Editing QuakeC Field Types From Quake Wiki Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits. Anti-spam check. Do not fill this in! <h2>The field types</h2> <h4>What's a field?</h4> <p>Countrary to the other types, the entity type is a reference to an instance of a structured object, that contains many informations of totally different kinds.</p> <p>To access all these informations conveniently, they are stored as fields of the entity object, and each field is given a name and a type, that makes it distinct of the others.</p> <p>Some of the fields do not store value, but instead they store the function to be executed in certain conditions. They are called the <b>methods</b> that can be aplied to the object.</p> <p>If [[Quake-C]] was an object oriented programming language, those method functions and would be distinguished from the other fields. And, above all, you would be able to create new object types, with their own fields.</p> <p>As Quake-C stands currently, <b>all the field definitions</b> are definitions of entity fields. So anywhere in your code you could add definition of new fields, and the compiler would interpret them as an extension of the entity definition.</p> <h4>Creating new fields</h4> <p>The only way to extend the entity type is to add some fields at the end of the structures.</p> <p>This is done via a field definitions, whose general structure is: <pre> .type field_name; </pre> </p> <p> For instance, if you wanted to add a sling to the game, and needed to store the count of pellets for every player, you would add the following line in the source code: <pre> .float ammo_sling; </pre> That will add a fields <b>ammo_sling</b> to every entity in the game, and in particular to the player entities. </p> <p>Here are all the possible definitions of entity fields, with their types: <pre> .float field_name; .string field_name; .vector field_name; .entity field_name; </pre> </p> <p>The strange bit is that you can add those type definitions almost anywhere in the source code. They are not supposed to be grouped in a single place, where the entity type would be defined. </p> <h4>Allowed modifications of types</h4> <p>In the first file read by the Quake-C compiler, <b>[[defs.qc]]</b>, there must be a definition for the entity fields, and world fields. This definition is hard coded. You had better not touch it, or you will have to recompile Quake itself.</p> <p>The globals are defined before the special definition <b>[[void end_sys_globals;]]</b><br> The entity fields are defined before the special definition <b>[[void end_sys_fields;]]</b></p> <p>It's not important if you don't understand the nonsense above. It's an ugly hack. Just <b>don't modify defs.qc</b> before those two tags, and you won't be in trouble.</p> <hr> Summary: Please note that all contributions to Quake Wiki are considered to be released under the GNU Free Documentation License 1.3 or later (see Quake Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! To edit this page, please answer the question that appears below (more info): Who created the Quake Soundtrack (Hint: In three uppercase letters)? Cancel | Editing help (opens in new window) Retrieved from "http://quakewiki.org/wiki/QuakeC_Field_Types"