X-Git-Url: https://git.xonotic.org/?p=xonotic%2Fxonotic.wiki.git;a=blobdiff_plain;f=Programming-QuakeC-stuff-in-Xonotic.md;h=10d48caf5dc5655067e950decaa3abad2d8ea42e;hp=8069282502687dab98c9c336f267dc8915e79e78;hb=4e52e9bdd7faeb5a9ee0f2e9cac7aecf1c728899;hpb=6b23f6512c6e2d4b3b82231a62e4f26b21a28131 diff --git a/Programming-QuakeC-stuff-in-Xonotic.md b/Programming-QuakeC-stuff-in-Xonotic.md index 8069282..10d48ca 100644 --- a/Programming-QuakeC-stuff-in-Xonotic.md +++ b/Programming-QuakeC-stuff-in-Xonotic.md @@ -20,15 +20,19 @@ Server program is ***progs.dat*** - **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`** (if possible). +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), this type of cvars only can be declared inside a **`#ifdef SVQC`**. +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 in a **`#ifdef CSQC`** block. +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.
@@ -37,6 +41,8 @@ Example: `cl_chatsound` is clearly a client cvar (**cl_*** cvars are client cvar ### 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`. @@ -108,7 +114,7 @@ You can look the MUTATOR functions in:

-# WEAPON functions +# Weapon functions ## A bit of introduction @@ -125,7 +131,7 @@ You can look the example of this weapon code:
-## List of WEAPON functions +## List of weapon functions This is a created list of functions to modify/create weapons. There may be incomplete explanations for each function. @@ -170,7 +176,7 @@ void W_SetupProjVelocity_Explicit( 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). +**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); @@ -194,4 +200,123 @@ More info inside the code where you can draw/print HUD and menu:
-AND... STILL more things in process \ No newline at end of file +# 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) + +
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