quakec/source/server/defs/fte.qc
2022-02-08 13:42:28 -05:00

1667 lines
124 KiB
C++

/*
This file was automatically generated by FTE Quake v1.06
This file can be regenerated by issuing the following command:
pr_dumpplatform -O ssdefs -Tqw
Available options:
-Ffte - target only FTE (optimations and additional extensions)
-Tnq - dump specifically NQ fields
-Tqw - dump specifically QW fields
-Tcs - dump specifically CSQC fields
-Tmenu - dump specifically menuqc fields
-Fdefines - generate #defines instead of constants
-Faccessors - use accessors instead of basic types via defines
-O - write to a different qc file
*/
#pragma noref 1
//#pragma flag enable logicops
#pragma warning error Q101 /*too many parms*/
#pragma warning error Q105 /*too few parms*/
#pragma warning error Q106 /*assignment to constant/lvalue*/
#pragma warning error Q208 /*system crc unknown*/
#pragma warning disable F211 /*system crc outdated (eg: dp's csqc)*/
#pragma warning enable F301 /*non-utf-8 strings*/
#pragma warning enable F302 /*uninitialised locals*/
#ifndef QUAKEWORLD
#define QUAKEWORLD
#endif
#ifndef QWSSQC
#define QWSSQC
#endif
#ifndef SSQC
#define SSQC
#endif
#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_MEDIA_CIN /* playfilm command supports q2 cin files. */
#define FTE_MEDIA_ROQ /* playfilm command supports q3 roq 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_HASHTABLES /* Provides efficient string-based lookups. */
#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
accessor strbuf : float;
accessor searchhandle : float;
accessor hashtable : float;
accessor infostring : string;
accessor filestream : float;
accessor filestream : float;
#else
#define strbuf float
#define searchhandle float
#define hashtable float
#define infostring string
#define filestream float
#endif
entity self; /* The magic me */
entity other; /* Valid in touch functions, this is the entity that we touched. */
entity world; /* The null entity. Hurrah. Readonly after map spawn time. */
float time; /* The current game time. Stops when paused. */
float frametime; /* The time since the last physics/render/input frame. */
entity newmis; /* A named entity that should be run soon, to reduce the effects of latency. */
float force_retouch; /* If positive, causes all entities to check for triggers. */
string mapname; /* The short name of the map. */
float serverflags;
float total_secrets;
float total_monsters;
float found_secrets;
float killed_monsters;
float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
vector v_forward, v_up, v_right;
float trace_allsolid, trace_startsolid, trace_fraction;
vector trace_endpos, trace_plane_normal;
float trace_plane_dist;
entity trace_ent;
float trace_inopen;
float trace_inwater;
entity msg_entity;
void() main;
void() StartFrame;
void() PlayerPreThink;
void() PlayerPostThink;
void() ClientKill;
void() ClientConnect;
void() PutClientInServer;
void() ClientDisconnect;
void() SetNewParms;
void() SetChangeParms;
void end_sys_globals;
.float modelindex; /* This is the model precache index for the model that was set on the entity, instead of having to look up the model according to the .model field. Use setmodel to change it. */
.vector absmin; /* Set by the engine when the entity is relinked (by setorigin, setsize, or setmodel). This is in world coordinates. */
.vector absmax; /* Set by the engine when the entity is relinked (by setorigin, setsize, or setmodel). This is in world coordinates. */
.float ltime; /* On MOVETYPE_PUSH entities, this is used as an alternative to the 'time' global, and .nextthink is synced to this instead of time. This allows time to effectively freeze if the entity is blocked, ensuring the think happens when the entity reaches the target point instead of randomly. */
.float lastruntime; /* This field used to be used to avoid running an entity multiple times in a single frame due to quakeworld's out-of-order thinks. It is no longer used by FTE due to precision issues, but may still be updated for compatibility reasons. */
.float movetype; /* Describes how the entity moves. One of the MOVETYPE_ constants. */
.float solid; /* Describes whether the entity is solid or not, and any special properties infered by that. Must be one of the SOLID_ constants */
.vector origin; /* The current location of the entity in world space. Inline bsp entities (ie: ones placed by a mapper) will typically have a value of '0 0 0' in their neutral pose, as the geometry is offset from that. It is the reference point of the entity rather than the center of its geometry, for non-bsp models, this is often not a significant distinction. */
.vector oldorigin; /* This is often used on players to reset the player back to where they were last frame if they somehow got stuck inside something due to fpu precision. Never change a player's oldorigin field to inside a solid, because that might cause them to become pemanently stuck. */
.vector velocity; /* The direction and speed that the entity is moving in world space. */
.vector angles; /* The eular angles the entity is facing in, in pitch, yaw, roll order. Due to a legacy bug, mdl/iqm/etc formats use +x=UP, bsp/spr/etc formats use +x=DOWN. */
.vector avelocity; /* The amount the entity's angles change by per second. Note that this is direct eular angles, and thus the angular change is non-linear and often just looks buggy if you're changing more than one angle at a time. */
.string classname; /* Identifies the class/type of the entity. Useful for debugging, also used for loading, but its value is not otherwise significant to the engine, this leaves the mod free to set it to whatever it wants and randomly test strings for values in whatever inefficient way it chooses fit. */
.string model; /* The model name that was set via setmodel, in theory. Often, this is cleared to null to prevent the engine from being seen by clients while not changing modelindex. This behaviour allows inline models to remain solid yet be invisible. */
.float frame; /* The current frame the entity is meant to be displayed in. In CSQC, note the lerpfrac and frame2 fields as well. if it specifies a framegroup, the framegroup will autoanimate in ssqc, but not in csqc. */
.float skin; /* The skin index to use. on a bsp entity, setting this to 1 will switch to the 'activated' texture instead. A negative value will be understood as a replacement contents value, so setting it to CONTENTS_WATER will make a movable pool of water. */
.float effects; /* Lots of random flags that change random effects. See EF_* constants. */
.vector mins; /* The minimum extent of the model (ie: the bottom-left coordinate relative to the entity's origin). Change via setsize. May also be changed by setmodel. */
.vector maxs; /* like mins, but in the other direction. */
.vector size; /* maxs-mins. Updated when the entity is relinked (by setorigin, setsize, setmodel) */
.void() touch;
.void() use;
.void() think;
.void() blocked;
.float nextthink; /* The time at which the entity is next scheduled to fire its think event. For MOVETYPE_PUSH entities, this is relative to that entity's ltime field, for all other entities it is relative to the time gloal. */
.entity groundentity;
.float health;
.float frags;
.float weapon;
.string weaponmodel;
.float weaponframe;
.float currentammo;
.float ammo_shells;
.float ammo_nails;
.float ammo_rockets;
.float ammo_cells;
.float items;
.float takedamage;
.entity chain;
.float deadflag;
.vector view_ofs;
.float button0;
.float button1;
.float button2;
.float impulse;
.float fixangle; /* Forces the clientside view angles to change to the value of .angles (has some lag). If set to 1/TRUE, the server will guess whether to send a delta or an explicit angle. If 2, will always send a delta (due to lag between transmission and acknowledgement, this cannot be spammed reliably). If 3, will always send an explicit angle. */
.vector v_angle; /* The angles a player is viewing. +x is DOWN (pitch, yaw, roll) */
.string netname;
.entity enemy;
.float flags;
.float colormap;
.float team;
.float max_health;
.float teleport_time; /* While active, prevents the player from using the +back command, also blocks waterjumping. */
.float armortype;
.float armorvalue;
.float waterlevel;
.float watertype;
.float ideal_yaw;
.float yaw_speed;
.entity aiment;
.entity goalentity;
.float spawnflags;
.string target;
.string targetname;
.float dmg_take;
.float dmg_save;
.entity dmg_inflictor;
.entity owner;
.vector movedir;
.string message;
.float sounds;
.string noise;
.string noise1;
.string noise2;
.string noise3;
void end_sys_fields;
float input_timelength;
vector input_angles; /* +x=DOWN */
vector input_movevalues;
float input_buttons;
float input_impulse;
int trace_endcontents;
int trace_surfaceflags;
int trace_brush_id;
int trace_brush_faceid;
int trace_surface_id; /* 1-based. 0 if not known. */
int trace_bone_id; /* 1-based. 0 if not known. typically needs MOVE_HITMODEL. */
int trace_triangle_id; /* 1-based. 0 if not known. */
vector global_gravitydir = '0 0 -1'; /* The direction gravity should act in if not otherwise specified per entity. */
int serverid; /* The unique id of this server within the server cluster. */
.vector punchangle;
.float gravity;
.float hull; /* Overrides the hull used by the entity for walkmove/movetogoal and not traceline/tracebox. */
.entity movechain; /* This is a linked list of entities which will be moved whenever this entity moves, logically they are attached to this entity. */
.void() chainmoved; /* Called when the entity is moved as a result of being part of another entity's .movechain */
.void(float old, float new) contentstransition; /* This function is called when the entity moves between water and air. If specified, default splash sounds will be disabled allowing you to provide your own. */
.float dimension_solid; /* This is the bitmask of dimensions which the entity is solid within. */
.float dimension_hit; /* This is the bitmask of dimensions which the entity will be blocked by. If other.dimension_solid & self.dimension_hit, our traces will impact and not proceed. If its false, the traces will NOT impact, allowing self to pass straight through. */
.int hitcontentsmaski; /* Traces performed for this entity will impact against surfaces that match this contents mask. */
.float dphitcontentsmask; /* Some crappy field that inefficiently requires translating to the native contents flags. Ditch the 'dp', do it properly. */
.float scale; /* Multiplier that resizes the entity. 1 is normal sized, 2 is double sized. scale 0 is remapped to 1. In SSQC, this is limited to 1/16th precision, with a maximum just shy of 16. */
.float fatness; /* How many QuakeUnits to push the entity's verticies along their normals by. */
.float alpha; /* The transparency of the entity. 1 means opaque, 0.0001 means virtually invisible. 0 is remapped to 1, for compatibility. */
.float modelflags; /* Used to override the flags set in the entity's model. Should be set according to the MF_ constants. Use effects|=EF_NOMODELFLAGS to ignore the model's flags completely. The traileffectnum field is more versatile. */
.float frame1time; /* This controls the time into the framegroup/animation named by .frame, you should increment this value according to frametime or to distance moved, depending on the sort of animation you're attempting. You may wish to avoid incrementing this while lerpfrac is still changing, to avoid wasting parts of the animation. */
.float basebone; /* The base* frame animations are equivelent to their non-base versions, except that they only affect bone numbers below the 'basebone' value. This means that the base* animation can affect the legs of a skeletal model independantly of the normal animation fields affecting the torso area. For more complex animation than this, use skeletal objects. */
.float baseframe; /* See basebone */
.void() customphysics; /* Called once each physics frame, overriding the entity's .movetype field and associated logic. You'll probably want to use tracebox to move it through the world. Be sure to call .think as appropriate. */
.entity tag_entity;
.float tag_index;
.float skeletonindex; /* This object serves as a container for the skeletal bone states used to override the animation data. */
.vector colormod; /* Provides a colour tint for the entity. */
.vector glowmod;
.vector gravitydir; /* Specifies the direction in which gravity acts. Must be normalised. '0 0 0' also means down. Use '0 0 1' if you want the player to be able to run on ceilings. */
.vector(vector org, vector ang) camera_transform; /* Provides portal transform information for portal surfaces attached to this entity. Also used to open up pvs in ssqc. */
.float pmove_flags;
.float geomtype;
.float friction;
.float erp;
.float jointtype;
.float mass;
.float bouncefactor;
.float bouncestop;
.float idealpitch;
.float pitch_speed;
.float drawflags; /* Various flags that affect lighting values and scaling. Typically set to 96 in quake for proper compatibility with DP_QC_SCALE. */
.float abslight; /* Allows overriding light levels. Use drawflags to state that this field should actually be used. */
.vector color; /* This affects the colour of realtime lights that were enabled via the pflags field. */
.float light_lev; /* This is the radius of an entity's light. This is not normally used by the engine, but is used for realtime lights (ones that are enabled with the pflags field). */
.float style; /* Used by the light util to decide how an entity's light should animate. On an entity with pflags set, this also affects realtime lights. */
.float pflags; /* Realtime lighting flags */
.float maxspeed;
.entity view2; /* defines a second viewpoint, typically displayed in a corner of the screen (also punches open pvs). */
.vector movement; /* These are the directions that the player is currently trying to move in (ie: which +forward/+moveright/+moveup etc buttons they have held), expressed relative to that player's angles. Order is forward, right, up. */
.float vw_index; /* This acts as a second modelindex, using the same frames etc. */
.entity nodrawtoclient; /* This entity will not be sent to the player named by this field. They will be invisible and not emit dlights/particles. Does not work in MVD-recorded game. */
