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A compound_statement can enclose simple_statements and other compound_statements.
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Assignment Statements:
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assignment_statement β variable_name = expression;
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An assignment_statement replaces the current value of a variable with the result of evaluating an expression.
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If Statements:
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if_statement β if (condition) simple_statement [else simple_statement]
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if_statement β if (condition) { compound_statement [else
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compound_statement] }
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condition β boolean_expression
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An if_statement selects for execution at most one of the enclosed simple_statement or
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compound_statements, depending on the (truth) value of one or more corresponding conditions.
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Note that a conditional statement returning a nonzero value always evaluates as TRUE, while a value of
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zero evaluates as FALSE.
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Loop Statements:
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while (condition) sequence_of_statements
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do sequence_of_statments while (condition)
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A loop_statement includes a sequence_of_statements that is to be executed repeatedly zero or more
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times."</s>
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<s>[INST] What are Subprograms in QuakeC?[/INST]
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" A subprogram_declaration declares a procedure or function.
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Subprogram Declaration:
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function_declaration β type (formal_parameter[, formal_parameter β¦]) name
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A subprogram must be declared before it is used.
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Procedures are declared by specifying a type of void.
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Subprogram Specification:
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procedure_specification β type (formal_parameter[, formal_parameter β¦])
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name = { sequence_of_statements return(expression) }
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function_specification β type (formal_parameter[, formal_parameter β¦])
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name = { sequence_of_statements return(expression) }
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There is a maximum of eight (8) formal parameters.
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frame_function_specification β void() framename = [$framenum, nextthink] {
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sequence_of_statements }
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Frame functions (also called states) are special functions made for convenience. They are meant to
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facilitate the definition of animation frames, by making them more readable.
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It is strictly equivalent to:
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void() framename = {
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self.frame= $framenum; // the model frame to displayed
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self.nextthink = time + 0.1; // next frame happens in 1/10 of second
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self.think = nextthink; // the function to call at the next frame
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sequence_of_statements }
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Subprogram Calls:
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subprogram_call β name (actual_parameter[, actual_parameter β¦])
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There is a maximum of eight (8) parameters."</s>
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<s>[INST] What are Predefined Constants in QuakeC?[/INST]
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" Entities:
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Temporary Entities:
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// point entity is a small point-like entity.
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0 TE_SPIKE // unknown
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1 TE_SUPERSPIKE // superspike hits (spike traps)
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2 TE_GUNSHOT // hit on the wall (Axe, Shotgun)
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3 TE_EXPLOSION // grenade/missile explosion
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4 TE_TAREXPLOSION // explosion of a tarbaby
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7 TE_WIZSPIKE // wizard's hit
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8 TE_KNIGHTSPIKE // hell knight's shot hit
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10 TE_LAVASPLASH // Chthon awakes and falls dead
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11 TE_TELEPORT // teleport end
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// large entity is a 2 dimensional entity.
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5 TE_LIGHTNING1 // flash of the Shambler
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6 TE_LIGHTNING2 // flash of the Thunderbolt
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9 TE_LIGHTNING3 // flash in e1m7 to kill Chthon
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Items:
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Values used for the entity field .items.
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IT_SHOTGUN = 1;
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IT_SUPER_SHOTGUN = 2;
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IT_NAILGUN = 4;
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IT_SUPER_NAILGUN = 8;
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IT_GRENADE_LAUNCHER = 16;
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IT_ROCKET_LAUNCHER = 32;
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IT_LIGHTNING = 64;
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IT_EXTRA_WEAPON = 128;
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IT_SHELLS = 256;
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IT_NAILS = 512;
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IT_ROCKETS = 1024;
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IT_CELLS = 2048;
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IT_AXE = 4096;
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IT_ARMOR1 = 8192;
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IT_ARMOR2 = 16384;
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IT_ARMOR3 = 32768;
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IT_SUPERHEALTH = 65536;
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IT_KEY1 = 131072;
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IT_KEY2 = 262144;
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IT_INVISIBILITY = 524288;
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IT_INVULNERABILITY = 1048576;
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IT_SUIT = 2097152;
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IT_QUAD = 4194304;"</s>
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<s>[INST] Is there more predefined constants in QuakeC?[/INST]
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" Yes! For example: Behavior of Solid Objects
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Values used with the entity field .solid.
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SOLID_NOT = 0; // no interaction with other objects: or inactive triggers
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SOLID_TRIGGER = 1; // touch on edge, but not blocking active or triggers: pickable items (.MDL models, like armors)
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SOLID_BBOX = 2; // touch on edge, block: pickable items or (.BSP models, like ammo box, grenades, missiles
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SOLID_SLIDEBOX = 3; touch on edge, but not an onground: most monsters
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SOLID_BSP = 4; // BSP clip, touch on edge, block: buttons, platforms, doors, missiles
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Movement Types
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