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Editing QuakeC Globals

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Globals are variables that aren't entity specific and can be accessed from anywhere at any time. Much like fields, they're broken down into system globals and QuakeC globals. Valid global data types include <code>string</code>, <code>vector</code>, <code>float</code>, and <code>entity</code>. Globals are declared via:
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Globals are variables that aren't entity specific and can be accessed from anywhere at any time. Much like fields, they're broken down into system globals and QuakeC globals. Valid global data types include <code>string</code>, <code>vector</code>, <code>float</code>, and <code>entity</code>. Function pointers are also allowed by specifying the return type and any parameters that need to be passed to it. The return type should be void if it doesn't return anything. Globals are declared via:
 
     datatype globalName;
 
     datatype globalName;
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    returntype(datatype param1) globalFunction;
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Global functions are less useful but have a possible usage with setting up world data processing. When setting a function pointer, only the name of the function is needed e.g. <code>globalFunction = MyFunction;</code>. It can then be called like any other function by invoking the pointer.
  
 
System globals are globals defined within the engine itself and must be present for the game to work. These are always defined before anything else. The end of them is denoted by the <code>void end_sys_globals;</code> declaration. System globals must always be declared in the order defined within the vanilla QuakeC files as they are linked by memory offsets internally. Changing the order will break logic.
 
System globals are globals defined within the engine itself and must be present for the game to work. These are always defined before anything else. The end of them is denoted by the <code>void end_sys_globals;</code> declaration. System globals must always be declared in the order defined within the vanilla QuakeC files as they are linked by memory offsets internally. Changing the order will break logic.

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