//DarkPlaces supported extension list, draft version 1.04
-//things that don't have extensions yet:
-.float disableclientprediction;
-
//definitions that id Software left out:
//these are passed as the 'nomonsters' parameter to traceline/tracebox (yes really this was supported in all quake engines, nomonsters is misnamed)
float MOVE_NORMAL = 0; // same as FALSE
//darkplaces implementation: Blub\0
//cvar definitions:
// utf8_enable: enable utf8 encoding
-//description: utf8 characters are allowed inside cvars, protocol strings, files, progs strings, etc.,
+//description: utf8 characters are allowed inside cvars, protocol strings, files, progs strings, etc.,
//and count as 1 char for string functions like strlen, substring, etc.
// note: utf8_enable is run-time cvar, could be changed during execution
// note: beware that str2chr() could return value bigger than 255 once utf8 is enabled
// description: allows alternative 'static' lightstyle syntax : "=value"
// examples: "=0.5", "=2.0", "=2.75"
// could be used to control switchable lights or making styled lights with brightness > 2
-// Warning: this extension is experimental. It safely works in CSQC, but SVQC use is limited by the fact
+// Warning: this extension is experimental. It safely works in CSQC, but SVQC use is limited by the fact
// that other engines (which do not support this extension) could connect to a game and misunderstand this kind of lightstyle syntax
//DP_LITSPRITES
//syntax of .dpsubs files: each line in .dpsubs file defines 1 subtitle, there are three tokens:
// <start> <end> "string"
// start: subtitle start time in seconds
-// end: subtitle time-to-show in seconds, if 0 - subtitle will be showed until next subtitle is started,
+// end: subtitle time-to-show in seconds, if 0 - subtitle will be showed until next subtitle is started,
// if below 0 - show until next subtitles minus this number of seconds
// text: subtitle text, color codes (Q3-style and ^xRGB) are allowed
//example of subtitle file:
// 3 0 "Vengeance! Vengeance for my eternity of suffering!"
// 9 0 "Whelp! As if you knew what eternity was!"
// 13 0 "Grovel before your true master."
-// 17 0 "Never!"
+// 17 0 "Never!"
// 18 7 "I'll hack you from crotch to gizzard and feed what's left of you to your brides..."
//DP_SOLIDCORPSE
// for a force:
// force vector to apply
//field definitions:
+//DP_SV_DISABLECLIENTPREDICTION
+//idea: LordHavoc, Mario
+//darkplaces implementation: LordHavoc, Mario
+//field definitions:
+.float disableclientprediction;
+//description:
+//By default, player entities are enabled for prediction by the engine if the
+//engine assumes the client can sensibly predict them. As the NQ and DarkPlaces
+//protocol does not network movetype, this in particular allows for client
+//prediction only if movetype == MOVETYPE_WALK.
+//Setting this field to 1 disables prediction in any case - this is useful when
+//the client cannot sensibly predict the server's idea of how the player moves
+//(common in case of pure serverside grappling hook or jetpack
+//implementations).
+//Setting this field to -1 forces prediction even if the server assumes the
+//client cannot predict the current movetype of a player entity (obviously,
+//this then requires matching client-side prediction code in CSQC, as the
+//engine's own client prediction will sure not handle these cases right due to
+//not knowing the serverside value of movetype). This is allowed in combination
+//with the following movetypes:
+// MOVETYPE_NONE (useful to have full QC control over movement)
+// MOVETYPE_WALK (redundant but harmless)
+// MOVETYPE_STEP
+// MOVETYPE_FLY (useful for spectators)
+// MOVETYPE_TOSS
+// MOVETYPE_NOCLIP (useful for spectators)
+// MOVETYPE_FLYMISSILE
+// MOVETYPE_BOUNCE
+// MOVETYPE_BOUNCEMISSILE
+// MOVETYPE_FLY_WORLDONLY (useful for spectators)
+
.float geomtype; // see GEOMTYPE_*, a more correct way to set collision shape, allows to set SOLID_CORPSE and trimesh collisions
.float maxcontacts; // maximum number of contacts to make for this object, lesser = faster (but setting it too low will could make object pass though walls), default is 16, maximum is 32
.float mass; // ODE mass, standart value is 1
.vector massofs; // offsets a mass center out of object center, if not set a center of model bounds is used
.float friction; // a friction of object, get multiplied by second objects's friction on contact
.float bouncefactor;
-.float bouncestop;
+.float bouncestop;
.float jointtype; // type of joint
.float forcetype; // type of force
-.float erp; // error restitution parameter, makes ODE solver attempt to fix errors in contacts,
- // bringing together 2 joints or fixing object being stuch in other object,
+.float erp; // error restitution parameter, makes ODE solver attempt to fix errors in contacts,
+ // bringing together 2 joints or fixing object being stuch in other object,
// a value of 0.1 will fix slightly, a value of 1.0 attempts to fix whole error in one frame
// use with care as high values makes system unstable and likely to explode
//builtin definitions: