constintCONTENTBIT_NONE=0x00000000i;
constintCONTENTBIT_SOLID=0x00000001i;
constintCONTENTBIT_LAVA=0x00000008i;
constintCONTENTBIT_SLIME=0x00000010i;
constintCONTENTBIT_WATER=0x00000020i;
constintCONTENTBIT_FTELADDER=0x00004000i;
constintCONTENTBIT_PLAYERCLIP=0x00010000i;
constintCONTENTBIT_MONSTERCLIP=0x00020000i;
constintCONTENTBIT_BODY=0x02000000i;
constintCONTENTBIT_CORPSE=0x04000000i;
constintCONTENTBIT_Q2LADDER=0x20000000i;/* Content bit specific to q2bsp */
constintCONTENTBIT_SKY=0x80000000i;
constintCONTENTBITS_POINTSOLID=CONTENTBIT_SOLID|0x00000002i|CONTENTBIT_BODY;/* Bits that traceline would normally consider solid */
constintCONTENTBITS_BOXSOLID=CONTENTBIT_SOLID|0x00000002i|CONTENTBIT_BODY|CONTENTBIT_PLAYERCLIP;/* Bits that tracebox would normally consider solid */
constintSPA_POSITION;/* These SPA_* constants are to specify which attribute is returned by the getsurfacepointattribute builtin */
constintSPA_S_AXIS=1;
constintSPA_T_AXIS=2;
constintSPA_R_AXIS=3;/* aka: SPA_NORMAL */
constintSPA_TEXCOORDS0=4;
constintSPA_LIGHTMAP0_TEXCOORDS=5;
constintSPA_LIGHTMAP0_COLOR=6;
constfloatCHAN_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. */
constfloatCHAN_WEAPON=1;
constfloatCHAN_VOICE=2;
constfloatCHAN_ITEM=3;
constfloatCHAN_BODY=4;
constfloatCHANF_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. */
constfloatSOUNDFLAG_RELIABLE=1;/* The sound will be sent reliably, and without regard to phs. */
constfloatSOUNDFLAG_FORCELOOP=2;/* The sound will restart once it reaches the end of the sample. */
constfloatSOUNDFLAG_NOREVERB=32;/* Disables the use of underwater/reverb effects on this sound effect. */
constfloatSOUNDFLAG_FOLLOW=64;/* The sound's origin will updated to follow the emitting entity. */
constfloatSOUNDFLAG_UNICAST=256;/* The sound will be heard only by the player specified by msg_entity. */
constfloatSOUNDFLAG_SENDVELOCITY=512;/* The entity's current velocity will be sent to the client, only useful if doppler is enabled. */
constfloatATTN_NONE=0;/* Sounds with this attenuation can be heard throughout the map */
constfloatATTN_NORM=1;/* Standard attenuation */
constfloatATTN_IDLE=2;/* Extra attenuation so that sounds don't travel too far. */
constfloatATTN_STATIC=3;/* Even more attenuation to avoid torches drowing out everything else throughout the map. */
constfloatSVC_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. */
constfloatMSG_BROADCAST=0;/* The byte(s) will be unreliably sent to all players. MSG_ constants are valid arguments to the Write* builtin family. */
constfloatMSG_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. */
constfloatMSG_ALL=2;/* The byte(s) will be reliably sent to all players. */
constfloatMSG_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. */
constfloatMSG_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. */
constfloatMSG_ENTITY=5;/* The byte(s) will be written into the entity buffer. This is a special value used only inside 'SendEntity' functions. */
constfloatMULTICAST_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. */
constfloatMULTICAST_PHS=1;/* The multicast message is unreliably sent to only players that can potentially hear the specified origin. Its quite loose. */
constfloatMULTICAST_PVS=2;/* The multicast message is unreliably sent to only players that can potentially see the specified origin. */
constfloatMULTICAST_ONE=6;/* The multicast message is unreliably sent to the player specified in the msg_entity global. The specified origin is ignored. */
constfloatMULTICAST_ALL_R=3;/* The multicast message is reliably sent to all players. The specified origin is ignored. */
constfloatMULTICAST_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. */
constfloatMULTICAST_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. */
constfloatMULTICAST_ONE_R=7;/* The multicast message is reliably sent to the player specified in the msg_entity global. The specified origin is ignored */
constfloatPRINT_LOW=0;
constfloatPRINT_MEDIUM=1;
constfloatPRINT_HIGH=2;
constfloatPRINT_CHAT=3;
constfloatPVSF_NORMALPVS=0;/* Filter first by PVS, then filter this entity using tracelines if sv_cullentities is enabled. */
constfloatPVSF_NOTRACECHECK=1;/* Filter strictly by PVS. */
constfloatPVSF_USEPHS=2;/* Send if we're close enough to be able to hear this entity. */
constfloatPVSF_IGNOREPVS=3;/* Ignores pvs. This entity is visible whereever you are on the map. */
constfloatPVSF_NOREMOVE=128;/* Once visible to a client, this entity will remain visible. This can be useful for csqc and corpses. */
conststringINFOKEY_P_IP="ip";/* The apparent ip address of the client. This may be a proxy's ip address. */
conststringINFOKEY_P_REALIP="realip";/* If sv_getrealip is set, this gives the ip as determine using that algorithm. */
conststringINFOKEY_P_CSQCACTIVE="csqcactive";/* Client has csqc enabled. CSQC ents etc will be sent to this player. */
conststringINFOKEY_P_SVPING="svping";
conststringINFOKEY_P_GUID="guid";/* Some hash string which should be reasonably unique to this player's quake installation. */
conststringINFOKEY_P_CHALLENGE="challenge";
conststringINFOKEY_P_USERID="*userid";
conststringINFOKEY_P_DOWNLOADPCT="download";/* The client's download percentage for the current file. Additional files are not known. */
conststringINFOKEY_P_TRUSTLEVEL="trustlevel";
conststringINFOKEY_P_PROTOCOL="protocol";/* The network protocol the client is using to connect to the server. */
conststringINFOKEY_P_VIP="*VIP";/* 1 if the player has the VIP 'penalty'. */
conststringINFOKEY_P_ISMUTED="*ismuted";/* 1 if the player has the 'mute' penalty and is not allowed to use the say/say_team commands. */
conststringINFOKEY_P_ISDEAF="*isdeaf";/* 1 if the player has the 'deaf' penalty and cannot see other people's say/say_team commands. */
conststringINFOKEY_P_ISCRIPPLED="*ismuted";/* 1 if the player has the cripple penalty, and their movement values are ignored (.movement is locked to 0). */
conststringINFOKEY_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). */
conststringINFOKEY_P_ISLAGGED="*ismuted";/* 1 if the player has the fakelag penalty and has an extra 200ms of lag. */
conststringINFOKEY_P_PING="ping";/* The player's ping time, in milliseconds. */
conststringINFOKEY_P_NAME="name";/* The player's name. */
conststringINFOKEY_P_SPECTATOR="*spectator";/* Whether the player is a spectator or not. */
conststringINFOKEY_P_TOPCOLOR="topcolor";/* The player's upper/shirt colour (palette index). */
conststringINFOKEY_P_BOTTOMCOLOR="bottomcolor";/* The player's lower/pants/trouser colour (palette index). */
constfloatSTUFFCMD_IGNOREINDEMO=1;/* This stuffcmd will NOT be written to mvds/qtv. */
constfloatSTUFFCMD_DEMOONLY=2;/* This stuffcmd will ONLY be written into mvds/qtv streams. */
constfloatSTUFFCMD_BROADCAST=4;/* The stuffcmd will be broadcast server-wide (according to the mvd filters). */
constfloatSTUFFCMD_UNRELIABLE=8;/* The stuffcmd might not arrive. It might also get there faster than ones sent over the reliable channel. */
constfloatFL_FLY=1;
constfloatFL_SWIM=2;
constfloatFL_CLIENT=8;
constfloatFL_INWATER=16;
constfloatFL_MONSTER=32;
constfloatFL_GODMODE=64;
constfloatFL_NOTARGET=128;
constfloatFL_ITEM=256;
constfloatFL_ONGROUND=512;
constfloatFL_PARTIALGROUND=1024;
constfloatFL_WATERJUMP=2048;
constfloatFL_FINDABLE_NONSOLID=16384;/* Allows this entity to be found with findradius */
