fteqw/quakec/fallout2/csqc/builtins.qc

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//csqc only builtins.
void() clearscene = #300; // (EXT_CSQC)
void(float mask) addentities = #301; // (EXT_CSQC)
void(entity ent) addentity = #302; // (EXT_CSQC)
float(float property, ...) setviewprop = #303; // (EXT_CSQC)
void() renderscene = #304; // (EXT_CSQC)
void(vector org, float radius, vector lightcolours) adddynamiclight = #305; // (EXT_CSQC)
//void(string texturename) R_BeginPolygon = #306; // (EXT_CSQC_???)
//void(vector org, vector texcoords, vector rgb, float alpha) R_PolygonVertex = #307; // (EXT_CSQC_???)
//void() R_EndPolygon = #308; // (EXT_CSQC_???)
//maths stuff that uses the current view settings.
vector (vector v) unproject = #310; // (EXT_CSQC)
vector (vector v) project = #311; // (EXT_CSQC)
//2d (immediate) operations
void(float width, vector pos1, vector pos2) drawline = #315; // (EXT_CSQC)
float(string name) iscachedpic = #316; // (EXT_CSQC)
string(string name, float trywad) precache_pic = #317; // (EXT_CSQC)
vector(string picname) draw_getimagesize = #318; // (EXT_CSQC)
void(string name) freepic = #319; // (EXT_CSQC)
float(vector position, float character, vector scale, vector rgb, float alpha, ...) drawcharacter = #320; // (EXT_CSQC, [EXT_CSQC_???])
float(vector position, string text, vector scale, vector rgb, float alpha, ...) drawstring = #321; // (EXT_CSQC, [EXT_CSQC_???])
float(vector position, string pic, vector size, vector rgb, float alpha, ...) drawpic = #322; // (EXT_CSQC, [EXT_CSQC_???])
float(vector position, vector size, vector rgb, float alpha, ...) drawfill = #323; // (EXT_CSQC, [EXT_CSQC_???])
void(float x, float y, float width, float height) drawsetcliparea = #324; // (EXT_CSQC_???)
void(void) drawresetcliparea = #325; // (EXT_CSQC_???)
float(float stnum) getstatf = #330; // (EXT_CSQC)
float(float stnum) getstati = #331; // (EXT_CSQC)
float(float stnum, float first, float count) getstatbits = #331; // (EXT_CSQC)
string(float firststnum) getstats = #332; // (EXT_CSQC)
void(entity e, float mdlindex) setmodelindex = #333; // (EXT_CSQC)
string(float mdlindex) modelnameforindex = #334; // (EXT_CSQC)
float(string effectname) particleeffectforname = #335; // (EXT_CSQC)
void(float effectnum, entity ent, vector start, vector end) trailparticles = #336; // (EXT_CSQC),
void(float effectnum, vector origin, ...) pointparticles = #337; // (EXT_CSQC)
void(string s, ...) cprint = #338; // (EXT_CSQC)
void(string s, ...) print = #339; // (EXT_CSQC)
string(float keynum) keynumtostring = #340; // (EXT_CSQC)
float(string keyname) stringtokeynum = #341; // (EXT_CSQC)
string(float keynum) getkeybind = #342; // (EXT_CSQC)
float(float framenum) getinputstate = #345; // (EXT_CSQC)
void(float sens) setsensitivityscaler = #346; // (EXT_CSQC)
void() runstandardplayerphysics = #347; // (EXT_CSQC)
string(float playernum, string keyname) getplayerkeyvalue = #348; // (EXT_CSQC)
float() isdemo = #349; // (EXT_CSQC)
float() isserver = #350; // (EXT_CSQC)
void(vector origin, vector forward, vector right, vector up) SetListener = #351; // (EXT_CSQC)
void(string cmdname) registercommand = #352; // (EXT_CSQC)
float(entity ent) wasfreed = #353; // (EXT_CSQC) (should be availabe on server too)
string(string keyname) getserverinfo = #354; // (EXT_CSQC)
//note that 'ReadEntity' is pretty hard to implement reliably. Modders should use a combination of ReadShort, and findfloat, and remember that it might not be known clientside (pvs culled or other reason)
float() readbyte = #360; // (EXT_CSQC)
float() readchar = #361; // (EXT_CSQC)
float() readshort = #362; // (EXT_CSQC)
float() readlong = #363; // (EXT_CSQC)
float() readcoord = #364; // (EXT_CSQC)
float() readangle = #365; // (EXT_CSQC)
string() readstring = #366; // (EXT_CSQC)
string() readfloat = #367; // (EXT_CSQC)