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