X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=Functions-and-other-programming-QuakeC-things-in-Xonotic.md;h=30030adefb9f776ee8b3344f8a28ba8df0a5559d;hb=cc46c42302e783b65ebc26cba7279aa4b3dd810b;hp=d6fab7faee674c32b65a6458b18c9eef9bb0226b;hpb=43666abf0c34fa431e451127dac27e58506d6666;p=xonotic%2Fxonotic.wiki.git diff --git a/Functions-and-other-programming-QuakeC-things-in-Xonotic.md b/Functions-and-other-programming-QuakeC-things-in-Xonotic.md index d6fab7f..30030ad 100644 --- a/Functions-and-other-programming-QuakeC-things-in-Xonotic.md +++ b/Functions-and-other-programming-QuakeC-things-in-Xonotic.md @@ -1,7 +1,7 @@ **Note:** The article is written as developer notes to ease developer tasks and save QuakeC function terms here. Some references are taken from `events.qh`. -# MUTATOR functions (from: `qcsrc/server/mutators/events.qh`) +# MUTATOR functions (from: `qcsrc/client/mutators/events.qh`, `qcsrc/common/mutators/events.qh`, `qcsrc/server/mutators/events.qh`) ### Introduction @@ -24,7 +24,7 @@ Creates a function and calls `new_mutator_name` (from `REGISTER_MUTATOR`) and on Example: ```c -MUTATOR_HOOKFUNCTION(new_mutator_name_or_events.qh_main_hook, PlayerSpawn) +MUTATOR_HOOKFUNCTION(new_mutator_name, events.qh_main_hook) { // whatever does } @@ -71,9 +71,20 @@ MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hook, some_varia You can look the MUTATOR functions in: +**COMMON**: + **`qcsrc/common/mutators/events.qh`** : https://timepath.github.io/scratchspace/d4/d95/common_2mutators_2events_8qh.html + +**CLIENT**: + +**`qcsrc/client/mutators/events.qh`** : +https://timepath.github.io/scratchspace/d8/d0e/client_2mutators_2events_8qh.html + + +**SERVER**: + **`qcsrc/server/mutators/events.qh`** : https://timepath.github.io/scratchspace/d6/ddd/server_2mutators_2events_8qh.html @@ -81,4 +92,63 @@ https://timepath.github.io/scratchspace/d6/ddd/server_2mutators_2events_8qh.html

+ +## List of WEAPON functions + +This is a created functions list to modify/create weapons. There are incomplete explanations for each function. + +There are contents taken from `qcsrc/common/weapons/all.qh`. + +**WARNING:** The contents may content wonky code, and the interactions can change and not do the same what happens here. + +
+
+ +- [**W_SetupShot_Dir**](https://timepath.github.io/scratchspace/d4/d3f/tracing_8qh.html#aff0ea351757ee6caf83b25d12d18656c) + +```c +W_SetupShot_Dir( + ent, + wepent, + s_forward, + antilag, + recoil, + snd, + chan, + maxdamage, + deathtype +) +``` + +- [**W_SetupProjVelocity_Explicit**](https://timepath.github.io/scratchspace/d7/d31/tracing_8qc.html#a55f8f2b1828413bfb123a5fcb61b9f8e) + +```c +void W_SetupProjVelocity_Explicit( + entity proj, + vector dir, + vector upDir, + float pSpeed, + float pUpSpeed, + float pZSpeed, + float spread, + float forceAbsolute +) +``` + +- [**W_MuzzleFlash**](https://timepath.github.io/scratchspace/d0/ddd/weapons_2all_8qh_source.html)(located in `qcsrc/common/weapons/all.qh` line 406) + +In the moment when player shots the weapon, weapon flashes. +*Note:* write `#ifdef SVQC` at the start of using this function, and write with `#endif` after declared the function(only can do this if the code which needs execute can do this, although maybe you need more functions/things in the code inside this). + +```c +void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir); +``` + +- [**Weapon selection functions**](https://timepath.github.io/scratchspace/d8/d6b/selection_8qh.html) +(located in `qcsrc/server/weapons/selection.qh`) + +- [**Weapon decrease ammo, speed factor, rate factor, reload functions**](https://timepath.github.io/scratchspace/d5/de0/weaponsystem_8qc.html) +(located in `qcsrc/server/weapons/weaponsystem.qh`) + + AND.... STILL in process \ No newline at end of file