1 **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`.
4 # MUTATOR functions (from: `qcsrc/client/mutators/events.qh`, `qcsrc/common/mutators/events.qh`, `qcsrc/server/mutators/events.qh`)
8 How to use MUTATOR functions:
10 **Attention:** to use a hook, first register your mutator using `REGISTER_MUTATOR`, then create your function using `MUTATOR_HOOKFUNCTION`.
13 - **`REGISTER_MUTATOR`**
15 Registers a new `MUTATOR_HOOKFUNCTION`.
17 REGISTER_MUTATOR(new_mutator_name, some_variable);
21 - **`MUTATOR_HOOKFUNCTION`**
23 Creates a function and calls `new_mutator_name` (from `REGISTER_MUTATOR`) and one of `#define MUTATOR()` (from `qcsrc/server/mutators/events.qh` main hooks).
27 MUTATOR_HOOKFUNCTION(new_mutator_name, events.qh_main_hook)
33 - **`MUTATOR_CALLHOOK`**
35 Calls some `MUTATOR_HOOKFUNCTION`.
37 MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hook);
40 There are different versions and depends how many variables need to be called in a `MUTATOR_HOOKFUNCTION`:
42 1 `MUTATOR_HOOKFUNCTION` and 1 variable:
45 MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hook, some_variable);
48 1 `MUTATOR_HOOKFUNCTION` and 2 variables:
51 MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hook, some_variable, some_variable);
54 1 `MUTATOR_HOOKFUNCTION` and 3 variables:
57 MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hook, some_variable, some_variable, some_variable);
60 1 `MUTATOR_HOOKFUNCTION` and multiple variables:
63 MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hook, some_variable, some_variable, some_variable, some_variable, ...);
70 ## List of MUTATOR functions
72 You can look the MUTATOR functions in:
76 **`qcsrc/common/mutators/events.qh`** :
77 https://timepath.github.io/scratchspace/d4/d95/common_2mutators_2events_8qh.html
82 **`qcsrc/client/mutators/events.qh`** :
83 https://timepath.github.io/scratchspace/d8/d0e/client_2mutators_2events_8qh.html
88 **`qcsrc/server/mutators/events.qh`** :
89 https://timepath.github.io/scratchspace/d6/ddd/server_2mutators_2events_8qh.html
96 ## List of WEAPON functions
98 This is a created functions list to modify/create weapons. There are incomplete explanations for each function.
100 There are contents taken from `qcsrc/common/weapons/all.qh`.
102 **WARNING:** The contents may content wonky code, and the interactions can change and not do the same what happens here.
107 - [**W_SetupShot_Dir**](https://timepath.github.io/scratchspace/d4/d3f/tracing_8qh.html#aff0ea351757ee6caf83b25d12d18656c)
123 - [**W_SetupProjVelocity_Explicit**](https://timepath.github.io/scratchspace/d7/d31/tracing_8qc.html#a55f8f2b1828413bfb123a5fcb61b9f8e)
126 void W_SetupProjVelocity_Explicit(
138 - [**W_MuzzleFlash**](https://timepath.github.io/scratchspace/d0/ddd/weapons_2all_8qh_source.html)(located in `qcsrc/common/weapons/all.qh` line 406)
140 In the moment when player shots the weapon, weapon flashes.
141 *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).
144 void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir);
147 - [**Weapon selection functions**](https://timepath.github.io/scratchspace/d8/d6b/selection_8qh.html)
148 (located in `qcsrc/server/weapons/selection.qh`)
150 - [**Weapon decrease ammo, speed factor, rate factor, reload functions**](https://timepath.github.io/scratchspace/d5/de0/weaponsystem_8qc.html)
151 (located in `qcsrc/server/weapons/weaponsystem.qh`)
154 AND.... STILL in process