**Note:** The article is written as developer notes to ease developer tasks and save QuakeC terms here. # CSQC, MENUQC, SVQC and GAMEQC blocks Xonotic uses the ***csprogs.dat*** from the server you're playing on, as it must match the server's ***progs.dat*** code (whereas your ***menu.dat*** is always your local copy). Menu and HUD code are actually separated as they run in 2 distinct programs: ***csprogs.dat*** and ***menu.dat*** Server program is ***progs.dat*** - Code inside a **`#ifdef CSQC`** block is part of the client code and will be compiled to **csprogs.dat** - Code inside a **`#ifdef MENUQC`** block is part of the menu code and will be compiled to **menu.dat** - Code inside a **`#ifdef SVQC`** block is part of the menu code and will be compiled to **progs.dat** - Also, code inside a **`#ifdef GAMEQC`** block is part of both client (not menu) and server code. ### A bit of explanation about the use of each type of cvars - **g_*** cvars: Example: `g_balance_grapplehook_speed_fly` is clearly a server or game cvar (**g_*** cvars are server and game cvars), so you CAN'T declare it within a `#ifdef CSQC` block. This type of cvar only can be declared inside a **`#ifdef SVQC`** or **`#ifdef GAMEQC`** block (if possible). - **sv_*** cvars: Example: `sv_campcheck` is clearly a server cvar (**sv_*** cvars are server cvars), only can be declared inside a **`#ifdef SVQC`** block. - **cl_*** cvars: Example: `cl_chatsound` is clearly a client cvar (**cl_*** cvars are client cvars), only can be declared inside a **`#ifdef CSQC`** block. - **hud_*** cvars: Example: `hud_progressbar_alpha` is a client cvar (**hud_*** cvars belong to client cvars), only can be declared inside a **`#ifdef CSQC`** block.
# MUTATOR functions (from: [`qcsrc/client/mutators/events.qh`](https://timepath.github.io/scratchspace/d8/d0e/client_2mutators_2events_8qh_source.html), [`qcsrc/common/mutators/events.qh`](https://timepath.github.io/scratchspace/d4/d95/common_2mutators_2events_8qh_source.html), [`qcsrc/server/mutators/events.qh`](https://timepath.github.io/scratchspace/d6/ddd/server_2mutators_2events_8qh_source.html)) ### How to use MUTATOR functions: You can look the following link if you're trying/testing your own mutator: [Writing your first mutator](writing-your-first-mutator) **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)

# Weapon functions ## A bit of introduction You'll need understand that weapons can be interacted with **autocvars** variables (example: `float autocvar_g_balance_someweapon_speed;`) and each weapon with .qh file where cvars are declared without the need to declare using `autocvar_blabla...`. *Think*, *touch*, *explode* and those types of functions can be declared within an *attack* function and *whatever* it is called. Note that there are also METHODs that are necessary for the weapon to work. - **Think** function makes the weapon shot react on what to do. - **Touch** function makes the weapon shot react against some element where touch (like player, monster, vehicle, ...). - **Explode** function makes the weapon explosion react. - **Attack/Whatever** function is where the weapon attack executes, keep in mind that it has the other functions attached to be executed. You can look the example of this weapon code: - [**devastator.qh**](https://timepath.github.io/scratchspace/d9/dfa/devastator_8qh_source.html) - [**devastator.qc**](https://timepath.github.io/scratchspace/d9/d5d/devastator_8qc_source.html)
## List of weapon functions This is a created list of functions to modify/create weapons. There may be incomplete explanations for each function. There are contents taken from [`qcsrc/common/weapons/all.qh`](https://timepath.github.io/scratchspace/d0/ddd/weapons_2all_8qh_source.html) **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 needs to be executed, 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`**)
# HUD, Menu and Draw functions You can look the draw functions where HUD is being drawn: - [**Draw functions and macros (`qcsrc/client/draw.qh`)**](https://timepath.github.io/scratchspace/d5/d8d/client_2draw_8qh_source.html) More info inside the code where you can draw/print HUD and menu: - [**Globals, constants, fonts, prints, error cmds, vector stuff, conversion functions and all drawing/printing HUDs/menus/characters related (`qcsrc/dpdefs/upstream/menudefs.qc`)**](https://timepath.github.io/scratchspace/d8/de2/menudefs_8qc_source.html)
# Gamemodes Keep in mind that to develop a gamemode, you need a map having enabled inside its *name_of_map.mapinfo* file this: `gametype shortcut_of_gamemode`. (example: `gametype tdm` (tdm is Team Deathmatch). After modifying the map file, compress the map contents, save as `.zip` and rename the extension to `.pk3` Making gamemodes doesn't seem easy. There's a little explanation of what does each element. ### Generated files for gamemodes: [`qcsrc/common/gamemodes/gamemode/_mod.inc`](https://timepath.github.io/scratchspace/d9/d67/common_2gamemodes_2__mod_8inc_source.html) generated file where the includes of each gamemode are stored. [`qcsrc/common/gamemodes/gamemode/_mod.qh`](https://timepath.github.io/scratchspace/d7/d0b/common_2gamemodes_2__mod_8qh_source.html) generated file where the includes of each gamemode are stored.
