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  • ...ttp://www.moddb.com/games/quake/tutorials/quake-c-touch Using the .touch() Function to Call to Get Down with Quake Entities by numbersix] * [https://www.quakewiki.net/quakesrc/49.html Making a Player ID Function by Jon Eriksson]
    14 KB (2,091 words) - 16:20, 2 August 2023
  • ...w, see the Quake Info Pool page which contains a VERY detailed record of [[QuakeC]] and [[Quake]] [[engine]] bugs, and workarounds or fixes for most of them. ===QuakeC bugs===
    6 KB (1,084 words) - 22:34, 17 February 2022
  • ...e too expensive to do within QuakeC itself. They're declared by creating a function prototype and assigning it to an index within the internal builtin table. ...ual index of the function within the builtin table. This is not exposed to QuakeC at all so validation must be done by checking the table within the engine i
    16 KB (1,737 words) - 11:32, 2 August 2023
  • ...CENTERPRINT]] (which is often in turn sent by [[QuakeC]]'s [[centerprint]] function). It may be necessary for some players to push this value up a little to re
    721 bytes (109 words) - 16:22, 29 March 2013
  • ...rver as a progs.dat file. Engines which support the EXT_CSQC extension run QuakeC code on the client. This enables the mod to control certain extra features: ...code mechanisms and in a way that is consistent with the existing style of QuakeC.
    12 KB (1,964 words) - 15:24, 16 February 2011
  • .string classname; // spawn function // 32 - 128 are for QuakeC modders
    11 KB (1,239 words) - 02:32, 25 March 2013
  • [[Category:QuakeC Function]]
    1 KB (196 words) - 13:32, 1 August 2023
  • are removed only when a QC function invoked by the engine returns, eliminating almost all imaginable concerns with string handling in QuakeC.
    877 bytes (141 words) - 02:18, 25 March 2013
  • ...ter to use multiply if you are shifting by a constant, avoiding the quakec function call cost, however that does not do a floor for you.
    449 bytes (68 words) - 14:03, 29 February 2008
  • ...t to play '''and''' a working QuakeC compiler that can compile for you the QuakeC source code of the Quake game that you want to play and produce a valid "pr ...our favorite Quake client or engine that you use by using the "localcmd" C function, that is usually defined in the "defs.qc" file, without forgetting the line
    17 KB (3,014 words) - 12:16, 14 February 2023
  • Then make a '''/quake/mymod/src''' directory to hold the QuakeC code you will be working on, you can name this directory whatever you want. == QuakeC sources ==
    6 KB (1,060 words) - 00:32, 3 May 2022
  • Just as the serverside [[QuakeC]], [[MenuQC]] uses builtin functions to call bits of C code that can do 'jo ...y MenuQC specifics could be added as a side-note in the serverside builtin function description.
    4 KB (283 words) - 02:33, 25 March 2013
  • ...e in client side QuakeC. This will essentially be a wrapper for the OpenGL function ''glCopyTexImage2D'' (http://www.opengl.org/documentation/specs/man_pages/h This means that the texture coordinates will be upside down in QuakeC.
    2 KB (293 words) - 13:29, 27 July 2008
  • * [[Spawn (function)]] (QuakeC function)
    131 bytes (16 words) - 10:20, 25 September 2009
  • ...where the pitch is not negated correctly. If you pass the results of this function or the '''angles''' field of an entity, the pitch (the x value) must be neg [[Category:QuakeC Function]]
    1 KB (181 words) - 11:37, 2 August 2023
  • [[Category:QuakeC Function]]
    652 bytes (99 words) - 02:00, 31 July 2023
  • ...lds. The model index is the index within the cache which is not exposed to QuakeC, but can be set directly by storing the value and changing it. The model na // Make sure the model is precached first in the initialization function
    1 KB (208 words) - 10:35, 31 July 2023
  • For BSP entities, do not use this function. <code>setmodel()</code> will automatically set their size information. [[Category:QuakeC Function]]
    1 KB (221 words) - 10:47, 31 July 2023
  • ...ely deprecated in favor of using <code>break</code> as a keyword in modern QuakeC compilers. [[Category:QuakeC Function]]
    492 bytes (66 words) - 10:55, 31 July 2023
  • // Make sure to precache the sound first in the initialization function [[Category:QuakeC Function]]
    2 KB (248 words) - 11:51, 31 July 2023
  • [[Category:QuakeC Function]]
    564 bytes (87 words) - 11:59, 31 July 2023
  • [[Category:QuakeC Function]]
    604 bytes (84 words) - 12:06, 31 July 2023
  • [[Category:QuakeC Function]]
    721 bytes (106 words) - 12:13, 31 July 2023
  • [[Category:QuakeC Function]]
    428 bytes (62 words) - 12:17, 31 July 2023
  • [[Category:QuakeC Function]]
    676 bytes (104 words) - 12:25, 31 July 2023
  • [[Category:QuakeC Function]]
    536 bytes (75 words) - 12:32, 31 July 2023
  • [[Category:QuakeC Function]]
    661 bytes (89 words) - 12:39, 31 July 2023
  • [[Category:QuakeC Function]]
    2 KB (281 words) - 11:39, 2 August 2023
  • When a monster is searching for a valid enemy, this function will handle grabbing a potential target. This uses the PVS to check visible '''Warning:''' The function assumes that '''self''' is the current entity that's looking for a valid en
    766 bytes (102 words) - 14:21, 31 July 2023
  • [[Category:QuakeC Function]]
    1 KB (168 words) - 15:47, 31 July 2023
  • // Precache a sound in the monster's initialization function for use later [[Category:QuakeC Function]]
    576 bytes (77 words) - 14:37, 31 July 2023
  • ...roken down into smaller parts, otherwise missed collisions can occur. This function only allows for manual movement on the x and y axes. By passing 0 for the d '''Warning:''' The function assumes that '''self''' is the current entity that's trying to move.