constfloatFL_LAGGEDMOVE=65536;/* Enables anti-lag on rockets etc. */
constfloatMOVE_NORMAL=0;
constfloatMOVE_NOMONSTERS=1;/* The trace will ignore all non-solid_bsp entities. */
constfloatMOVE_MISSILE=2;/* The trace will use a bbox size of +/- 15 against entities with FL_MONSTER set. */
constfloatMOVE_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). */
constfloatMOVE_TRIGGERS=16;/* This trace type will impact only triggers. It will ignore non-solid entities. */
constfloatMOVE_EVERYTHING=32;/* This type of trace will hit solids and triggers alike. Even non-solid entities. */
constfloatMOVE_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. */
constfloatMOVE_ENTCHAIN=128;/* Returns a list of entities impacted via the trace_ent.chain field */
constfloatMOVE_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. */
constfloatRESTYPE_MODEL=0;/* RESTYPE_* constants are used as arguments with the resourcestatus builtin. */
constfloatRESSTATE_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. */
constfloatRESSTATE_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. */
constfloatRESSTATE_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. */
constfloatRESSTATE_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. */
constfloatRESSTATE_LOADED=4;/* Resources in this state are finally usable, everything will work okay. Hurrah. Queries will not stall the engine. */
constfloatEF_BRIGHTFIELD=1;
constfloatEF_BRIGHTLIGHT=4;
constfloatEF_DIMLIGHT=8;
constfloatEF_FLAG1=16;
constfloatEF_FLAG2=32;
constfloatEF_BLUE=64;/* A blue glow */
constfloatEF_RED=128;/* A red glow */
constfloatEF_GREEN=262144;/* A green glow */
constfloatEF_ORANGE=524288;/* A orange glow */
constfloatEF_FULLBRIGHT=512;/* This entity will ignore lighting */
constfloatEF_NOSHADOW=4096;/* This entity will not cast shadows */
constfloatEF_NODEPTHTEST=8192;/* This entity will be drawn over the top of other things that are closer. */
constfloatEF_NOMODELFLAGS=8388608;/* Surpresses the normal flags specified in the model. */
constfloatMF_ROCKET=1;
constfloatMF_GRENADE=2;
constfloatMF_GIB=4;/* Regular blood trail */
constfloatMF_ROTATE=8;
constfloatMF_TRACER=16;/* AKA: green scrag trail */
constfloatMF_TRACER3=128;/* AKA: purple vore trail */
constfloatSL_ORG_TL=20;/* Used with showpic etc, specifies that the x+y values are relative to the top-left of the screen */
constfloatSL_ORG_TR=21;
constfloatSL_ORG_BL=22;
constfloatSL_ORG_BR=23;
constfloatSL_ORG_MM=24;
constfloatSL_ORG_TM=25;
constfloatSL_ORG_BM=26;
constfloatSL_ORG_ML=27;
constfloatSL_ORG_MR=28;
constfloatPFLAGS_NOSHADOW=1;/* Associated RT lights attached will not cast shadows, making them significantly faster to draw. */
constfloatPFLAGS_CORONA=2;/* Enables support of coronas on the associated rtlights. */
constfloatPFLAGS_FULLDYNAMIC=128;/* When set in self.pflags, enables fully-customised dynamic lights. Custom rtlight information is not otherwise used. */
constfloatEV_STRING=1;
constfloatEV_FLOAT=2;
constfloatEV_VECTOR=3;
constfloatEV_ENTITY=4;
constfloatEV_FIELD=5;
constfloatEV_FUNCTION=6;
constfloatEV_POINTER=7;
constfloatEV_INTEGER=8;
constfloatEV_VARIANT=9;
hashtablegamestate;/* 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). */
constfloatHASH_REPLACE=256;/* Used with hash_add. Attempts to remove the old value instead of adding two values for a single key. */
constfloatHASH_ADD=512;/* Used with hash_add. The new entry will be inserted in addition to the existing entry. */
constfloatSTAT_USER=32;/* Custom user stats start here (lower values are reserved for engine use). */
constfloatCLIENTTYPE_DISCONNECTED=0;/* Return value from clienttype() builtin. This entity is a player slot that is currently empty. */
