**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/client/mutators/events.qh`, `qcsrc/common/mutators/events.qh`, `qcsrc/server/mutators/events.qh`) ### Introduction How to use MUTATOR functions: **Attention:** to use a hook, first register your mutator using `REGISTER_MUTATOR`, then create your function using `MUTATOR_HOOKFUNCTION`. - **`REGISTER_MUTATOR`** Registers a new `MUTATOR_HOOKFUNCTION`. ```c REGISTER_MUTATOR(new_mutator_name, some_variable); ``` - **`MUTATOR_HOOKFUNCTION`** Creates a function and calls `new_mutator_name` (from `REGISTER_MUTATOR`) and one of `#define MUTATOR()` (from `qcsrc/server/mutators/events.qh` main hooks). Example: ```c MUTATOR_HOOKFUNCTION(new_mutator_name, events.qh_main_hook) { // whatever does } ``` - **`MUTATOR_CALLHOOK`** Calls some `MUTATOR_HOOKFUNCTION`. ```c MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hook); ``` There are different versions and depends how many variables need to be called in a `MUTATOR_HOOKFUNCTION`: 1 `MUTATOR_HOOKFUNCTION` and 1 variable: ```c MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hook, some_variable); ``` 1 `MUTATOR_HOOKFUNCTION` and 2 variables: ```c MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hook, some_variable, some_variable); ``` 1 `MUTATOR_HOOKFUNCTION` and 3 variables: ```c MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hook, some_variable, some_variable, some_variable); ``` 1 `MUTATOR_HOOKFUNCTION` and multiple variables: ```c MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hook, some_variable, some_variable, some_variable, some_variable, ...); ```

## List of MUTATOR functions 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

## 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