.entity drawonlytoclient; /* This entity will be sent *only* to the player named by this field. To other players they will be invisible and not emit dlights/particles. Does not work in MVD-recorded game. */
.entity viewmodelforclient; /* This entity will be sent only to the player named by this field, and this entity will be attached to the player's view as an additional weapon model. */
.entity exteriormodeltoclient; /* This entity will be invisible to the player named by this field, except in mirrors or mirror-like surfaces, where it will be visible as normal. It may still cast shadows as normal, and generate lights+particles, depending on client settings. Does not affect how other players see the entity. */
.float button3; /* DP_INPUTBUTTONS (note in qw, we set 1 to equal 3, to match zquake/fuhquake/mvdsv) */
.float button4;
.float button5;
.float button6;
.float button7;
.float button8;
.float glow_size;
.float glow_color;
.float glow_trail;
.float traileffectnum; /* This should be set to the result of particleeffectnum, in order to attach a custom trail effect to an entity as it moves. */
.float emiteffectnum; /* This should be set to the result of particleeffectnum, in order to continually spawn particles in the direction that this entity faces. */
.float dimension_see; /* This is the dimension mask (bitfield) that the client is allowed to see. Entities and events not in this dimension mask will be invisible. */
.float dimension_seen; /* This is the dimension mask (bitfield) that the client is visible within. Clients that cannot see this dimension mask will not see this entity. */
.float dimension_ghost; /* If this entity is visible only within these dimensions, it will become transparent, as if a ghost. */
.float dimension_ghost_alpha; /* If this entity is subject to dimension_ghost, this is the scaler for its alpha value. If 0, 0.5 will be used instead. */
.float(entity playerent, float changedflags) SendEntity; /* Called by the engine whenever an entity needs to be (re)sent to a client's csprogs, either because SendFlags was set or because data was lost. Must write its data to the MSG_ENTITY buffer. Will be called at the engine's leasure. */
.float SendFlags; /* Indicates that something in the entity has been changed, and that it needs to be updated to all players that can see it. The engine will clear it at some point, with the cleared bits appearing in the 'changedflags' argument of the SendEntity method. */
.float Version; /* Obsolete, set a SendFlags bit instead. */
.float clientcolors;
.float viewzoom;
.float items2;
.float playerclass;
.float hasted;
.float light_level; /* Used by hexen2 to indicate the light level where the player is standing. */
.float pvsflags; /* Reconfigures when the entity is visible to clients */
.float uniquespawnid; /* Incremented by 1 whenever the entity is respawned. Persists across remove calls, for when the two-second grace period is insufficient. */
.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(float reqid, float responsecode, string resourcebody) 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(string cmd) SV_ParseClientCommand; /* Provides QC with a way to intercept 'cmd foo' commands from the client. Very handy. Self will be set to the sending client, while the 'cmd' argument can be tokenize()d and each element retrieved via argv(argno). Unrecognised cmds MUST be passed on to the clientcommand builtin. */
void(string dest, string from, string cmd, string info) SV_ParseClusterEvent; /* Part of cluster mode. Handles cross-node events that were sent via clusterevent, on behalf of the named client. */
float(string sender, string body) SV_ParseConnectionlessPacket; /* Provides QC with a way to communicate between servers, or with client server browsers. Sender is the sender's ip. Body is the body of the message. You'll need to add your own password/etc support as required. Self is not valid. */
void(float pauseduration) SV_PausedTic; /* For each frame that the server is paused, this function will be called to give the gamecode a chance to unpause the server again. the pauseduration argument says how long the server has been paused for (the time global is frozen and will not increment while paused). Self is not valid. */
float(float newstatus) SV_ShouldPause; /* Called to give the qc a change to block pause/unpause requests. Return false for the pause request to be ignored. newstatus is 1 if the user is trying to pause the game. For the duration of the call, self will be set to the player who tried to pause, or to world if it was triggered by a server-side event. */
void() SV_RunClientCommand; /* Called each time a player movement packet was received from a client. Self is set to the player entity which should be updated, while the input_* globals specify the various properties stored within the input packet. The contents of this function should be somewaht identical to the equivelent function in CSQC, or prediction misses will occur. If you're feeling lazy, you can simply call 'runstandardplayerphysics' after modifying the inputs. */
void() SV_AddDebugPolygons; /* Called each video frame. This is the only place where ssqc is allowed to call the R_BeginPolygon/R_PolygonVertex/R_EndPolygon builtins. This is exclusively for debugging, and will break in anything but single player as it will not be called if the engine is not running both a client and a server. */
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(string addr, string uinfo, string features) SV_CheckRejectConnection; /* Called to give the mod a chance to ignore connection requests based upon client protocol support or other properties. Use infoget to read the uinfo and features arguments. */
string(string uri, string method, string postdata, __in string requestheaders, __inout string responseheaders) Cef_GeneratePage; /* Provides an entrypoint to generate pages for the CEF plugin from within QC. Headers are
-separated key/value pairs (use tokenizebyseparator). */
void(float prevprogs) init; /* Part of FTE_MULTIPROGS. Called as soon as a progs is loaded, called at a time when entities are not valid. This is the only time when it is safe to call addprogs without field assignment. As it is also called as part of addprogs, this also gives you a chance to hook functions in modules that are already loaded (via externget+externget). */
void() initents; /* Part of FTE_MULTIPROGS. Called after fields have been finalized. This is the first point at which it is safe to call spawn(), and is called before any entity fields have been parsed. You can use this entrypoint to send notifications to other modules. */
float parm17, parm18, parm19, parm20, parm21, parm22, parm23, parm24, parm25, parm26, parm27, parm28, parm29, parm30, parm31, parm32;
float parm33, parm34, parm35, parm36, parm37, parm38, parm39, parm40, parm41, parm42, parm43, parm44, parm45, parm46, parm47, parm48;
float parm49, parm50, parm51, parm52, parm53, parm54, parm55, parm56, parm57, parm58, parm59, parm60, parm61, parm62, parm63, parm64;
var float dimension_send; /* Used by multicast functionality. Multicasts (and related builtins that multicast internally) will only be sent to players where (player.dimension_see & dimension_send) is non-zero. */
//var float dimension_default = 255;
/* Default dimension bitmask */
__used var float physics_mode = 2; /* 0: original csqc - physics are not run
1: DP-compat. Thinks occur, but not true movetypes.
2: movetypes occur just as they do in ssqc. */
const float TRUE = 1;
const float FALSE = 0; /* File not found... */
const float M_PI = 3.14159;
const float MOVETYPE_NONE = 0;
const float MOVETYPE_WALK = 3;
const float MOVETYPE_STEP = 4;
const float MOVETYPE_FLY = 5;
const float MOVETYPE_TOSS = 6;
const float MOVETYPE_PUSH = 7;
const float MOVETYPE_NOCLIP = 8;
const float MOVETYPE_FLYMISSILE = 9;
const float MOVETYPE_BOUNCE = 10;
const float MOVETYPE_BOUNCEMISSILE = 11;
const float MOVETYPE_FOLLOW = 12;
const float MOVETYPE_6DOF = 30; /* A glorified MOVETYPE_FLY. Players using this movetype will get some flightsim-like physics, with fully independant rotations (order-dependant transforms). */
const float MOVETYPE_WALLWALK = 31; /* Players using this movetype will be able to orient themselves to walls, and then run up them. */
const float MOVETYPE_PHYSICS = 32; /* Enable the use of ODE physics upon this entity. */
const float SOLID_NOT = 0;
const float SOLID_TRIGGER = 1;
const float SOLID_BBOX = 2;
const float SOLID_SLIDEBOX = 3;
const float SOLID_BSP = 4; /* Does not collide against other SOLID_BSP entities. Normally paired with MOVETYPE_PUSH. */
const float SOLID_CORPSE = 5; /* Non-solid to SOLID_SLIDEBOX or other SOLID_CORPSE entities. For hitscan weapons to hit corpses, change the player's .solid value to SOLID_BBOX or so, perform the traceline, then revert the player's .solid value. */
const float SOLID_LADDER = 20; /* Obsolete and may be removed at some point. Use skin=CONTENT_LADDER and solid_bsp or solid_trigger instead. */
const float SOLID_PORTAL = 21; /* CSG subtraction volume combined with entity transformations on impact. */
const float SOLID_PHYSICS_BOX = 32;
const float SOLID_PHYSICS_SPHERE = 33;
const float SOLID_PHYSICS_CAPSULE = 34;
const float SOLID_PHYSICS_TRIMESH = 35;
const float SOLID_PHYSICS_CYLINDER = 36;
const float GEOMTYPE_NONE = -1;
const float GEOMTYPE_SOLID = 0;
const float GEOMTYPE_BOX = 1;
const float GEOMTYPE_SPHERE = 2;
const float GEOMTYPE_CAPSULE = 3;
const float GEOMTYPE_TRIMESH = 4;
const float GEOMTYPE_CYLINDER = 5;
const float GEOMTYPE_CAPSULE_X = 6;
const float GEOMTYPE_CAPSULE_Y = 7;
const float GEOMTYPE_CAPSULE_Z = 8;
const float GEOMTYPE_CYLINDER_X = 9;
const float GEOMTYPE_CYLINDER_Y = 10;
const float GEOMTYPE_CYLINDER_Z = 11;
const float JOINTTYPE_FIXED = -1;
const float JOINTTYPE_POINT = 1;
const float JOINTTYPE_HINGE = 2;
const float JOINTTYPE_SLIDER = 3;
const float JOINTTYPE_UNIVERSAL = 4;
const float JOINTTYPE_HINGE2 = 5;
const float DAMAGE_NO = 0;
const float DAMAGE_YES = 1;
const float DAMAGE_AIM = 2;
const float CONTENT_EMPTY = -1;
const float CONTENT_SOLID = -2;
const float CONTENT_WATER = -3;
const float CONTENT_SLIME = -4;
const float CONTENT_LAVA = -5;
const float CONTENT_SKY = -6;
const float CONTENT_LADDER = -16; /* If this value is assigned to a solid_bsp's .skin field, the entity will become a ladder volume. */
const int CONTENTBIT_NONE = 0x00000000i;
const int CONTENTBIT_SOLID = 0x00000001i;
const int CONTENTBIT_LAVA = 0x00000008i;
const int CONTENTBIT_SLIME = 0x00000010i;
const int CONTENTBIT_WATER = 0x00000020i;
const int CONTENTBIT_FTELADDER = 0x00004000i;
const int CONTENTBIT_PLAYERCLIP = 0x00010000i;
const int CONTENTBIT_MONSTERCLIP = 0x00020000i;
const int CONTENTBIT_BODY = 0x02000000i;
const int CONTENTBIT_CORPSE = 0x04000000i;
const int CONTENTBIT_Q2LADDER = 0x20000000i; /* Content bit specific to q2bsp */
const int CONTENTBIT_SKY = 0x80000000i;
const int CONTENTBITS_POINTSOLID = CONTENTBIT_SOLID|0x00000002i|CONTENTBIT_BODY; /* Bits that traceline would normally consider solid */
const int CONTENTBITS_BOXSOLID = CONTENTBIT_SOLID|0x00000002i|CONTENTBIT_BODY|CONTENTBIT_PLAYERCLIP; /* Bits that tracebox would normally consider solid */
const int CONTENTBITS_FLUID = CONTENTBIT_WATER|CONTENTBIT_SLIME|CONTENTBIT_LAVA|CONTENTBIT_SKY;
const int SPA_POSITION; /* These SPA_* constants are to specify which attribute is returned by the getsurfacepointattribute builtin */
const int SPA_S_AXIS = 1;
const int SPA_T_AXIS = 2;
const int SPA_R_AXIS = 3; /* aka: SPA_NORMAL */
const int SPA_TEXCOORDS0 = 4;
const int SPA_LIGHTMAP0_TEXCOORDS = 5;
const int SPA_LIGHTMAP0_COLOR = 6;
const float CHAN_AUTO = 0; /* The automatic channel, play as many sounds on this channel as you want, and they'll all play, however the other channels will replace each other. */
const float CHAN_WEAPON = 1;
const float CHAN_VOICE = 2;
const float CHAN_ITEM = 3;
const float CHAN_BODY = 4;
const float CHANF_RELIABLE = 8; /* Only valid if the flags argument is not specified. The sound will be sent reliably, which is important if it is intended to replace looping sounds on doors etc. */
const float SOUNDFLAG_RELIABLE = 1; /* The sound will be sent reliably, and without regard to phs. */
const float SOUNDFLAG_FORCELOOP = 2; /* The sound will restart once it reaches the end of the sample. */
const float SOUNDFLAG_NOREVERB = 32; /* Disables the use of underwater/reverb effects on this sound effect. */
const float SOUNDFLAG_FOLLOW = 64; /* The sound's origin will updated to follow the emitting entity. */
const float SOUNDFLAG_UNICAST = 256; /* The sound will be heard only by the player specified by msg_entity. */
const float SOUNDFLAG_SENDVELOCITY = 512; /* The entity's current velocity will be sent to the client, only useful if doppler is enabled. */
const float ATTN_NONE = 0; /* Sounds with this attenuation can be heard throughout the map */
const float ATTN_NORM = 1; /* Standard attenuation */
const float ATTN_IDLE = 2; /* Extra attenuation so that sounds don't travel too far. */
const float ATTN_STATIC = 3; /* Even more attenuation to avoid torches drowing out everything else throughout the map. */
const float SVC_CGAMEPACKET = 83; /* Direct ssqc->csqc message. Must only be multicast. The data triggers a CSQC_Parse_Event call in the csqc for the csqc to read the contents. The server *may* insert length information for clients connected via proxies which are not able to cope with custom csqc payloads. This should only ever be used in conjunction with the MSG_MULTICAST destination. */
const float MSG_BROADCAST = 0; /* The byte(s) will be unreliably sent to all players. MSG_ constants are valid arguments to the Write* builtin family. */
const float MSG_ONE = 1; /* The byte(s) will be reliably sent to the player specified in the msg_entity global. WARNING: in quakeworld servers without network preparsing enabled, this can result in illegible server messages (due to individual reliable messages being split between multiple backbuffers/packets). NQ has larger reliable buffers which avoids this issue, but still kicks the client. */