constfloatCLIENTTYPE_REAL=1;/* This is a real player, and not a bot. */
constfloatCLIENTTYPE_BOT=2;/* This player slot does not correlate to a real player, any messages sent to this client will be ignored. */
constfloatCLIENTTYPE_NOTACLIENT=3;/* This entity is not even a player slot. This is typically an error condition. */
constfloatFILE_READ=0;/* The file may be read via fgets to read a single line at a time. */
constfloatFILE_APPEND=1;/* Like FILE_WRITE, but writing starts at the end of the file. */
constfloatFILE_WRITE=2;/* fputs will be used to write to the file. */
constfloatFILE_READNL=4;/* Like FILE_READ, except newlines are not special. fgets reads the entire file into a tempstring. */
constfloatFILE_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. */
constfloatFILE_MMAP_RW=6;/* Like FILE_MMAP_READ, except any changes to the data will be written back to disk once the file is closed. */
void(filestreamfhandle,strings,optionalstrings2,optionalstrings3,optionalstrings4,optionalstrings5,optionalstrings6,optionalstrings7)fputs=#113;/* Part of FRIK_FILE
float(strings)strlen=#114;/* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
string(strings1,optionalstrings2,optionalstrings3,optionalstrings4,optionalstrings5,optionalstrings6,optionalstrings7,optionalstrings8)strcat=#115;/* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
string(strings,floatstart,floatlength)substring=#116;/* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
vector(strings)stov=#117;/* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
string(strings,...)strzone=#118;/* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS
void(vectororg,optionalfloatcount)te_bloodqw=#239;/* Part of FTE_TE_STANDARDEFFECTBUILTINS*/
void(entityent)te_muzzleflash=#0:te_muzzleflash;
float(vectorviewpos,entityentity)checkpvs=#240;/* Part of FTE_QC_CHECKPVS*/
entity(stringmatch,optionalfloatmatchnum)matchclientname=#241;/* Part of FTE_QC_MATCHCLIENTNAME*/
void(stringdestaddress,stringcontent)sendpacket=#242;/* Part of FTE_QC_SENDPACKET*/
float(floatdividend,floatdivisor)mod=#245;
float(optionalstringhost,optionalstringuser,optionalstringpass,optionalstringdefaultdb,optionalstringdriver)sqlconnect=#250;/* Part of FTE_SQL*/
void(floatserveridx)sqldisconnect=#251;/* Part of FTE_SQL*/
float(floatserveridx,void(floatserveridx,floatqueryidx,floatrows,floatcolumns,floateof,floatfirstrow)callback,floatquerytype,stringquery)sqlopenquery=#252;/* Part of FTE_SQL*/
void(floatserveridx,floatqueryidx)sqlclosequery=#253;/* Part of FTE_SQL*/
string(floatserveridx,floatqueryidx,floatrow,floatcolumn)sqlreadfield=#254;/* Part of FTE_SQL*/
string(floatserveridx,optionalfloatqueryidx)sqlerror=#255;/* Part of FTE_SQL*/
string(floatserveridx,stringdata)sqlescape=#256;/* Part of FTE_SQL*/
string(floatserveridx)sqlversion=#257;/* Part of FTE_SQL*/
float(floatserveridx,floatqueryidx,floatrow,floatcolumn)sqlreadfloat=#258;/* Part of FTE_SQL*/
float(floatskel,entityent,floatmodelindex,floatretainfrac,floatfirstbone,floatlastbone,optionalfloataddfrac)skel_build=#264;/* Part of FTE_CSQC_SKELETONOBJECTS
void(floatskel,floatstartbone,floatendbone,vectororg,optionalvectorfwd,optionalvectorright,optionalvectorup)skel_mul_bones=#273;/* Part of FTE_CSQC_SKELETONOBJECTS
int(floatmodelid,vector*planes,float*dists,intnumplanes,int*out_brushes,int*out_faces,intmaxresults)brush_findinvolume=#0:brush_findinvolume;/* Part of FTE_RAW_MAP
entity(.stringfield,stringmatch,optional.entitychainfield)findchain=#402;/* Part of DP_QC_FINDCHAIN*/
entity(.floatfld,floatmatch,optional.entitychainfield)findchainfloat=#403;/* Part of DP_QC_FINDCHAINFLOAT*/