### Gamemode files: - Server type: `qcsrc/common/gamemodes/gamemode/name_of_gamemode/sv_name_of_gamemode.qc` `qcsrc/common/gamemodes/gamemode/name_of_gamemode/sv_name_of_gamemode.qh`
- Client type: `qcsrc/common/gamemodes/gamemode/name_of_gamemode/cl_name_of_gamemode.qc` `qcsrc/common/gamemodes/gamemode/name_of_gamemode/cl_name_of_gamemode.qh`
- Base: `qcsrc/common/gamemodes/gamemode/name_of_gamemode/name_of_gamemode.qc` `qcsrc/common/gamemodes/gamemode/name_of_gamemode/name_of_gamemode.qh` `qcsrc/common/gamemodes/gamemode/name_of_gamemode/_mod.inc` generated file where the includes of a gamemode is generated. `qcsrc/common/gamemodes/gamemode/name_of_gamemode/_mod.qh` generated file where the includes of a gamemode is generated.
### Optional things (if necessary): [`qcsrc/common/ent_cs.qc`](https://timepath.github.io/scratchspace/d5/dff/ent__cs_8qc_source.html) (if an `ENTCS_PROP()` is needed for a gamemode) [`qcsrc/common/mutators/mutator/waypoints/all.inc`](https://timepath.github.io/scratchspace/d2/d2b/mutators_2mutator_2waypoints_2all_8inc_source.html) where `REGISTER_WAYPOINT` can interact the situation of waypoints.
### Notifications, applying BADCVAR and displaying gamemode in the menu: [`qcsrc/common/notifications/all.inc`](https://timepath.github.io/scratchspace/d9/d09/notifications_2all_8inc_source.html) where notifications output appears in the scenario. [`qcsrc/common/notifications/all.qh`](https://timepath.github.io/scratchspace/dc/d8f/notifications_2all_8qh_source.html) where `CASE(CPID, NAME_OF_ELEMENT)` is needed for a gamemode. [`qcsrc/menu/xonotic/util.qc`](https://timepath.github.io/scratchspace/df/d9b/menu_2xonotic_2util_8qc_source.html) where gamemodes can appear in the main menu (Multiplayer > Create). `GAMETYPE(MAPINFO_TYPE_NAME_OF_GAMEMODE) \` [`qcsrc/server/world.qc`](https://timepath.github.io/scratchspace/dd/dbe/world_8qc_source.html) where `BADCVAR(g_*)` for each gamemode are stored.
### Configuration files where gamemodes interact: `xonotic-data.pk3dir/gamemodes-server.cfg` where server gamestart hooks, gametype vote hooks, respawn delay/waves/weapon_stay cvars and gamemode game/server cvars connect. `xonotic-data.pk3dir/gamemodes-client.cfg` where client gamestart hooks cvars connect. `xonotic-data.pk3dir/notifications.cfg` where notifications need to be activated in the scenario.
### Menu and HUD icons: `gfx/menu/luma/gametype_nameshortcut.tga` `gfx/menu/luminos/gametype_nameshortcut.tga` `gfx/menu/wickedx/gametype_nameshortcut.tga` `gfx/menu/xaw/gametype_nameshortcut.tga` (Example: `gametype_tdm.tga` is an icon of Team Deathmatch)
## Samples There are good examples of the commits and repositories of people who developed gamemodes: - [**Lyberta's GunGame gametype commits**](https://gitlab.com/xonotic/xonotic-data.pk3dir/-/merge_requests/482/diffs) Taken from: https://forums.xonotic.org/showthread.php?tid=7314 You can look and test the [**Lyberta's GunGame gametype repository**](https://gitlab.com/xonotic/xonotic-data.pk3dir/-/tree/Lyberta/GunGame) - [**How Survival gamemode was developed (first commit)**](https://gitlab.com/xonotic/xonotic-data.pk3dir/-/commit/8f61a40877542ac94baa74c5ed653c77b77bd855) It's recommended use the final product in this [**repository**](https://gitlab.com/xonotic/xonotic-data.pk3dir/-/tree/Mario/survival). Many changes have been influenced. [**SMB modpack repository**](https://github.com/MarioSMB/modpack/tree/master/mod/common/gamemodes/survival) has added Survival gamemode and others. # Effects Spawns effect particle in-game. The effects can be used with `Send_Effect(effect, org, vel, howmany)` function to test the effects from [**qcsrc/common/effects/all.inc**](https://timepath.github.io/scratchspace/d9/d95/effects_2all_8inc_source.html) **Send_Effect** function definition is inside: [**qcsrc/common/effects/effect.qh**](https://timepath.github.io/scratchspace/d5/de6/effect_8qh_source.html) For example, you can test the smokes, using `EFFECT_SMOKE_LARGE`: ```c Send_Effect(EFFECT_SMOKE_LARGE, this.origin, '0 0 0', 1); ``` EFFECT list: [**qcsrc/common/effects/all.inc**](https://timepath.github.io/scratchspace/d9/d95/effects_2all_8inc_source.html)