const float MSG_ALL = 2; /* The byte(s) will be reliably sent to all players. */
const float MSG_INIT = 3; /* The byte(s) will be written into the signon buffer. Clients will see these messages when they connect later. This buffer is only flushed on map changes, so spamming it _WILL_ result in overflows. */
const float MSG_MULTICAST = 4; /* The byte(s) will be written into the multicast buffer for more selective sending. Messages sent this way will never be split across packets, and using this for csqc-only messages will not break protocol translation. */
const float MSG_ENTITY = 5; /* The byte(s) will be written into the entity buffer. This is a special value used only inside 'SendEntity' functions. */
const float MULTICAST_ALL = 0; /* The multicast message is unreliably sent to all players. MULTICAST_ constants are valid arguments for the multicast builtin, which ignores the specified origin when given this constant. */
const float MULTICAST_PHS = 1; /* The multicast message is unreliably sent to only players that can potentially hear the specified origin. Its quite loose. */
const float MULTICAST_PVS = 2; /* The multicast message is unreliably sent to only players that can potentially see the specified origin. */
const float MULTICAST_ONE = 6; /* The multicast message is unreliably sent to the player specified in the msg_entity global. The specified origin is ignored. */
const float MULTICAST_ALL_R = 3; /* The multicast message is reliably sent to all players. The specified origin is ignored. */
const float MULTICAST_PHS_R = 4; /* The multicast message is reliably sent to only players that can potentially hear the specified origin. Players might still not receive it if they are out of range. */
const float MULTICAST_PVS_R = 5; /* The multicast message is reliably sent to only players that can potentially see the specified origin. Players might still not receive it if they cannot see the event. */
const float MULTICAST_ONE_R = 7; /* The multicast message is reliably sent to the player specified in the msg_entity global. The specified origin is ignored */
const float PRINT_LOW = 0;
const float PRINT_MEDIUM = 1;
const float PRINT_HIGH = 2;
const float PRINT_CHAT = 3;
const float PVSF_NORMALPVS = 0; /* Filter first by PVS, then filter this entity using tracelines if sv_cullentities is enabled. */
const float PVSF_NOTRACECHECK = 1; /* Filter strictly by PVS. */
const float PVSF_USEPHS = 2; /* Send if we're close enough to be able to hear this entity. */
const float PVSF_IGNOREPVS = 3; /* Ignores pvs. This entity is visible whereever you are on the map. */
const float PVSF_NOREMOVE = 128; /* Once visible to a client, this entity will remain visible. This can be useful for csqc and corpses. */
const string INFOKEY_P_IP = "ip"; /* The apparent ip address of the client. This may be a proxy's ip address. */
const string INFOKEY_P_REALIP = "realip"; /* If sv_getrealip is set, this gives the ip as determine using that algorithm. */
const string INFOKEY_P_CSQCACTIVE = "csqcactive"; /* Client has csqc enabled. CSQC ents etc will be sent to this player. */
const string INFOKEY_P_SVPING = "svping";
const string INFOKEY_P_GUID = "guid"; /* Some hash string which should be reasonably unique to this player's quake installation. */
const string INFOKEY_P_CHALLENGE = "challenge";
const string INFOKEY_P_USERID = "*userid";
const string INFOKEY_P_DOWNLOADPCT = "download"; /* The client's download percentage for the current file. Additional files are not known. */
const string INFOKEY_P_TRUSTLEVEL = "trustlevel";
const string INFOKEY_P_PROTOCOL = "protocol"; /* The network protocol the client is using to connect to the server. */
const string INFOKEY_P_VIP = "*VIP"; /* 1 if the player has the VIP 'penalty'. */
const string INFOKEY_P_ISMUTED = "*ismuted"; /* 1 if the player has the 'mute' penalty and is not allowed to use the say/say_team commands. */
const string INFOKEY_P_ISDEAF = "*isdeaf"; /* 1 if the player has the 'deaf' penalty and cannot see other people's say/say_team commands. */
const string INFOKEY_P_ISCRIPPLED = "*ismuted"; /* 1 if the player has the cripple penalty, and their movement values are ignored (.movement is locked to 0). */
const string INFOKEY_P_ISCUFFED = "*ismuted"; /* 1 if the player has the cuff penalty, and is unable to attack or use impulses(.button0 and .impulse fields are locked to 0). */
const string INFOKEY_P_ISLAGGED = "*ismuted"; /* 1 if the player has the fakelag penalty and has an extra 200ms of lag. */
const string INFOKEY_P_PING = "ping"; /* The player's ping time, in milliseconds. */
const string INFOKEY_P_NAME = "name"; /* The player's name. */
const string INFOKEY_P_SPECTATOR = "*spectator"; /* Whether the player is a spectator or not. */
const string INFOKEY_P_TOPCOLOR = "topcolor"; /* The player's upper/shirt colour (palette index). */
const string INFOKEY_P_BOTTOMCOLOR = "bottomcolor"; /* The player's lower/pants/trouser colour (palette index). */
const float STUFFCMD_IGNOREINDEMO = 1; /* This stuffcmd will NOT be written to mvds/qtv. */
const float STUFFCMD_DEMOONLY = 2; /* This stuffcmd will ONLY be written into mvds/qtv streams. */
const float STUFFCMD_BROADCAST = 4; /* The stuffcmd will be broadcast server-wide (according to the mvd filters). */
const float STUFFCMD_UNRELIABLE = 8; /* The stuffcmd might not arrive. It might also get there faster than ones sent over the reliable channel. */
const float FL_FLY = 1;
const float FL_SWIM = 2;
const float FL_CLIENT = 8;
const float FL_INWATER = 16;
const float FL_MONSTER = 32;
const float FL_GODMODE = 64;
const float FL_NOTARGET = 128;
const float FL_ITEM = 256;
const float FL_ONGROUND = 512;
const float FL_PARTIALGROUND = 1024;
const float FL_WATERJUMP = 2048;
const float FL_FINDABLE_NONSOLID = 16384; /* Allows this entity to be found with findradius */
const float FL_LAGGEDMOVE = 65536; /* Enables anti-lag on rockets etc. */
const float MOVE_NORMAL = 0;
const float MOVE_NOMONSTERS = 1; /* The trace will ignore all non-solid_bsp entities. */
const float MOVE_MISSILE = 2; /* The trace will use a bbox size of +/- 15 against entities with FL_MONSTER set. */
const float MOVE_HITMODEL = 4; /* Traces will impact the actual mesh of the model instead of merely their bounding box. Should generally only be used for tracelines. Note that this flag is unreliable as an object can animate through projectiles. The bounding box MUST be set to completely encompass the entity or those extra areas will be non-solid (leaving a hole for things to go through). */
const float MOVE_TRIGGERS = 16; /* This trace type will impact only triggers. It will ignore non-solid entities. */
const float MOVE_EVERYTHING = 32; /* This type of trace will hit solids and triggers alike. Even non-solid entities. */
const float MOVE_LAGGED = 64; /* Will use antilag based upon the player's latency. Traces will be performed against old positions for entities instead of their current origin. */
const float MOVE_ENTCHAIN = 128; /* Returns a list of entities impacted via the trace_ent.chain field */
const float MOVE_OTHERONLY = 256; /* Traces that use this trace type will collide against *only* the entity specified via the 'other' global, and will ignore all owner/solid_not/dimension etc rules, they will still adhere to contents and bsp/bbox rules though. */
const float RESTYPE_MODEL = 0; /* RESTYPE_* constants are used as arguments with the resourcestatus builtin. */
const float RESTYPE_SOUND = 1; /* precache_sound */
const float RESTYPE_PARTICLE = 2; /* particleeffectnum */
const float RESSTATE_NOTKNOWN = 0; /* RESSTATE_* constants are return values from the resourcestatus builtin. The engine doesn't know about the resource if it is in this state. This means you will need to precache it. Attempting to use it anyway may result in warnings, errors, or silently succeed, depending on engine version and resource type. */
const float RESSTATE_NOTLOADED = 1; /* The resource was precached, but has been flushed and there has not been an attempt to reload it. If you use the resource normally, chances are it'll be loaded but at the cost of a stall. */
const float RESSTATE_LOADING = 2; /* Resources in this this state are queued for loading, and will be loaded at the engine's convienience. If you attempt to query the resource now, the engine will stall until the result is available. sounds in this state may be delayed, while models/pics/shaders may be invisible. */
const float RESSTATE_FAILED = 3; /* Resources in this state are unusable/could not be loaded. You will get placeholders or dummy results. Queries will not stall the engine. The engine may display placeholder content. */
const float RESSTATE_LOADED = 4; /* Resources in this state are finally usable, everything will work okay. Hurrah. Queries will not stall the engine. */
const float EF_BRIGHTFIELD = 1;
const float EF_BRIGHTLIGHT = 4;
const float EF_DIMLIGHT = 8;
const float EF_FLAG1 = 16;
const float EF_FLAG2 = 32;
const float EF_BLUE = 64; /* A blue glow */
const float EF_RED = 128; /* A red glow */
const float EF_GREEN = 262144; /* A green glow */
const float EF_ORANGE = 524288; /* A orange glow */
const float EF_FULLBRIGHT = 512; /* This entity will ignore lighting */
const float EF_NOSHADOW = 4096; /* This entity will not cast shadows */
const float EF_NODEPTHTEST = 8192; /* This entity will be drawn over the top of other things that are closer. */
const float EF_NOMODELFLAGS = 8388608; /* Surpresses the normal flags specified in the model. */
const float MF_ROCKET = 1;
const float MF_GRENADE = 2;
const float MF_GIB = 4; /* Regular blood trail */
const float MF_ROTATE = 8;
const float MF_TRACER = 16; /* AKA: green scrag trail */
const float MF_ZOMGIB = 32; /* Dark blood trail */
const float MF_TRACER2 = 64; /* AKA: hellknight projectile trail */
const float MF_TRACER3 = 128; /* AKA: purple vore trail */
const float SL_ORG_TL = 20; /* Used with showpic etc, specifies that the x+y values are relative to the top-left of the screen */
const float SL_ORG_TR = 21;
const float SL_ORG_BL = 22;
const float SL_ORG_BR = 23;
const float SL_ORG_MM = 24;
const float SL_ORG_TM = 25;
const float SL_ORG_BM = 26;
const float SL_ORG_ML = 27;
const float SL_ORG_MR = 28;
const float PFLAGS_NOSHADOW = 1; /* Associated RT lights attached will not cast shadows, making them significantly faster to draw. */
const float PFLAGS_CORONA = 2; /* Enables support of coronas on the associated rtlights. */
const float PFLAGS_FULLDYNAMIC = 128; /* When set in self.pflags, enables fully-customised dynamic lights. Custom rtlight information is not otherwise used. */
const float EV_STRING = 1;
const float EV_FLOAT = 2;
const float EV_VECTOR = 3;
const float EV_ENTITY = 4;
const float EV_FIELD = 5;
const float EV_FUNCTION = 6;
const float EV_POINTER = 7;
const float EV_INTEGER = 8;
const float EV_VARIANT = 9;
hashtable gamestate; /* Special hash table index for hash_add and hash_get. Entries in this table will persist over map changes (and doesn't need to be created/deleted). */
const float HASH_REPLACE = 256; /* Used with hash_add. Attempts to remove the old value instead of adding two values for a single key. */
const float HASH_ADD = 512; /* Used with hash_add. The new entry will be inserted in addition to the existing entry. */
const float STAT_USER = 32; /* Custom user stats start here (lower values are reserved for engine use). */
const float CLIENTTYPE_DISCONNECTED = 0; /* Return value from clienttype() builtin. This entity is a player slot that is currently empty. */
const float CLIENTTYPE_REAL = 1; /* This is a real player, and not a bot. */
const float CLIENTTYPE_BOT = 2; /* This player slot does not correlate to a real player, any messages sent to this client will be ignored. */
const float CLIENTTYPE_NOTACLIENT = 3; /* This entity is not even a player slot. This is typically an error condition. */
const float FILE_READ = 0; /* The file may be read via fgets to read a single line at a time. */
const float FILE_APPEND = 1; /* Like FILE_WRITE, but writing starts at the end of the file. */
const float FILE_WRITE = 2; /* fputs will be used to write to the file. */
const float FILE_READNL = 4; /* Like FILE_READ, except newlines are not special. fgets reads the entire file into a tempstring. */
const float FILE_MMAP_READ = 5; /* The file will be loaded into memory. fgets returns a pointer to the first byte (and will always return the same value for this file). Cast this to your datatype. */
const float FILE_MMAP_RW = 6; /* Like FILE_MMAP_READ, except any changes to the data will be written back to disk once the file is closed. */
void(vector vang) makevectors = #1; /*
Takes an angle vector (pitch,yaw,roll) (+x=DOWN). Writes its results into v_forward, v_right, v_up vectors. */
void(entity e, vector o) setorigin = #2; /*
Changes e's origin to be equal to o. Also relinks collision state (as well as setting absmin+absmax), which is required after changing .solid */
void(entity e, string m) setmodel = #3; /*
Looks up m in the model precache list, and sets both e.model and e.modelindex to match. BSP models will set e.mins and e.maxs accordingly, other models depend upon the value of sv_gameplayfix_setmodelrealbox - for compatibility you should always call setsize after all pickups or non-bsp models. Also relinks collision state. */
void(entity e, vector min, vector max) setsize = #4; /*
Sets the e's mins and maxs fields. Also relinks collision state, which sets absmin and absmax too. */
void() breakpoint = #6; /*
Trigger a debugging event. FTE will break into the qc debugger. Other engines may crash with a debug execption. */
float() random = #7; /*
Returns a random value between 0 and 1. Be warned, this builtin can return 1 in most engines, which can break arrays. */
void(entity e, float chan, string samp, float vol, float atten, optional float speedpct, optional float flags, optional float timeofs) sound = #8; /*
Starts a sound centered upon the given entity.
chan is the entity sound channel to use, channel 0 will allow you to mix many samples at once, others will replace the old sample
'samp' must have been precached first
if specified, 'speedpct' should normally be around 100 (or =0), 200 for double speed or 50 for half speed.