    1 KB (197 words) - 12:03, 1 August 2023
  • ...ng the result has little value and it should only be called once per print function call. [[Category:QuakeC Function]]
    708 bytes (108 words) - 18:29, 31 July 2023
  • '''Warning:''' This function uses the '''chain''' field to create a linked list of entities that it foun [[Category:QuakeC Function]]
    1 KB (160 words) - 15:45, 31 July 2023
  • // Precache a model in the monster's initialization function [[Category:QuakeC Function]]
    600 bytes (84 words) - 15:19, 31 July 2023
  • [[Category:QuakeC Function]]
    627 bytes (98 words) - 15:34, 31 July 2023
  • [[Category:QuakeC Function]]
    1 KB (167 words) - 16:01, 31 July 2023
  • [[Category:QuakeC Function]]
    1 KB (191 words) - 18:12, 31 July 2023
  • [[Category:QuakeC Function]]
    1 KB (197 words) - 18:22, 31 July 2023
  • ...ng the result has little value and it should only be called once per print function call. [[Category:QuakeC Function]]
    694 bytes (103 words) - 18:31, 31 July 2023
  • ...mostly for snapping item and monsters to the ground at map start, but this function shouldn't be called within the initializer functions themselves. Not all en '''Warning:''' The function assumes that self is the current entity trying to snap to the floor.
    919 bytes (135 words) - 12:13, 1 August 2023
  • // This function toggles a light on and off [[Category:QuakeC Function]]
    1 KB (193 words) - 12:32, 1 August 2023
  • Attempts to move an entity towards its '''goalentity''' field. This function only supports movement in 8 directions (North, Northeast, East, Southeast, '''Warning:''' The function assumes that '''self''' is the current entity trying to move.
    1 KB (184 words) - 17:14, 1 August 2023
  • [[Category:QuakeC Function]]
    1 KB (171 words) - 18:02, 1 August 2023
  • == QuakeC == FTEQW has very advanced client-side QuakeC support and also comes with it's own set of qc_extensions for various featu
    13 KB (2,070 words) - 06:47, 13 September 2023
  • '''The QuakeC side''' ...enabled crate (as an example) in your game, you will need to write a spawn function as for any other mapper-placed object. You will need a model of a crate, or
    7 KB (1,201 words) - 20:14, 2 November 2017
  • This little document is a little primer on Client Side QuakeC (CSQC) for people that have no understanding of it. The reader is expected to have an understanding of Server Side QuakeC (SSQC) basics (entities, globals, functions, prototypes, fields, etc).
    48 KB (7,842 words) - 17:21, 3 November 2017
  • Open up world.qc. Scroll down near the bottom until you find the function InitBodyQue. It looks like this: Simply replace that function with this new one:
    4 KB (667 words) - 23:02, 26 March 2018
  • ...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< ...em 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 w
    11 KB (1,743 words) - 11:13, 2 August 2023
  • ...</code>, <code>vector</code>, <code>float</code>, and <code>entity</code>. Function pointers are also allowed by specifying the return type and any parameters ...functionPointer = MyFunction;</code>. It can then be called like any other function by invoking the pointer.
    21 KB (3,261 words) - 11:05, 2 August 2023
  • // If there's something at the given location, this function won't place the entity there [[Category:QuakeC Function]]
    910 bytes (124 words) - 13:01, 1 August 2023
  • [[Category:QuakeC Function]]
    407 bytes (56 words) - 17:43, 1 August 2023
  • [[Category:QuakeC Function]]
    1 KB (202 words) - 17:52, 1 August 2023
  • // Precache a model in the monster's initialization function [[Category:QuakeC Function]]
    595 bytes (80 words) - 19:46, 1 August 2023
  • // Precache a sound in the monster's initialization function for use later [[Category:QuakeC Function]]
    580 bytes (75 words) - 19:48, 1 August 2023
  • ...ng an existing monster, but instead on creating a completely new one. Only QuakeC will be covered and not the limitations of modeling, texturing, audio, etc. ...code will follow a more C-like standard as a result instead of the default QuakeC.
    17 KB (2,767 words) - 16:19, 2 August 2023
  • This page is meant to act as a general guide for best practices to QuakeC and is not fully comprehensive. This guide will assume the latest version o One problem QuakeC has is often relying on changing the '''self''' pointer to execute certain
    12 KB (1,990 words) - 19:54, 2 August 2023