void(vectororg,stringmodelname,floatstartframe,floatendframe,floatframerate)effect=#404;/* Part of DP_SV_EFFECT
Spawnsaself-animatingsprite*/
void(vectororg,vectordir,floatcount)te_blood=#405;/* Part of DP_TE_BLOOD*/
void(vectormincorner,vectormaxcorner,floatexplosionspeed,floathowmany)te_bloodshower=#406;/* Part of _DP_TE_BLOODSHOWER*/
void(vectororg,vectorcolor)te_explosionrgb=#407;/* Part of DP_TE_EXPLOSIONRGB*/
void(vectormincorner,vectormaxcorner,vectorvel,floathowmany,floatcolor,floatgravityflag,floatrandomveljitter)te_particlecube=#408;/* Part of DP_TE_PARTICLECUBE*/
void(vectormincorner,vectormaxcorner,vectorvel,floathowmany,floatcolor)te_particlerain=#409;/* Part of DP_TE_PARTICLERAIN*/
void(vectormincorner,vectormaxcorner,vectorvel,floathowmany,floatcolor)te_particlesnow=#410;/* Part of DP_TE_PARTICLESNOW*/
void(vectororg,vectorvel,floathowmany)te_spark=#411;/* Part of DP_TE_SPARK*/
void(vectororg)te_gunshotquad=#412;/* Part of _DP_TE_QUADEFFECTS1*/
void(vectororg)te_spikequad=#413;/* Part of _DP_TE_QUADEFFECTS1*/
void(vectororg)te_superspikequad=#414;/* Part of _DP_TE_QUADEFFECTS1*/
void(vectororg)te_explosionquad=#415;/* Part of _DP_TE_QUADEFFECTS1*/
void(vectororg)te_smallflash=#416;/* Part of DP_TE_SMALLFLASH*/
void(vectororg,floatradius,floatlifetime,vectorcolor)te_customflash=#417;/* Part of DP_TE_CUSTOMFLASH*/
void(vectororg,optionalfloatcount)te_gunshot=#418;/* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vectororg)te_spike=#419;/* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vectororg)te_superspike=#420;/* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vectororg)te_explosion=#421;/* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vectororg)te_tarexplosion=#422;/* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vectororg)te_wizspike=#423;/* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vectororg)te_knightspike=#424;/* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vectororg)te_lavasplash=#425;/* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vectororg)te_teleport=#426;/* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vectororg,floatcolor,floatcolorlength)te_explosion2=#427;/* Part of DP_TE_STANDARDEFFECTBUILTINS*/
void(entityown,vectorstart,vectorend)te_lightning1=#428;/* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(entityown,vectorstart,vectorend)te_lightning2=#429;/* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(entityown,vectorstart,vectorend)te_lightning3=#430;/* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(entityown,vectorstart,vectorend)te_beam=#431;/* Part of DP_TE_STANDARDEFFECTBUILTINS*/
void(vectordir)vectorvectors=#432;/* Part of DP_QC_VECTORVECTORS*/
void(vectororg)te_plasmaburn=#433;/* Part of _DP_TE_PLASMABURN*/
float(entitye,floats)getsurfacenumpoints=#434;/* Part of DP_QC_GETSURFACE*/
vector(entitye,floats,floatn)getsurfacepoint=#435;/* Part of DP_QC_GETSURFACE*/
vector(entitye,floats)getsurfacenormal=#436;/* Part of DP_QC_GETSURFACE*/
string(entitye,floats)getsurfacetexture=#437;/* Part of DP_QC_GETSURFACE*/
float(entitye,vectorp)getsurfacenearpoint=#438;/* Part of DP_QC_GETSURFACE*/
vector(entitye,floats,vectorp)getsurfaceclippedpoint=#439;/* Part of DP_QC_GETSURFACE*/
void(entitye,strings)clientcommand=#440;/* Part of KRIMZON_SV_PARSECLIENTCOMMAND*/
float(strings)tokenize=#441;/* Part of KRIMZON_SV_PARSECLIENTCOMMAND*/
string(floatn)argv=#442;/* Part of KRIMZON_SV_PARSECLIENTCOMMAND*/
void(entitye,entitytagentity,stringtagname)setattachment=#443;/* Part of DP_GFX_QUAKE3MODELTAGS*/
searchhandle(stringpattern,floatcaseinsensitive,floatquiet)search_begin=#444;/* Part of DP_QC_FS_SEARCH