If flags is specified, the reliable flag in the channels argument is used for additional channels. Flags should be made from SOUNDFLAG_* constants
timeofs should be negative in order to provide a delay before the sound actually starts. */
vector(vector v) normalize = #9; /*
Shorten or lengthen a direction vector such that it is only one quake unit long. */
void(string e) error = #10; /*
Ends the game with an easily readable error message. */
void(string e) objerror = #11; /*
Displays a non-fatal easily readable error message concerning the self entity, including a field dump. self will be removed! */
float(vector v) vlen = #12; /*
Returns the square root of the dotproduct of a vector with itself. Or in other words the length of a distance vector, in quake units. */
float(vector v, optional entity reference) vectoyaw = #13; /*
Given a direction vector, returns the yaw angle in which that direction vector points. If an entity is passed, the yaw angle will be relative to that entity's gravity direction. */
entity() spawn = #14; /*
Adds a brand new entity into the world! Hurrah, you're now a parent! */
void(entity e) remove = #15; /*
Destroys the given entity and clears some limited fields (including model, modelindex, solid, classname). Any references to the entity following the call are an error. After two seconds, the entity will be reused, in the interim you can unfortunatly still read its fields to see if the reference is no longer valid. */
void(vector v1, vector v2, float flags, entity ent) traceline = #16; /*
Traces a thin line through the world from v1 towards v2.
Will not collide with ent, ent.owner, or any entity who's owner field refers to ent.
The passed entity will also be used to determine whether to use a capsule trace, the contents that the trace should impact, and a couple of other extra fields that define the trace.
There are no side effects beyond the trace_* globals being written.
flags&MOVE_NOMONSTERS will not impact on non-bsp entities.
flags&MOVE_MISSILE will impact with increased size.
flags&MOVE_HITMODEL will impact upon model meshes, instead of their bounding boxes.
flags&MOVE_TRIGGERS will also stop on triggers
flags&MOVE_EVERYTHING will stop if it hits anything, even non-solid entities.
flags&MOVE_LAGGED will backdate entity positions for the purposes of this builtin according to the indicated player ent's latency, to provide lag compensation. */
entity() checkclient = #17; /*
Returns one of the player entities. The returned player will change periodically. */
entity(entity start, .string fld, string match) find = #18; /*
Scan for the next entity with a given field set to the given 'match' value. start should be either world, or the previous entity that was found. Returns world on failure/if there are no more.
If you have many many entities then you may find that hashtables will give more performance (but requires extra upkeep). */
string(string s) precache_sound = #19; /*
Precaches a sound, making it known to clients and loading it from disk. This builtin (strongly) should be called during spawn functions. This builtin must be called for the sound before the sound builtin is called, or it might not even be heard. */
string(string s) precache_model = #20; /*
Precaches a model, making it known to clients and loading it from disk if it has a .bsp extension. This builtin (strongly) should be called during spawn functions. This must be called for each model name before setmodel may use that model name.
Modelindicies precached in SSQC will always be positive. CSQC precaches will be negative if they are not also on the server. */
void(entity client, string s) stuffcmd = #21; /*
Sends a console command (or cvar) to the client, where it will be executed. Different clients support different commands. Do NOT forget the final \n.
This builtin is generally considered evil. */
void(entity client, float flags, string s) stuffcmdflags = #0:stuffcmdflags; /* Part of FTE_QC_STUFFCMDFLAGS
Sends a console command (or cvar) to the client, where it will be executed. Different clients support different commands. Do NOT forget the final \n.
This (just as evil) variant allows specifying some flags too. See the STUFFCMD_* constants. */
entity(vector org, float rad, optional .entity chainfield) findradius = #22; /*
Finds all entities within a distance of the 'org' specified. One entity is returned directly, while other entities are returned via that entity's .chain field. */
void(float msglvl, string s, optional string s2, optional string s3, optional string s4, optional string s5, optional string s6, optional string s7) bprint = #23; /*
QW: Concatenates all string arguments, and prints the messsage on the console of only all clients who's 'msg' infokey is set lower or equal to the supplied 'msglvl' argument. */
void(entity client, float msglvl, string s, optional string s2, optional string s3, optional string s4, optional string s5, optional string s6) sprint = #24; /*
QW: Concatenates all string arguments, and prints the messsage on the named client's console, but only if that client's 'msg' infokey is set lower or equal to the supplied 'msglvl' argument. */
void(string s, ...) dprint = #25; /*
QW: Unconditionally prints the given message on the server's console. Arguments will be concatenated into a single message. */
string(float val) ftos = #26; /*
Returns a tempstring containing a representation of the given float. Precision depends upon engine. */
string(vector val) vtos = #27; /*
Returns a tempstring containing a representation of the given vector. Precision depends upon engine. */
void() coredump = #28; /*
Writes out a coredump. This contains stack, globals, and field info for all ents. This can be handy for debugging. */
void() traceon = #29; /*
Enables tracing. This may be spammy, slow, and stuff. Set debugger 1 in order to use fte's qc debugger. */
void() traceoff = #30; /*
Disables tracing again. */
void(entity e) eprint = #31; /*
Debugging builtin that prints all fields of the given entity to the console. */
float(float yaw, float dist, optional float settraceglobals) walkmove = #32; /*
Attempt to walk the entity at a given angle for a given distance.
if settraceglobals is set, the trace_* globals will be set, showing the results of the movement.
This function will trigger touch events. */
float() droptofloor = #34; /*
Instantly moves the entity downwards until it hits the ground. If the entity is in solid or would need to drop more than 'pr_droptofloorunits' quake units, its position will be considered invalid and the builtin will abort, returning FALSE, otherwise TRUE. */
void(float lightstyle, string stylestring, optional vector rgb) lightstyle = #35; /*
Specifies an auto-animating string that specifies the light intensity for entities using that lightstyle.
a is off, z is fully lit. Should be lower case only.
rgb will recolour all lights using that lightstyle. */
float(float) rint = #36; /*
Rounds the given float up or down to the closest integeral value. X.5 rounds away from 0 */
float(float) floor = #37; /*
Rounds the given float downwards, even when negative. */
float(float) ceil = #38; /*
Rounds the given float upwards, even when negative. */
float(entity ent) checkbottom = #40; /*
Expensive checks to ensure that the entity is actually sitting on something solid, returns true if it is. */
float(vector pos) pointcontents = #41; /*
Checks the given point to see what is there. Returns one of the SOLID_* constants. Just because a spot is empty does not mean that the player can stand there due to the size of the player - use tracebox for such tests. */
float(float) fabs = #43; /*
Removes the sign of the float, making it positive if it is negative. */
vector(entity player, float missilespeed) aim = #44; /*
Returns a direction vector (specifically v_forward on error). This builtin attempts to guess what pitch angle to fire projectiles at for people that don't know about mouselook. Does not affect yaw angles. */
float(string) cvar = #45; /*
Returns the numeric value of the named cvar */
void(string, ...) localcmd = #46; /*
Adds the string to the console command queue. Commands will not be executed immediately, but rather at the start of the following frame. */
entity(entity) nextent = #47; /*
Returns the following entity. Skips over removed entities. Returns world when passed the last valid entity. */
void(vector pos, vector dir, float colour, float count) particle = #48; /*
Spawn 'count' particles around 'pos' moving in the direction 'dir', with a palette colour index between 'colour' and 'colour+8'. */
#define ChangeYaw changeyaw
void() changeyaw = #49; /*
Changes the self.angles_y field towards self.ideal_yaw by up to self.yaw_speed. */
vector(vector fwd, optional vector up) vectoangles = #51; /*
Returns the angles (+x=UP) required to orient an entity to look in the given direction. The 'up' argument is required if you wish to set a roll angle, otherwise it will be limited to just monster-style turning. */
void(float to, float val) WriteByte = #52; /*
Writes a single byte into a network message buffer. Typically you will find a more correct alternative to writing arbitary data. 'to' should be one of the MSG_* constants. MSG_ONE must have msg_entity set first. */
void(float to, float val) WriteChar = #53;
void(float to, float val) WriteShort = #54;
void(float to, float val) WriteLong = #55;
void(float to, float val) WriteCoord = #56;
void(float to, float val) WriteAngle = #57;
void(float to, string val) WriteString = #58;
void(float to, entity val) WriteEntity = #59;
float(float angle) sin = #60; /* Part of DP_QC_SINCOSSQRTPOW
Forgive me father, for I have trigonometry homework. */
float(float angle) cos = #61; /* Part of DP_QC_SINCOSSQRTPOW*/
float(float value) sqrt = #62; /* Part of DP_QC_SINCOSSQRTPOW*/
float(float a, float n) modulo = #0:modulo;
void(entity ent) changepitch = #63; /* Part of DP_QC_CHANGEPITCH*/
void(entity ent, entity ignore) tracetoss = #64;
string(entity ent) etos = #65; /* Part of DP_QC_ETOS*/
void(float step) movetogoal = #67; /*
Runs lots and lots of fancy logic in order to try to step the entity the specified distance towards its goalentity. */
string(string s) precache_file = #68; /*
This builtin does nothing. It was used only as a hint for pak generation. */
void(entity e) makestatic = #69; /*
Sends a copy of the entity's renderable fields to all clients, and REMOVES the entity, preventing further changes. This means it will be unmutable and non-solid. */
void(string mapname, optional string newmapstartspot) changelevel = #70; /*
Attempts to change the map to the named map. If 'newmapstartspot' is specified, the state of the current map will be preserved, and the argument will be passed to the next map in the 'startspot' global, and the next map will be loaded from archived state if it was previously visited. If not specified, all archived map states will be purged. */
void(string cvarname, string valuetoset) cvar_set = #72; /*
Instantly sets a cvar to the given string value. */
void(entity ent, string text, optional string text2, optional string text3, optional string text4, optional string text5, optional string text6, optional string text7) centerprint = #73;
void (vector pos, string samp, float vol, float atten) ambientsound = #74;
string(string str) precache_model2 = #75;
string(string str) precache_sound2 = #76;
string(string str) precache_file2 = #77;
void(entity player) setspawnparms = #78;
void(entity killer, entity killee) logfrag = #79; /* Part of QW_ENGINE*/
string(entity e, string key) infokey = #80; /* Part of FTE_QC_INFOKEY, QW_ENGINE
If e is world, returns the field 'key' from either the serverinfo or the localinfo. If e is a player, returns the value of 'key' from the player's userinfo string. There are a few special exceptions, like 'ip' which is not technically part of the userinfo. */
float(entity e, string key) infokeyf = #0:infokeyf; /*
Identical to regular infokey, except returns a float. */
float(string) stof = #81; /* Part of FRIK_FILE, FTE_QC_INFOKEY, FTE_STRINGS, QW_ENGINE, ZQ_QC_STRINGS*/
#define unicast(pl,reli) do{msg_entity = pl; multicast('0 0 0', reli?MULITCAST_ONE_R:MULTICAST_ONE);}while(0)
void(vector where, float set) multicast = #82; /* Part of FTE_QC_MULTICAST
Once the MSG_MULTICAST network message buffer has been filled with data, this builtin is used to dispatch it to the given target, filtering by pvs for reduced network bandwidth. */
void(entity to, string str) redirectcmd = #101; /* Part of ??MVDSV_BUILTINS
Executes a single console command, and sends the text generated by it to the specified player. The command will be executed at the end of the frame once QC is no longer running - you may wish to pre/postfix it with 'echo'. */
string(float style, optional __out vector rgb) getlightstyle = #0:getlightstyle; /*
Obtains the light style string for the given style. */
vector(float style) getlightstylergb = #0:getlightstylergb; /*
Obtains the current rgb value of the specified light style. In csqc, this is correct with regard to the current frame, while ssqc gives no guarentees about time and ignores client cvars. Note: use getlight if you want the actual light value at a point. */
void(float style, float val, optional vector rgb) lightstylestatic = #5; /*
Sets the lightstyle to an explicit numerical level. From Hexen2. */
void(vector start, vector mins, vector maxs, vector end, float nomonsters, entity ent) tracebox = #90; /* Part of DP_QC_TRACEBOX
Exactly like traceline, but a box instead of a uselessly thin point. Acceptable sizes are limited by bsp format, q1bsp has strict acceptable size values. */
vector() randomvec = #91; /* Part of DP_QC_RANDOMVEC
Returns a vector with random values. Each axis is independantly a value between -1 and 1 inclusive. */
vector(vector org) getlight = #92;
float(string cvarname, string defaultvalue) registercvar = #93; /* Part of DP_REGISTERCVAR
Creates a new cvar on the fly. If it does not already exist, it will be given the specified value. If it does exist, this is a no-op.
