From: LegendaryGuard Date: Mon, 7 Dec 2020 23:25:38 +0000 (+0000) Subject: Create Functions and other programming QuakeC things in Xonotic X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=2b5e40a35ffff26c516a19150300ebd32fbe0e3d;p=xonotic%2Fxonotic.wiki.git Create Functions and other programming QuakeC things in Xonotic --- diff --git a/Functions-and-other-programming-QuakeC-things-in-Xonotic.md b/Functions-and-other-programming-QuakeC-things-in-Xonotic.md new file mode 100644 index 0000000..24e15b4 --- /dev/null +++ b/Functions-and-other-programming-QuakeC-things-in-Xonotic.md @@ -0,0 +1,190 @@ +# Functions and other programming QuakeC things in Xonotic + +**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`) + +### 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`. +``` +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: + + MUTATOR_HOOKFUNCTION(helloworld, PlayerSpawn) + { + // whatever does + } + + +**`MUTATOR_CALLHOOK`** + +Calls some `MUTATOR_HOOKFUNCTION`. +``` +MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hooks); +``` + +There are different versions and depends how many variables need to be called in a `MUTATOR_HOOKFUNCTION`: + +1 `MUTATOR_HOOKFUNCTION` and 1 variable: + +``` +MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hooks, some_variable); +``` + +1 `MUTATOR_HOOKFUNCTION` and 2 variables: + +``` +MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hooks, some_variable, some_variable); +``` + +1 `MUTATOR_HOOKFUNCTION` and 3 variables: + +``` +MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hooks, some_variable, some_variable, some_variable); +``` + +1 `MUTATOR_HOOKFUNCTION` and multiple variables: + +``` +MUTATOR_CALLHOOK(name_of_MUTATOR_HOOKFUNCTION_or_events.qh_main_hooks, some_variable, some_variable, some_variable, some_variable, ...); +``` + +
+
+ + +## List of MUTATOR functions + +**`MakePlayerObserver`** + +Called when a player becomes observer, after shared setup. +``` +#define EV_MakePlayerObserver(i, o) \ + /** player */ i(entity, MUTATOR_ARGV_0_entity) \ + /**/ +MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver) +``` + +**`PutClientInServer`** + +Called when client spawns in server. (Not sure described) +``` +#define EV_PutClientInServer(i, o) \ + /** client wanting to spawn */ i(entity, MUTATOR_ARGV_0_entity) \ + /**/ +MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer); +``` + +**`ForbidSpawn`** + +Returns true to prevent a spectator/observer to spawn as player. +``` + #define EV_ForbidSpawn(i, o) \ + /** player */ i(entity, MUTATOR_ARGV_0_entity) \ + /**/ +MUTATOR_HOOKABLE(ForbidSpawn, EV_ForbidSpawn); +``` + +**`AutoJoinOnConnection`** + +Returns true if client should be put as player on connection. +``` +#define EV_AutoJoinOnConnection(i, o) \ + /** player */ i(entity, MUTATOR_ARGV_0_entity) \ + /**/ +MUTATOR_HOOKABLE(AutoJoinOnConnection, EV_AutoJoinOnConnection); +``` + +**`ForbidRandomStartWeapons`** + +Called when player spawns to determine whether to give them random start weapons. Return true to forbid giving them. +``` +#define EV_ForbidRandomStartWeapons(i, o) \ + /** player */ i(entity, MUTATOR_ARGV_0_entity) \ + /**/ +MUTATOR_HOOKABLE(ForbidRandomStartWeapons, EV_ForbidRandomStartWeapons); +``` + +**`PlayerSpawn`** + +Called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) + + + #define EV_PlayerSpawn(i, o) \ + /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \ + /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \ + /**/ + MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn); + + +**`PlayerWeaponSelect`** + +Called after a player's weapon is chosen so it can be overriden here. +``` +#define EV_PlayerWeaponSelect(i, o) \ + /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \ + /**/ +MUTATOR_HOOKABLE(PlayerWeaponSelect, EV_PlayerWeaponSelect); +``` + +**`reset_map_global`** + +Called in reset_map. +``` +#define EV_reset_map_global(i, o) \ + /**/ +MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global); +``` + +**`reset_map_players`** + +Called in reset_map. +``` +#define EV_reset_map_players(i, o) \ + /**/ +MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players); +``` + +
+
+ + +**`Damage_Calculate`** + +Called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier, I'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage). + + + #define EV_Damage_Calculate(i, o) \ + /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \ + /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \ + /** target */ i(entity, MUTATOR_ARGV_2_entity) \ + /** deathtype */ i(float, MUTATOR_ARGV_3_float) \ + /** damage */ i(float, MUTATOR_ARGV_4_float) \ + /** damage */ o(float, MUTATOR_ARGV_4_float) \ + /** mirrordamage */ i(float, MUTATOR_ARGV_5_float) \ + /** mirrordamage */ o(float, MUTATOR_ARGV_5_float) \ + /** force */ i(vector, MUTATOR_ARGV_6_vector) \ + /** force */ o(vector, MUTATOR_ARGV_6_vector) \ + /**/ + MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate); + +
+
+ +AND.... STILL in process \ No newline at end of file