#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_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_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_GETTAGINFO
#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_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_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_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_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_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_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_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. */
#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 */
voidend_sys_globals;
voidend_sys_fields;
floattime;/* The current local time. Increases while paused. */
void(floatreqid,floatresponsecode,stringresourcebody)URI_Get_Callback;/* Called as an eventual result of the uri_get builtin. */
void(stringcmdtext)GameCommand;
string(stringuri,stringmethod,stringpostdata,__instringrequestheaders,__inoutstringresponseheaders)Cef_GeneratePage;/* Provides an entrypoint to generate pages for the CEF plugin from within QC. Headers are
void(vectorscreensize)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(vectorscreensize,floatopaque)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). */
float(floatevtype,floatscanx,floatchary,floatdevid)Menu_InputEvent;/* If present, this is called instead of m_keydown and m_keyup
constfloatRESTYPE_PIC=3;/* precache_pic. Status results are an amalgomation of the textures used by the named shader. */
constfloatRESTYPE_SKIN=4;/* setcustomskin */
constfloatRESTYPE_TEXTURE=5;/* Individual textures within shaders. These are not directly usable, but may be named as part of a skin file, or a shader. */
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. */
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. */
constfloatVF_MIN=1;/* The top-left of the 3d viewport in screenspace. The VF_ values are used via the setviewprop/getviewprop builtins. */
constfloatVF_MIN_X=2;
constfloatVF_MIN_Y=3;
constfloatVF_SIZE=4;/* The width+height of the 3d viewport in screenspace. */
constfloatVF_SIZE_X=5;
constfloatVF_SIZE_Y=6;
constfloatVF_VIEWPORT=7;/* vector+vector. Two argument shortcut for VF_MIN and VF_SIZE */
constfloatVF_FOV=8;/* sets both fovx and fovy. consider using afov instead. */
constfloatVF_FOVX=9;/* horizontal field of view. does not consider aspect at all. */
constfloatVF_FOVY=10;/* vertical field of view. does not consider aspect at all. */
constfloatVF_ORIGIN=11;/* The origin of the view. Not of the player. */
constfloatVF_ORIGIN_X=12;
constfloatVF_ORIGIN_Y=13;
constfloatVF_ORIGIN_Z=14;
constfloatVF_ANGLES=15;/* The angles the view will be drawn at. Not the angle the client reports to the server. */
constfloatVF_ANGLES_X=16;
constfloatVF_ANGLES_Y=17;
constfloatVF_ANGLES_Z=18;
constfloatVF_MINDIST=23;/* The distance of the near clip plane from the view position. Should generally not be <=0, as this would introduce NANs. */
constfloatVF_MAXDIST=24;/* The distance of the far clip plane from the view position. If 0, will be considered infinite. */
constfloatVF_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. */
constfloatVF_AFOV=203;/* Aproximate fov. Matches the 'fov' cvar. The engine handles the aspect ratio for you. */
constfloatVF_SCREENVSIZE=204;/* Provides a reliable way to retrieve the current virtual screen size (even if the screen is automatically scaled to retain aspect). */
constfloatVF_SCREENPSIZE=205;/* Provides a reliable way to retrieve the current physical screen size (cvars need vid_restart for them to take effect). */
constfloatVF_RT_DESTCOLOUR=212;/* The texture name to write colour info into, this includes both 3d and 2d drawing.
constfloatVF_RT_SOURCECOLOUR=209;/* The texture name to use with shaders that specify a $sourcecolour map. */
constfloatVF_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 (16bit=4,24bit=5,32bit=6), sizexy. */
constfloatVF_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. */
constfloatVF_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. */
constfloatVF_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. */
constfloatRF_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. */
constfloatRF_ADDITIVE=8;/* Shaders from this entity will temporarily be hacked to use an additive blend mode instead of their normal blend mode. */
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. */
entity(entitystart,.__variantfield,__variantmatch)findfloat=#25;/* Part of DP_QC_FINDFLOAT*/
entity(.stringfield,stringmatch)findchain=#26;/* Part of DP_QC_FINDCHAIN*/
entity(.__variantfield,__variantmatch)findchainfloat=#27;/* Part of DP_QC_FINDCHAINFLOAT*/
string(stringfile)precache_file=#28;
string(stringsample)precache_sound=#29;
void()coredump=#30;
void()traceon=#31;
void()traceoff=#32;
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(stringname,stringvalue,floatflags)registercvar=#42;/* Part of DP_REGISTERCVAR*/
float(float,...)min=#43;/* Part of DP_QC_MINMAXBOUND*/
float(float,...)max=#44;/* Part of DP_QC_MINMAXBOUND*/
float(floatmin,floatvalue,floatmax)bound=#45;/* Part of DP_QC_MINMAXBOUND*/
float(float,float)pow=#46;/* Part of DP_QC_SINCOSSQRTPOW*/
void(entitysrc,entitydst)copyentity=#47;/* Part of DP_QC_COPYENTITY*/
filestream(stringfilename,floatmode)fopen=#48;/* Part of FRIK_FILE*/
void(filestreamfhandle)fclose=#49;/* Part of FRIK_FILE*/
string(filestreamfhandle)fgets=#50;/* Part of FRIK_FILE*/
void(filestreamfhandle,strings)fputs=#51;/* Part of FRIK_FILE*/
float(string)strlen=#52;/* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
string(string,optionalstring,optionalstring,optionalstring,optionalstring,optionalstring,optionalstring,optionalstring)strcat=#53;/* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
string(strings,floatstart,floatlength)substring=#54;/* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
vector(string)stov=#55;/* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
string(string)strzone=#56;/* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
void(string)strunzone=#57;/* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
float(string)tokenize=#58;/* Part of KRIMZON_SV_PARSECLIENTCOMMAND*/
string(float)argv=#59;/* Part of KRIMZON_SV_PARSECLIENTCOMMAND*/
void(stringimagename,intwidth,intheight,void*pixeldata,optionalintdatasize,optionalintformat)r_uploadimage=#0:r_uploadimage;/* Part of FTE_CSQC_RAWIMAGES