This builtin has the limitation that it does not apply to configs or commandlines. Such configs will need to use the set or seta command causing this builtin to be a noop.
In engines that support it, you will generally find the autocvar feature easier and more efficient to use. */
float(float a, float b, ...) min = #94; /* Part of DP_QC_MINMAXBOUND
Returns the lowest value of its arguments. */
float(float a, float b, ...) max = #95; /* Part of DP_QC_MINMAXBOUND
Returns the highest value of its arguments. */
float(float minimum, float val, float maximum) bound = #96; /* Part of DP_QC_MINMAXBOUND
Returns val, unless minimum is higher, or maximum is less. */
float(float value, float exp) pow = #97; /* Part of DP_QC_SINCOSSQRTPOW*/
float(float v, optional float base) logarithm = #0:logarithm; /*
Determines the logarithm of the input value according to the specified base. This can be used to calculate how much something was shifted by. */
#define findentity findfloat
entity(entity start, .__variant fld, __variant match) findfloat = #98; /* Part of DP_QC_FINDFLOAT
Equivelent to the find builtin, but instead of comparing strings contents, this builtin compares the raw values. This builtin requires multiple calls in order to scan all entities - set start to the previous call's return value.
world is returned when there are no more entities. */
float(string extname) checkextension = #99; /*
Checks for an extension by its name (eg: checkextension("FRIK_FILE") says that its okay to go ahead and use strcat).
Use cvar("pr_checkextension") to see if this builtin exists. */
float(__variant funcref) checkbuiltin = #0:checkbuiltin; /*
Checks to see if the specified builtin is supported/mapped. This is intended as a way to check for #0 functions, allowing for simple single-builtin functions. Warning, if two different engines map different builtins to the same number, then this function will not tell you which will be called, only that it won't crash (the exception being #0, which are remapped as available). */
float(string builtinname) builtin_find = #100; /*
Looks to see if the named builtin is valid, and returns the builtin number it exists at. */
float(float value) anglemod = #102;
void(string slot, string picname, float x, float y, float zone, optional entity player) showpic = #104; /* Part of TEI_SHOWLMP2*/
void(string slot, optional entity player) hidepic = #105; /* Part of TEI_SHOWLMP2*/
void(string slot, float x, float y, float zone, optional entity player) movepic = #106; /* Part of TEI_SHOWLMP2*/
void(string slot, string picname, optional entity player) changepic = #107; /* Part of TEI_SHOWLMP2*/
filestream(string filename, float mode, optional float mmapminsize) fopen = #110; /* Part of FRIK_FILE
Opens a file, typically prefixed with "data/", for either read or write access. */
void(filestream fhandle) fclose = #111; /* Part of FRIK_FILE*/
string(filestream fhandle) fgets = #112; /* Part of FRIK_FILE
Reads a single line out of the file. The new line character is not returned as part of the string. Returns the null string on EOF (use if not(string) to easily test for this, which distinguishes it from the empty string which is returned if the line being read is blank */
void(filestream fhandle, string s, optional string s2, optional string s3, optional string s4, optional string s5, optional string s6, optional string s7) fputs = #113; /* Part of FRIK_FILE
Writes the given string(s) into the file. For compatibility with fgets, you should ensure that the string is terminated with a \n - this will not otherwise be done for you. It is up to the engine whether dos or unix line endings are actually written. */
int(filestream fhandle, void *ptr, int size) fread = #0:fread; /* Part of FTE_QC_FILE_BINARY
Reads binary data out of the file. Returns truncated lengths if the read exceeds the length of the file. */
int(filestream fhandle, void *ptr, int size) fwrite = #0:fwrite; /* Part of FTE_QC_FILE_BINARY
Writes binary data out of the file. */
#define ftell fseek //c compat
int(filestream fhandle, optional int newoffset) fseek = #0:fseek; /* Part of FTE_QC_FILE_BINARY
Changes the current position of the file, if specified. Returns prior position, in bytes. */
int(filestream fhandle, optional int newsize) fsize = #0:fsize; /* Part of FTE_QC_FILE_BINARY
Reports the total size of the file, in bytes. Can also be used to truncate/extend the file */
float(string s) strlen = #114; /* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
string(string s1, optional string s2, optional string s3, optional string s4, optional string s5, optional string s6, optional string s7, optional string s8) strcat = #115; /* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
string(string s, float start, float length) substring = #116; /* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
vector(string s) stov = #117; /* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
string(string s, ...) strzone = #118; /* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS
Create a semi-permanent copy of a string that only becomes invalid once strunzone is called on the string (instead of when the engine assumes your string has left scope). This builtin has become redundant in FTEQW due to the FTE_QC_PERSISTENTTEMPSTRINGS extension and is now functionally identical to strcat for compatibility with old engines+mods. */
void(string s) strunzone = #119; /* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS
Destroys a string that was allocated by strunzone. Further references to the string MAY crash the game. In FTE, this function became redundant and now does nothing. */
void(string cvar, float val) cvar_setf = #176;
void(string soundname, optional float channel, optional float volume) localsound = #177; /*
Plays a sound... locally... probably best not to call this from ssqc. Also disables reverb. */
float(string modelname, optional float queryonly) getmodelindex = #200; /*
Acts as an alternative to precache_model(foo);setmodel(bar, foo); return bar.modelindex;
If queryonly is set and the model was not previously precached, the builtin will return 0 without needlessly precaching the model. */
__variant(float prnum, string funcname, ...) externcall = #201; /* Part of FTE_MULTIPROGS
Directly call a function in a different/same progs by its name.
prnum=0 is the 'default' or 'main' progs.
prnum=-1 means current progs.
prnum=-2 will scan through the active progs and will use the first it finds. */
float(string progsname) addprogs = #202; /* Part of FTE_MULTIPROGS
Loads an additional .dat file into the current qcvm. The returned handle can be used with any of the externcall/externset/externvalue builtins.
There are cvars that allow progs to be loaded automatically. */
__variant(float prnum, string varname) externvalue = #203; /* Part of FTE_MULTIPROGS
Reads a global in the named progs by the name of that global.
prnum=0 is the 'default' or 'main' progs.
prnum=-1 means current progs.
prnum=-2 will scan through the active progs and will use the first it finds. */
void(float prnum, __variant newval, string varname) externset = #204; /* Part of FTE_MULTIPROGS
Sets a global in the named progs by name.
prnum=0 is the 'default' or 'main' progs.
prnum=-1 means current progs.
prnum=-2 will scan through the active progs and will use the first it finds. */
void(entity portal, float state) openportal = #207; /*
Opens or closes the portals associated with a door or some such on q2 or q3 maps. On Q2BSPs, the entity should be the 'func_areaportal' entity - its style field will say which portal to open. On Q3BSPs, the entity is the door itself, the portal will be determined by the two areas found from a preceding setorigin call. */
float(float attributes, string effectname, ...) RegisterTempEnt = #208; /* Part of FTE_PEXT_CUSTOMTENTS*/
void(float type, vector pos, ...) CustomTempEnt = #209; /* Part of FTE_PEXT_CUSTOMTENTS*/
float(optional float sleeptime) fork = #210; /* Part of FTE_MULTITHREADED
When called, this builtin simply returns. Twice.
The current 'thread' will return instantly with a return value of 0. The new 'thread' will return after sleeptime seconds with a return value of 1. See documentation for the 'sleep' builtin for limitations/requirements concerning the new thread. Note that QC should probably call abort in the new thread, as otherwise the function will return to the calling qc function twice also. */
void(optional __variant ret) abort = #211; /* Part of FTE_MULTITHREADED
QC execution is aborted. Parent QC functions on the stack will be skipped, effectively this forces all QC functions to 'return ret' until execution returns to the engine. If ret is ommited, it is assumed to be 0. */
void(float sleeptime) sleep = #212; /* Part of FTE_MULTITHREADED
Suspends the current QC execution thread for 'sleeptime' seconds.
Other QC functions can and will be executed in the interim, including changing globals and field state (but not simultaneously).
The self and other globals will be restored when the thread wakes up (or set to world if they were removed since the thread started sleeping). Locals will be preserved, but will not be protected from remove calls.
If the engine is expecting the QC to return a value (even in the parent/root function), the value 0 shall be used instead of waiting for the qc to resume. */
void(entity player, string key, string value) forceinfokey = #213; /* Part of FTE_FORCEINFOKEY
Directly changes a user's info without pinging off the client. Also allows explicitly setting * keys, including *spectator. Does not affect the user's config or other servers. */
void(string filename, float starttag, entity edict) chat = #214; /* Part of FTE_QC_NPCCHAT*/
void(vector org, vector dmin, vector dmax, float colour, float effect, float count) particle2 = #215; /* Part of FTE_HEXEN2*/
void(vector org, vector box, float colour, float effect, float count) particle3 = #216; /* Part of FTE_HEXEN2*/
void(vector org, float radius, float colour, float effect, float count) particle4 = #217; /* Part of FTE_HEXEN2*/
float(float number, float quantity) bitshift = #218; /* Part of EXT_BITSHIFT*/
void(vector pos) te_lightningblood = #219; /* Part of FTE_TE_STANDARDEFFECTBUILTINS*/
float(string s1, string sub, optional float startidx) strstrofs = #221; /* Part of FTE_STRINGS
Returns the 0-based offset of sub within the s1 string, or -1 if sub is not in s1.
If startidx is set, this builtin will ignore matches before that 0-based offset. */
float(string str, float index) str2chr = #222; /* Part of FTE_STRINGS
Retrieves the character value at offset 'index'. */
string(float chr, ...) chr2str = #223; /* Part of FTE_STRINGS
The input floats are considered character values, and are concatenated. */
string(float ccase, float redalpha, float redchars, string str, ...) strconv = #224; /* Part of FTE_STRINGS
Converts quake chars in the input string amongst different representations.
ccase specifies the new case for letters.
0: not changed.
1: forced to lower case.
2: forced to upper case.
redalpha and redchars switch between colour ranges.
0: no change.
1: Forced white.
2: Forced red.
3: Forced gold(low) (numbers only).
4: Forced gold (high) (numbers only).
5+6: Forced to white and red alternately.
You should not use this builtin in combination with UTF-8. */
string(float pad, string str1, ...) strpad = #225; /* Part of FTE_STRINGS
Pads the string with spaces, to ensure its a specific length (so long as a fixed-width font is used, anyway). If pad is negative, the spaces are added on the left. If positive the padding is on the right. */
string(infostring old, string key, string value) infoadd = #226; /* Part of FTE_STRINGS
Returns a new tempstring infostring with the named value changed (or added if it was previously unspecified). Key and value may not contain the \ character. */
string(infostring info, string key) infoget = #227; /* Part of FTE_STRINGS
Reads a named value from an infostring. The returned value is a tempstring */
#define strcmp strncmp
float(string s1, string s2, optional float len, optional float s1ofs, optional float s2ofs) strncmp = #228; /* Part of FTE_STRINGS
Compares up to 'len' chars in the two strings. s1ofs allows you to treat s2 as a substring to compare against, or should be 0.
Returns 0 if the two strings are equal, a negative value if s1 appears numerically lower, and positive if s1 appears numerically higher. */
float(string s1, string s2) strcasecmp = #229; /* Part of FTE_STRINGS
Compares the two strings without case sensitivity.
Returns 0 if they are equal. The sign of the return value may be significant, but should not be depended upon. */
float(string s1, string s2, float len, optional float s1ofs, optional float s2ofs) strncasecmp = #230; /* Part of FTE_STRINGS
Compares up to 'len' chars in the two strings without case sensitivity. s1ofs allows you to treat s2 as a substring to compare against, or should be 0.
