//description:
//controls rendering scale of the object, 0 is forced to be 1, darkplaces uses 1/16th accuracy and a limit of 15.9375, can be used to make an object larger or smaller.
+//DP_ENT_TRAILEFFECTNUM
+//idea: LordHavoc
+//darkplaces implementation: LordHavoc
+//field definitions:
+.float traileffectnum;
+//description:
+//use a custom effectinfo.txt effect on this entity, assign it like this:
+//self.traileffectnum = particleeffectnum("mycustomeffect");
+//this will do both the dlight and particle trail as described in the effect, basically equivalent to trailparticles() in CSQC but performed on a server entity.
+
//DP_ENT_VIEWMODEL
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//the engine plays sound/cdtracks/track001.wav instead of cd track 1 and so on if found, this allows games and mods to have music tracks without using ambientsound.
//Note: also plays .ogg with DP_SND_OGGVORBIS extension.
+//DP_SND_SOUND7_WIP1
+//idea: divVerent
+//darkplaces implementation: divVerent
+//builtin definitions:
+void(entity e, float chan, string samp, float vol, float atten, float speed, float flags) sound7 = #8;
+float SOUNDFLAG_RELIABLE = 1;
+//description:
+//plays a sound, with some more flags
+//extensions to sound():
+//- channel may be in the range from -128 to +127; channels -128 to 0 are
+// "automatic" channels, i.e. they can run multiple voices at once
+// like CHAN_AUTO does
+//- a speed parameter has been reserved for later addition of pitch shifting.
+// it MUST be set to 0 for now, meaning "no pitch change"
+//- the flag SOUNDFLAG_RELIABLE can be specified, which makes the sound send
+// to MSG_ALL (reliable) instead of MSG_BROADCAST (unreliable, default);
+// similarily, SOUNDFLAG_RELIABLE_TO_ONE sends to MSG_ONE
+//- channel 0 is controlled by snd_channel0volume; channels +1 and -1 are
+// controlled by snd_channel1volume, etc. (so positive and negative same numbered
+// channel use the same control cvar); however, the mod MUST define
+// snd_channel8volume and upwards in default.cfg if they are to be used,
+// as the engine does not create them to not litter the cvar list
+//- this extension applies to CSQC as well; CSQC_Event_Sound will get speed and
+// flags as extra 7th and 8th argument
+//- WIP2 ideas: SOUNDFLAG_RELIABLE_TO_ONE, SOUNDFLAG_NOPHS, SOUNDFLAG_FORCELOOP
+//- NOTE: to check for this, ALSO OR a check with DP_SND_SOUND7 to also support
+// the finished extension once done
+
+
//DP_SND_OGGVORBIS
//idea: Transfusion
//darkplaces implementation: Elric
void(entity e, vector force, vector force_pos) physics_addforce = #541; // apply a force from certain origin, length of force vector is power of force
void(entity e, vector torque) physics_addtorque = #542; // add relative torque
//description: provides Open Dynamics Engine support, requires extenal dll to be present or engine compiled with statical link option
-//be sure to checkextension for it to know if library i loaded and ready, also to enable physics set "physice_ode" cvar to 1
+//be sure to checkextension for it to know if library is loaded and ready, also to enable physics set "physics_ode" cvar to 1
//note: this extension is highly experimental and may be unstable
//note: use SOLID_BSP on entities to get a trimesh collision models on them