Returns 0 if they are equal. The sign of the return value may be significant, but should not be depended upon. */
string(string s) strtrim = #0:strtrim; /*
Trims the whitespace from the start+end of the string. */
void() calltimeofday = #231; /* Part of FTE_CALLTIMEOFDAY
Asks the engine to instantly call the qc's 'timeofday' function, before returning. For compatibility with mvdsv.
timeofday should have the prototype: void(float secs, float mins, float hour, float day, float mon, float year, string strvalue)
The strftime builtin is more versatile and less weird. */
void(float num, float type, .__variant fld) clientstat = #232; /*
Specifies what data to use in order to send various stats, in a client-specific way.
'num' should be a value between 32 and 127, other values are reserved.
'type' must be set to one of the EV_* constants, one of EV_FLOAT, EV_STRING, EV_INTEGER, EV_ENTITY.
fld must be a reference to the field used, each player will be sent only their own copy of these fields. */
void(float num, float type, string name) globalstat = #233; /*
Specifies what data to use in order to send various stats, in a non-client-specific way. num and type are as in clientstat, name however, is the name of the global to read in the form of a string (pass "foo"). */
void(float num, float type, __variant *address) pointerstat = #0:pointerstat; /*
Specifies what data to use in order to send various stats, in a non-client-specific way. num and type are as in clientstat, address however, is the address of the variable you would like to use (pass &foo). */
float(entity player) isbackbuffered = #234; /* Part of FTE_ISBACKBUFFERED
Returns if the given player's network buffer will take multiple network frames in order to clear. If this builtin returns non-zero, you should delay or reduce the amount of reliable (and also unreliable) data that you are sending to that client. */
void(vector angle) rotatevectorsbyangle = #235; /*
rotates the v_forward,v_right,v_up matrix by the specified angles. */
void(vector fwd, vector right, vector up) rotatevectorsbyvectors = #236;
float(float mdlindex, string skinname) skinforname = #237;
void(vector org, optional float count) te_bloodqw = #239; /* Part of FTE_TE_STANDARDEFFECTBUILTINS*/
void(entity ent) te_muzzleflash = #0:te_muzzleflash;
float(vector viewpos, entity entity) checkpvs = #240; /* Part of FTE_QC_CHECKPVS*/
entity(string match, optional float matchnum) matchclientname = #241; /* Part of FTE_QC_MATCHCLIENTNAME*/
void(string destaddress, string content) sendpacket = #242; /* Part of FTE_QC_SENDPACKET*/
float(float dividend, float divisor) mod = #245;
float(optional string host, optional string user, optional string pass, optional string defaultdb, optional string driver) sqlconnect = #250; /* Part of FTE_SQL*/
void(float serveridx) sqldisconnect = #251; /* Part of FTE_SQL*/
float(float serveridx, void(float serveridx, float queryidx, float rows, float columns, float eof, float firstrow) callback, float querytype, string query) sqlopenquery = #252; /* Part of FTE_SQL*/
void(float serveridx, float queryidx) sqlclosequery = #253; /* Part of FTE_SQL*/
string(float serveridx, float queryidx, float row, float column) sqlreadfield = #254; /* Part of FTE_SQL*/
string(float serveridx, optional float queryidx) sqlerror = #255; /* Part of FTE_SQL*/
string(float serveridx, string data) sqlescape = #256; /* Part of FTE_SQL*/
string(float serveridx) sqlversion = #257; /* Part of FTE_SQL*/
float(float serveridx, float queryidx, float row, float column) sqlreadfloat = #258; /* Part of FTE_SQL*/
int(float serveridx, float queryidx, float row, float column, __variant *ptr, int maxsize) sqlreadblob = #0:sqlreadblob;
string(float serveridx, __variant *ptr, int maxsize) sqlescapeblob = #0:sqlescapeblob;
int(string) stoi = #259; /* Part of FTE_QC_INTCONV
Converts the given string into a true integer. Base 8, 10, or 16 is determined based upon the format of the string. */
string(int) itos = #260; /* Part of FTE_QC_INTCONV
Converts the passed true integer into a base10 string. */
int(string) stoh = #261; /* Part of FTE_QC_INTCONV
Reads a base-16 string (with or without 0x prefix) as an integer. Bugs out if given a base 8 or base 10 string. :P */
string(int) htos = #262; /* Part of FTE_QC_INTCONV
Formats an integer as a base16 string, with leading 0s and no prefix. Always returns 8 characters. */
int(float) ftoi = #0:ftoi; /* Part of FTE_QC_INTCONV
Converts the given float into a true integer without depending on extended qcvm instructions. */
float(int) itof = #0:itof; /* Part of FTE_QC_INTCONV
Converts the given true integer into a float without depending on extended qcvm instructions. */
float(float modlindex, optional float useabstransforms) skel_create = #263; /* Part of FTE_CSQC_SKELETONOBJECTS
Allocates a new uninitiaised skeletal object, with enough bone info to animate the given model.
eg: self.skeletonobject = skel_create(self.modelindex); */
float(float skel, entity ent, float modelindex, float retainfrac, float firstbone, float lastbone, optional float addfrac) skel_build = #264; /* Part of FTE_CSQC_SKELETONOBJECTS
Animation data (according to the entity's frame info) is pulled from the specified model and blended into the specified skeletal object.
If retainfrac is set to 0 on the first call and 1 on the others, you can blend multiple animations together according to the addfrac value. The final weight should be 1. Other values will result in scaling and/or other weirdness. You can use firstbone and lastbone to update only part of the skeletal object, to allow legs to animate separately from torso, use 0 for both arguments to specify all, as bones are 1-based. */
float(float skel) skel_get_numbones = #265; /* Part of FTE_CSQC_SKELETONOBJECTS
Retrives the number of bones in the model. The valid range is 1<=bone<=numbones. */
string(float skel, float bonenum) skel_get_bonename = #266; /* Part of FTE_CSQC_SKELETONOBJECTS
Retrieves the name of the specified bone. Mostly only for debugging. */
float(float skel, float bonenum) skel_get_boneparent = #267; /* Part of FTE_CSQC_SKELETONOBJECTS
Retrieves which bone this bone's position is relative to. Bone 0 refers to the entity's position rather than an actual bone */
float(float skel, string tagname) skel_find_bone = #268; /* Part of FTE_CSQC_SKELETONOBJECTS
Finds a bone by its name, from the model that was used to create the skeletal object. */
vector(float skel, float bonenum) skel_get_bonerel = #269; /* Part of FTE_CSQC_SKELETONOBJECTS
Gets the bone position and orientation relative to the bone's parent. Return value is the offset, and v_forward, v_right, v_up contain the orientation. */
vector(float skel, float bonenum) skel_get_boneabs = #270; /* Part of FTE_CSQC_SKELETONOBJECTS
Gets the bone position and orientation relative to the entity. Return value is the offset, and v_forward, v_right, v_up contain the orientation.
Use gettaginfo for world coord+orientation. */
void(float skel, float bonenum, vector org, optional vector fwd, optional vector right, optional vector up) skel_set_bone = #271; /* Part of FTE_CSQC_SKELETONOBJECTS
Sets a bone position relative to its parent. If the orientation arguments are not specified, v_forward+v_right+v_up are used instead. */
void(float skel, float bonenum, vector org, optional vector fwd, optional vector right, optional vector up) skel_mul_bone = #272; /* Part of FTE_CSQC_SKELETONOBJECTS
Transforms a single bone by a matrix. You can use makevectors to generate a rotation matrix from an angle. */
void(float skel, float startbone, float endbone, vector org, optional vector fwd, optional vector right, optional vector up) skel_mul_bones = #273; /* Part of FTE_CSQC_SKELETONOBJECTS
Transforms an entire consecutive range of bones by a matrix. You can use makevectors to generate a rotation matrix from an angle, but you'll probably want to divide the angle by the number of bones. */
void(float skeldst, float skelsrc, float startbone, float entbone) skel_copybones = #274; /* Part of FTE_CSQC_SKELETONOBJECTS
Copy bone data from one skeleton directly into another. */
void(float skel) skel_delete = #275; /* Part of FTE_CSQC_SKELETONOBJECTS
Deletes a skeletal object. The actual delete is delayed, allowing the skeletal object to be deleted in an entity's predraw function yet still be valid by the time the addentity+renderscene builtins need it. Also uninstanciates any ragdoll currently in effect on the skeletal object. */
float(float modidx, string framename) frameforname = #276; /* Part of FTE_CSQC_SKELETONOBJECTS
Looks up a framegroup from a model by name, avoiding the need for hardcoding. Returns -1 on error. */
float(float modidx, float framenum) frameduration = #277; /* Part of FTE_CSQC_SKELETONOBJECTS
Retrieves the duration (in seconds) of the specified framegroup. */
void(float modidx, float framenum, __inout float basetime, float targettime, void(float timestamp, int code, string data) callback) processmodelevents = #0:processmodelevents; /*
Calls a callback for each event that has been reached. Basetime is set to targettime. */
float(float modidx, float framenum, __inout float basetime, float targettime, __out int code, __out string data) getnextmodelevent = #0:getnextmodelevent; /*
Reports the next event within a model's animation. Returns a boolean if an event was found between basetime and targettime. Writes to basetime,code,data arguments (if an event was found, basetime is set to the event's time, otherwise to targettime).
WARNING: this builtin cannot deal with multiple events with the same timestamp (only the first will be reported). */
float(float modidx, float framenum, int eventidx, __out float timestamp, __out int code, __out string data) getmodeleventidx = #0:getmodeleventidx; /*
Reports an indexed event within a model's animation. Writes to timestamp,code,data arguments on success. Returns false if the animation/event/model was out of range/invalid. Does not consider looping animations (retry from index 0 if it fails and you know that its a looping animation). This builtin is more annoying to use than getnextmodelevent, but can be made to deal with multiple events with the exact same timestamp. */
#define dotproduct(v1,v2) ((vector)(v1)*(vector)(v2))
vector(vector v1, vector v2) crossproduct = #0:crossproduct; /* Part of FTE_QC_CROSSPRODUCT
Small helper function to calculate the crossproduct of two vectors. */
float(entity pusher, vector move, vector amove) pushmove = #0:pushmove;
void(float action, optional vector pos, optional float radius, optional float quant, ...) terrain_edit = #278; /* Part of FTE_TERRAIN_MAP
Realtime terrain editing. Actions are the TEREDIT_ constants. */
typedef struct
{
string shadername;
vector planenormal;
float planedist;
vector sdir;
float sbias;
vector tdir;
float tbias;
} brushface_t;
int(float modelidx, int brushid, brushface_t *out_faces, int maxfaces, int *out_contents) brush_get = #0:brush_get; /* Part of FTE_RAW_MAP
Queries a brush's information. You must pre-allocate the face array for the builtin to write to. Return value is the number of faces retrieved, 0 on error. */
int(float modelidx, brushface_t *in_faces, int numfaces, int contents, optional int brushid) brush_create = #0:brush_create; /* Part of FTE_RAW_MAP
Inserts a new brush into the model. Return value is the new brush's id. */
void(float modelidx, int brushid) brush_delete = #0:brush_delete; /* Part of FTE_RAW_MAP
Destroys the specified brush. */
float(float modelid, int brushid, int faceid, float selectedstate) brush_selected = #0:brush_selected; /* Part of FTE_RAW_MAP
Allows you to easily set transient visual properties of a brush. returns old value. selectedstate=-1 changes nothing (called for its return value). */
int(float modelid, int brushid, int faceid, vector *points, int maxpoints) brush_getfacepoints = #0:brush_getfacepoints; /* Part of FTE_RAW_MAP
Returns the list of verticies surrounding the given face. If face is 0, returns the center of the brush (if space for 1 point) or the mins+maxs (if space for 2 points). */
int(int faceid, brushface_t *in_faces, int numfaces, vector *points, int maxpoints) brush_calcfacepoints = #0:brush_calcfacepoints; /* Part of FTE_RAW_MAP
Determines the points of the specified face, if the specified brush were to actually be created. */
int(float modelid, vector *planes, float *dists, int numplanes, int *out_brushes, int *out_faces, int maxresults) brush_findinvolume = #0:brush_findinvolume; /* Part of FTE_RAW_MAP
Allows you to easily obtain a list of brushes+faces within the given bounding region. If out_faces is not null, the same brush might be listed twice. */
void(optional entity ent, optional vector neworigin) touchtriggers = #279; /*
Triggers a touch events between self and every SOLID_TRIGGER entity that it is in contact with. This should typically just be the triggers touch functions. Also optionally updates the origin of the moved entity. */
void(float buf, float fl) WriteFloat = #280;
float(entity skelent, string dollcmd, float animskel) skel_ragupdate = #281; /*
Updates the skeletal object attached to the entity according to its origin and other properties.
if animskel is non-zero, the ragdoll will animate towards the bone state in the animskel skeletal object, otherwise they will pick up the model's base pose which may not give nice results.
If dollcmd is not set, the ragdoll will update (this should be done each frame).
If the doll is updated without having a valid doll, the model's default .doll will be instanciated.
commands:
doll foo.doll : sets up the entity to use the named doll file
dollstring TEXT : uses the doll file directly embedded within qc, with that extra prefix.
cleardoll : uninstanciates the doll without destroying the skeletal object.
animate 0.5 : specifies the strength of the ragdoll as a whole
animatebody somebody 0.5 : specifies the strength of the ragdoll on a specific body (0 will disable ragdoll animations on that body).
enablejoint somejoint 1 : enables (or disables) a joint. Disabling joints will allow the doll to shatter. */
float*(float skel) skel_mmap = #282; /*
Map the bones in VM memory. They can then be accessed via pointers. Each bone is 12 floats, the four vectors interleaved (sadly). */
void(entity ent, float bonenum, vector org, optional vector angorfwd, optional vector right, optional vector up) skel_set_bone_world = #283; /*
Sets the world position of a bone within the given entity's attached skeletal object. The world position is dependant upon the owning entity's position. If no orientation argument is specified, v_forward+v_right+v_up are used for the orientation instead. If 1 is specified, it is understood as angles. If 3 are specified, they are the forawrd/right/up vectors to use. */
string(float modidx, float framenum) frametoname = #284;
string(float modidx, float skin) skintoname = #285;
float(float resourcetype, float tryload, string resourcename) resourcestatus = #286; /*
resourcetype must be one of the RESTYPE_ constants. Returns one of the RESSTATE_ constants. Tryload 0 is a query only. Tryload 1 will attempt to reload the content if it was flushed. */
hashtable(float tabsize, optional float defaulttype) hash_createtab = #287; /* Part of FTE_QC_HASHTABLES
Creates a hash table object with at least 'tabsize' slots. hash table with index 0 is a game-persistant table and will NEVER be returned by this builtin (except as an error return). */
void(hashtable table) hash_destroytab = #288; /* Part of FTE_QC_HASHTABLES
Destroys a hash table object. */
void(hashtable table, string name, __variant value, optional float typeandflags) hash_add = #289; /* Part of FTE_QC_HASHTABLES
Adds the given key with the given value to the table.
If flags&HASH_REPLACE, the old value will be removed, if not set then multiple values may be added for a single key, they won't overwrite.
The type argument describes how the value should be stored and saved to files. While you can claim that all variables are just vectors, being more precise can result in less issues with tempstrings or saved games. */
__variant(hashtable table, string name, optional __variant deflt, optional float requiretype, optional float index) hash_get = #290; /* Part of FTE_QC_HASHTABLES
looks up the specified key name in the hash table. returns deflt if key was not found. If stringsonly=1, the return value will be in the form of a tempstring, otherwise it'll be the original value argument exactly as it was. If requiretype is specified, then values not of the specified type will be ignored. Hurrah for multiple types with the same name. */
__variant(hashtable table, string name) hash_delete = #291; /* Part of FTE_QC_HASHTABLES
removes the named key. returns the value of the object that was destroyed, or 0 on error. */
string(hashtable table, float idx) hash_getkey = #292; /* Part of FTE_QC_HASHTABLES
gets some random key name. add+delete can change return values of this, so don't blindly increment the key index if you're removing all. */
float(string name) checkcommand = #294; /* Part of FTE_QC_CHECKCOMMAND
Checks to see if the supplied name is a valid command, cvar, or alias. Returns 0 if it does not exist. */
string(string s) argescape = #295; /*
Marks up a string so that it can be reliably tokenized as a single argument later. */
void(string dest, string from, string cmd, string info) clusterevent = #0:clusterevent; /*
Only functions in mapcluster mode. Sends an event to whichever server the named player is on. The destination server can then dispatch the event to the client or handle it itself via the SV_ParseClusterEvent entrypoint. If dest is empty, the event is broadcast to ALL servers. If the named player can't be found, the event will be returned to this server with the cmd prefixed with 'error:'. */
string(entity player, optional string newnode) clustertransfer = #0:clustertransfer; /*
Only functions in mapcluster mode. Initiate transfer of the player to a different node. Can take some time. If dest is specified, returns null on error. Otherwise returns the current/new target node (or null if not transferring). */
float(float mdlidx) modelframecount = #0:modelframecount; /*
Retrieves the number of frames in the specified model. */
void(string texturename, optional float flags, optional float is2d) R_BeginPolygon = #306; /*
Specifies the shader to use for the following polygons, along with optional flags.
If is2d, the polygon will be drawn as soon as the EndPolygon call is made, rather than waiting for renderscene. This allows complex 2d effects. */
void(vector org, vector texcoords, vector rgb, float alpha) R_PolygonVertex = #307; /*
Specifies a polygon vertex with its various properties. */
void() R_EndPolygon = #308; /*
Ends the current polygon. At least 3 verticies must have been specified. You do not need to call beginpolygon if you wish to draw another polygon with the same shader. */
float(string effectname) particleeffectnum = #335; /* Part of DP_ENT_TRAILEFFECTNUM, FTE_SV_POINTPARTICLES
Precaches the named particle effect. If your effect name is of the form 'foo.bar' then particles/foo.cfg will be loaded by the client if foo.bar was not already defined.
Different engines will have different particle systems, this specifies the QC API only. */
void(float effectnum, entity ent, vector start, vector end) trailparticles = #336; /* Part of FTE_SV_POINTPARTICLES
Draws the given effect between the two named points. If ent is not world, distances will be cached in the entity in order to avoid framerate dependancies. The entity is not otherwise used. */
void(float effectnum, vector origin, optional vector dir, optional float count) pointparticles = #337; /* Part of FTE_SV_POINTPARTICLES
Spawn a load of particles from the given effect at the given point traveling or aiming along the direction specified. The number of particles are scaled by the count argument.
For regular particles, the dir vector is multiplied by the 'veladd' property (while orgadd will push the particles along it). Decals will use it as a hint to align to the correct surface. In both cases, it should normally be a unit vector, but other lengths will still work. If it has length 0 then FTE will assume downwards. */
void(string s, ...) print = #339; /* Part of DP_SV_PRINT
Unconditionally print on the local system's console, even in ssqc (doesn't care about the value of the developer cvar). */
void(entity ent) runstandardplayerphysics = #347; /*
Perform the engine's standard player movement prediction upon the given entity using the input_* globals to describe movement. */
float(entity ent) wasfreed = #353; /*
Quickly check to see if the entity is currently free. This function is only valid during the two-second non-reuse window, after that it may give bad results. Try one second to make it more robust. */
string(string key) serverkey = #354; /*
Look up a key in the server's public serverinfo string */
float(string key, optional float assumevalue) serverkeyfloat = #0:serverkeyfloat; /*
Version of serverkey that returns the value as a float (which avoids tempstrings). */
__variant*(int size) memalloc = #384; /* Part of FTE_MEMALLOC
Allocate an arbitary block of memory */
void(__variant *ptr) memfree = #385; /* Part of FTE_MEMALLOC
Frees a block of memory that was allocated with memfree */
void(__variant *dst, __variant *src, int size) memcpy = #386; /* Part of FTE_MEMALLOC
Copys memory from one location to another */
void(__variant *dst, int val, int size) memfill8 = #387; /* Part of FTE_MEMALLOC
Sets an entire block of memory to a specified value. Pretty much always 0. */
__variant(__variant *dst, float ofs) memgetval = #388; /*
Looks up the 32bit value stored at a pointer-with-offset. */
void(__variant *dst, float ofs, __variant val) memsetval = #389; /*
Changes the 32bit value stored at the specified pointer-with-offset. */
__variant*(__variant *base, float ofs) memptradd = #390; /*
Perform some pointer maths. Woo. */
float(string s) memstrsize = #0:memstrsize; /*
strlen, except ignores utf-8 */
float(entity e, float nowreadonly) entityprotection = #0:entityprotection; /*
Changes the protection on the specified entity to protect it from further edits from QC. The return value is the previous setting. Note that this can be used to unprotect the world, but doing so long term is not advised as you will no longer be able to detect invalid entity references. Also, world is not networked, so results might not be seen by clients (or in other words, world.avelocity_y=64 is a bad idea). */
entity(entity from, optional entity to) copyentity = #400; /* Part of DP_QC_COPYENTITY
Copies all fields from one entity to another. */
void(entity ent, float colours) setcolors = #401; /*
Changes a player's colours. The bits 0-3 are the lower/trouser colour, bits 4-7 are the upper/shirt colours. */
entity(.string field, string match, optional .entity chainfield) findchain = #402; /* Part of DP_QC_FINDCHAIN*/
entity(.float fld, float match, optional .entity chainfield) findchainfloat = #403; /* Part of DP_QC_FINDCHAINFLOAT*/
void(vector org, string modelname, float startframe, float endframe, float framerate) effect = #404; /* Part of DP_SV_EFFECT
Spawns a self-animating sprite */
void(vector org, vector dir, float count) te_blood = #405; /* Part of DP_TE_BLOOD*/
void(vector mincorner, vector maxcorner, float explosionspeed, float howmany) te_bloodshower = #406; /* Part of _DP_TE_BLOODSHOWER*/
void(vector org, vector color) te_explosionrgb = #407; /* Part of DP_TE_EXPLOSIONRGB*/
void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube = #408; /* Part of DP_TE_PARTICLECUBE*/
void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlerain = #409; /* Part of DP_TE_PARTICLERAIN*/
void(vector mincorner, vector maxcorner, vector vel, float howmany, float color) te_particlesnow = #410; /* Part of DP_TE_PARTICLESNOW*/
void(vector org, vector vel, float howmany) te_spark = #411; /* Part of DP_TE_SPARK*/
void(vector org) te_gunshotquad = #412; /* Part of _DP_TE_QUADEFFECTS1*/
void(vector org) te_spikequad = #413; /* Part of _DP_TE_QUADEFFECTS1*/
void(vector org) te_superspikequad = #414; /* Part of _DP_TE_QUADEFFECTS1*/
void(vector org) te_explosionquad = #415; /* Part of _DP_TE_QUADEFFECTS1*/
void(vector org) te_smallflash = #416; /* Part of DP_TE_SMALLFLASH*/
void(vector org, float radius, float lifetime, vector color) te_customflash = #417; /* Part of DP_TE_CUSTOMFLASH*/
void(vector org, optional float count) te_gunshot = #418; /* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vector org) te_spike = #419; /* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vector org) te_superspike = #420; /* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vector org) te_explosion = #421; /* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vector org) te_tarexplosion = #422; /* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vector org) te_wizspike = #423; /* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vector org) te_knightspike = #424; /* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vector org) te_lavasplash = #425; /* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vector org) te_teleport = #426; /* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(vector org, float color, float colorlength) te_explosion2 = #427; /* Part of DP_TE_STANDARDEFFECTBUILTINS*/
void(entity own, vector start, vector end) te_lightning1 = #428; /* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(entity own, vector start, vector end) te_lightning2 = #429; /* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(entity own, vector start, vector end) te_lightning3 = #430; /* Part of DP_TE_STANDARDEFFECTBUILTINS, FTE_TE_STANDARDEFFECTBUILTINS*/
void(entity own, vector start, vector end) te_beam = #431; /* Part of DP_TE_STANDARDEFFECTBUILTINS*/
void(vector dir) vectorvectors = #432; /* Part of DP_QC_VECTORVECTORS*/
void(vector org) te_plasmaburn = #433; /* Part of _DP_TE_PLASMABURN*/
float(entity e, float s) getsurfacenumpoints = #434; /* Part of DP_QC_GETSURFACE*/
vector(entity e, float s, float n) getsurfacepoint = #435; /* Part of DP_QC_GETSURFACE*/
vector(entity e, float s) getsurfacenormal = #436; /* Part of DP_QC_GETSURFACE*/
string(entity e, float s) getsurfacetexture = #437; /* Part of DP_QC_GETSURFACE*/
float(entity e, vector p) getsurfacenearpoint = #438; /* Part of DP_QC_GETSURFACE*/
vector(entity e, float s, vector p) getsurfaceclippedpoint = #439; /* Part of DP_QC_GETSURFACE*/
void(entity e, string s) clientcommand = #440; /* Part of KRIMZON_SV_PARSECLIENTCOMMAND*/
float(string s) tokenize = #441; /* Part of KRIMZON_SV_PARSECLIENTCOMMAND*/
string(float n) argv = #442; /* Part of KRIMZON_SV_PARSECLIENTCOMMAND*/
void(entity e, entity tagentity, string tagname) setattachment = #443; /* Part of DP_GFX_QUAKE3MODELTAGS*/
searchhandle(string pattern, float caseinsensitive, float quiet) search_begin = #444; /* Part of DP_QC_FS_SEARCH
initiate a filesystem scan based upon filenames. Be sure to call search_end on the returned handle. */
void(searchhandle handle) search_end = #445; /* Part of DP_QC_FS_SEARCH*/
float(searchhandle handle) search_getsize = #446; /* Part of DP_QC_FS_SEARCH
Retrieves the number of files that were found. */
string(searchhandle handle, float num) search_getfilename = #447; /* Part of DP_QC_FS_SEARCH
Retrieves name of one of the files that was found by the initial search. */
float(searchhandle handle, float num) search_getfilesize = #0:search_getfilesize; /* Part of FTE_QC_FS_SEARCH_SIZEMTIME
Retrieves the size of one of the files that was found by the initial search. */
string(searchhandle handle, float num) search_getfilemtime = #0:search_getfilemtime; /* Part of FTE_QC_FS_SEARCH_SIZEMTIME
Retrieves modification time of one of the files. */
string(string cvarname) cvar_string = #448; /* Part of DP_QC_CVAR_STRING*/
entity(entity start, .float fld, float match) findflags = #449; /* Part of DP_QC_FINDFLAGS*/
entity(.float fld, float match, optional .entity chainfield) findchainflags = #450; /* Part of DP_QC_FINDCHAINFLAGS*/
float(entity ent, string tagname) gettagindex = #451; /* Part of DP_MD3_TAGSINFO*/
vector(entity ent, float tagindex) gettaginfo = #452; /* Part of DP_MD3_TAGSINFO
Obtains the current worldspace position+orientation of the bone or tag from the given entity. The return value is the world coord, v_forward, v_right, v_up are also set according to the bone/tag's orientation. */
void(entity player) dropclient = #453; /* Part of DP_SV_DROPCLIENT*/
entity() spawnclient = #454; /* Part of DP_SV_BOTCLIENT*/
float(entity client) clienttype = #455; /* Part of DP_SV_BOTCLIENT*/
void(float target, string str) WriteUnterminatedString = #456; /* Part of DP_SV_WRITEUNTERMINATEDSTRING*/
void(vector org, vector vel, float howmany) te_flamejet = #457; /* Part of _DP_TE_FLAMEJET*/
entity(float entnum) edict_num = #459; /* Part of DP_QC_EDICT_NUM*/
strbuf() buf_create = #460; /* Part of DP_QC_STRINGBUFFERS*/
void(strbuf bufhandle) buf_del = #461; /* Part of DP_QC_STRINGBUFFERS*/
float(strbuf bufhandle) buf_getsize = #462; /* Part of DP_QC_STRINGBUFFERS*/
void(strbuf bufhandle_from, strbuf bufhandle_to) buf_copy = #463; /* Part of DP_QC_STRINGBUFFERS*/
void(strbuf bufhandle, float sortprefixlen, float backward) buf_sort = #464; /* Part of DP_QC_STRINGBUFFERS*/
string(strbuf bufhandle, string glue) buf_implode = #465; /* Part of DP_QC_STRINGBUFFERS*/
string(strbuf bufhandle, float string_index) bufstr_get = #466; /* Part of DP_QC_STRINGBUFFERS*/
void(strbuf bufhandle, float string_index, string str) bufstr_set = #467; /* Part of DP_QC_STRINGBUFFERS*/
float(strbuf bufhandle, string str, float ordered) bufstr_add = #468; /* Part of DP_QC_STRINGBUFFERS*/
void(strbuf bufhandle, float string_index) bufstr_free = #469; /* Part of DP_QC_STRINGBUFFERS*/
float(float s) asin = #471; /* Part of DP_QC_ASINACOSATANATAN2TAN*/
float(float c) acos = #472; /* Part of DP_QC_ASINACOSATANATAN2TAN*/
float(float t) atan = #473; /* Part of DP_QC_ASINACOSATANATAN2TAN*/
float(float c, float s) atan2 = #474; /* Part of DP_QC_ASINACOSATANATAN2TAN*/
float(float a) tan = #475; /* Part of DP_QC_ASINACOSATANATAN2TAN
Forgive me father, for I have a sunbed and I'm not afraid to use it. */
float(string s) strlennocol = #476; /* Part of DP_QC_STRINGCOLORFUNCTIONS
Returns the number of characters in the string after any colour codes or other markup has been parsed. */
string(string s) strdecolorize = #477; /* Part of DP_QC_STRINGCOLORFUNCTIONS
Flattens any markup/colours, removing them from the string. */
string(float uselocaltime, string format, ...) strftime = #478; /* Part of DP_QC_STRFTIME*/
float(string s, string separator1, ...) tokenizebyseparator = #479; /* Part of DP_QC_TOKENIZEBYSEPARATOR*/
string(string s) strtolower = #480; /* Part of DP_QC_STRING_CASE_FUNCTIONS*/
string(string s) strtoupper = #481; /* Part of DP_QC_STRING_CASE_FUNCTIONS*/
string(string s) cvar_defstring = #482; /* Part of DP_QC_CVAR_DEFSTRING*/
void(vector origin, string sample, float volume, float attenuation) pointsound = #483; /* Part of DP_SV_POINTSOUND*/
string(string search, string replace, string subject) strreplace = #484; /* Part of DP_QC_STRREPLACE*/
string(string search, string replace, string subject) strireplace = #485; /* Part of DP_QC_STRREPLACE*/
vector(entity e, float s, float n, float a) getsurfacepointattribute = #486; /* Part of DP_QC_GETSURFACEPOINTATTRIBUTE*/
float(float caseinsensitive, string s, ...) crc16 = #494; /* Part of DP_QC_CRC16*/
float(string name) cvar_type = #495; /* Part of DP_QC_CVAR_TYPE*/
float() numentityfields = #496; /* Part of DP_QC_ENTITYDATA
Gives the number of named entity fields. Note that this is not the size of an entity, but rather just the number of unique names (ie: vectors use 4 names rather than 3). */
float(string fieldname) findentityfield = #0:findentityfield; /*
Find a field index by name. */
typedef .__variant field_t;
field_t(float fieldnum) entityfieldref = #0:entityfieldref; /*
Returns a field value that can be directly used to read entity fields. Be sure to validate the type with entityfieldtype before using. */
string(float fieldnum) entityfieldname = #497; /* Part of DP_QC_ENTITYDATA
Retrieves the name of the given entity field. */
float(float fieldnum) entityfieldtype = #498; /* Part of DP_QC_ENTITYDATA
Provides information about the type of the field specified by the field num. Returns one of the EV_ values. */
string(float fieldnum, entity ent) getentityfieldstring = #499; /* Part of DP_QC_ENTITYDATA*/
float(float fieldnum, entity ent, string s) putentityfieldstring = #500; /* Part of DP_QC_ENTITYDATA*/
void(float to, string s, float sz) WritePicture = #501; /* Part of DP_SV_WRITEPICTURE
Encodes the named image across the network as-is adhering to some size limit. In FTE, this simply writes the string and is equivelent to writestring and sz is ignored. WritePicture should be paired with ReadPicture in csqc. */
string(string filename, optional float makereferenced) whichpack = #503; /* Part of DP_QC_WHICHPACK
Returns the pak file name that contains the file specified. progs/player.mdl will generally return something like 'pak0.pak'. If makereferenced is true, clients will automatically be told that the returned package should be pre-downloaded and used, even if allow_download_refpackages is not set. */
string(string in) uri_escape = #510; /* Part of DP_QC_URI_ESCAPE*/
string(string in) uri_unescape = #511; /* Part of DP_QC_URI_ESCAPE*/
float(entity ent) num_for_edict = #512;
#define uri_post uri_get
float(string uril, float id, optional string postmimetype, optional string postdata) uri_get = #513; /* Part of DP_QC_URI_GET, DP_QC_URI_POST
uri_get() gets content from an URL and calls a callback "uri_get_callback" with it set as string; an unique ID of the transfer is returned
returns 1 on success, and then calls the callback with the ID, 0 or the HTTP status code, and the received data in a string
For a POST request, you will typically want the postmimetype set to application/x-www-form-urlencoded.
For a GET request, omit the mime+data entirely.
Consult your webserver/php/etc documentation for best-practise. */
float(string str) tokenize_console = #514; /*
Tokenize a string exactly as the console's tokenizer would do so. The regular tokenize builtin became bastardized for convienient string parsing, which resulted in a large disparity that can be exploited to bypass checks implemented in a naive SV_ParseClientCommand function, therefore you can use this builtin to make sure it exactly matches. */
float(float idx) argv_start_index = #515; /*
Returns the character index that the tokenized arg started at. */
float(float idx) argv_end_index = #516; /*
Returns the character index that the tokenized arg stopped at. */
void(strbuf strbuf, string pattern, string antipattern) buf_cvarlist = #517;
string(string cvarname) cvar_description = #518; /*
Retrieves the description of a cvar, which might be useful for tooltips or help files. This may still not be useful. */
float(optional float timetype) gettime = #519;
void(string s) loadfromdata = #529; /*
Reads a set of entities from the given string. This string should have the same format as a .ent file or a saved game. Entities will be spawned as required. If you need to see the entities that were created, you should use parseentitydata instead. */
void(string s) loadfromfile = #530; /*
Reads a set of entities from the named file. This file should have the same format as a .ent file or a saved game. Entities will be spawned as required. If you need to see the entities that were created, you should use parseentitydata instead. */
void(float pause) setpause = #531; /*
Sets whether the server should or should not be paused. This does not affect auto-paused things like when the console is down. */
float(string mname) precache_vwep_model = #532; /* Part of ZQ_VWEP*/
float(float v, optional float base) log = #532; /* Part of ??MVDSV_BUILTINS
Determines the logarithm of the input value according to the specified base. This can be used to calculate how much something was shifted by. */
float(string filename, strbuf bufhandle) buf_loadfile = #535; /*
Appends the named file into a string buffer (which must have been created in advance). The return value merely says whether the file was readable. */
float(filestream filehandle, strbuf bufhandle, optional float startpos, optional float numstrings) buf_writefile = #536; /*
Writes the contents of a string buffer onto the end of the supplied filehandle (you must have already used fopen). Additional optional arguments permit you to constrain the writes to a subsection of the stringbuffer. */
float(optional float force) physics_supported = #0:physics_supported; /*
Queries whether rigid body physics is enabled or not. CSQC and SSQC may report different values. If the force argument is used then the engine will try to activate or release physics (returning the new state, which may fail if plugins or dlls are missing). Note that restarting the physics engine is likely to result in hitches when collision trees get generated. The state may change if a plugin is disabled mid-map. */
void(entity e, float physics_enabled) physics_enable = #540; /*
Enable or disable the physics attached to a MOVETYPE_PHYSICS entity. Entities which have been disabled in this way will stop taking so much cpu time. */
void(entity e, vector force, vector relative_ofs) physics_addforce = #541; /*
Apply some impulse directional force upon a MOVETYPE_PHYSICS entity. */
void(entity e, vector torque) physics_addtorque = #542; /*
Apply some impulse rotational force upon a MOVETYPE_PHYSICS entity. */
void(.../*, string funcname*/) callfunction = #605; /*
Invokes the named function. The function name is always passed as the last parameter and must always be present. The others are passed to the named function as-is */
void(filestream fh, entity e) writetofile = #606; /*
Writes an entity's fields to the named frik_file file handle. */
float(string s) isfunction = #607; /*
Returns true if the named function exists and can be called with the callfunction builtin. */
float(entity e, string s, optional float offset) parseentitydata = #613; /*
Reads a single entity's fields into an already-spawned entity. s should contain field pairs like in a saved game: {"foo1" "bar" "foo2" "5"}. Returns <=0 on failure, otherwise returns the offset in the string that was read to. */
string(entity e) generateentitydata = #0:generateentitydata; /*
Dumps the entities fields into a string which can later be parsed with parseentitydata. */
string(string dnsname, optional float defport) netaddress_resolve = #625;
string(string fmt, ...) sprintf = #627; /* Part of DP_QC_SPRINTF*/
float(entity e, float s) getsurfacenumtriangles = #628;
vector(entity e, float s, float n) getsurfacetriangle = #629;
string(string digest, string data, ...) digest_hex = #639;
#ifdef _ACCESSORS
accessor strbuf : float
{
inline get float asfloat[float idx] = {return stof(bufstr_get(this, idx));};
inline set float asfloat[float idx] = {bufstr_set(this, idx, ftos(value));};
get string[float] = bufstr_get;
set string[float] = bufstr_set;
get float length = buf_getsize;
};
accessor searchhandle : float
{
get string[float] = search_getfilename;
get float length = search_getsize;
};
accessor hashtable : float
{
inline get vector v[string key] = {return hash_get(this, key, '0 0 0', EV_VECTOR);};
inline set vector v[string key] = {hash_add(this, key, value, HASH_REPLACE|EV_VECTOR);};
inline get string s[string key] = {return hash_get(this, key, "", EV_STRING);};
inline set string s[string key] = {hash_add(this, key, value, HASH_REPLACE|EV_STRING);};
inline get float f[string key] = {return hash_get(this, key, 0.0, EV_FLOAT);};
inline set float f[string key] = {hash_add(this, key, value, HASH_REPLACE|EV_FLOAT);};
inline get __variant[string key] = {return hash_get(this, key, __NULL__);};
inline set __variant[string key] = {hash_add(this, key, value, HASH_REPLACE);};
};
accessor infostring : string
{
get string[string] = infoget;
inline set* string[string fld] = {(*this) = infoadd(*this, fld, value);};
};
accessor filestream : float
{
get string = fgets;
inline set string = {fputs(this,value);};
};
#endif
#pragma noref 0
#define QUAKESTATS