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frsotywinters



Joined: 25 Jan 2006
Posts: 14

PostPosted: Tue Feb 21, 2006 3:40 pm    Post subject: Coding Syntax Reply with quote

Hey im kinda new to the whole QuakeC programming experience, i've written a little piece of code and was just wondering if i have the fundamentals right, like is there anything i've left out that should be in every QuakeC code written (like leaving out a main method or return type in java)

Anyway heres how my code basically looks, any feed back would be greatly appreciated!!

void main() =
{

map myMap; //Define the map to be used


// Create a dynamic entity and make it static cause i want it for the whole game

entity a_1 = spawn();
a_1.movetype = 2;
a_1.solid = 1;
setmodel(a_1, "progs/entity.mdl");
setsize(a_1, VEC_MAX);
setorigin(a_1, x y z);
makestatic(a_1);


//Some code to specify how my entites behave when interacted with



} //End my main method
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lth



Joined: 11 Nov 2004
Posts: 129

PostPosted: Tue Feb 21, 2006 5:10 pm    Post subject: Re: Coding Syntax Reply with quote

frsotywinters wrote:
map myMap;


This line doesn't make a whole heap of sense - you need to declare what datatype you're using from QuakeC's limited selection of: float, string, vector or entity.
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RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Tue Feb 21, 2006 6:23 pm    Post subject: Re: Coding Syntax Reply with quote

frsotywinters wrote:

void main() =
{
map myMap;
entity a_1 = spawn();
a_1.movetype = 2;
a_1.solid = 1;
setmodel(a_1, "progs/entity.mdl");
setsize(a_1, VEC_MAX);
setorigin(a_1, x y z);
makestatic(a_1);
}


Corrected:

void main() =
{
local entity a_1;

// map myMap; This is invalid, if you want it to see what map you're currently on then do this:

if (world.model == "maps/blah.bsp")
do_stuff();

a_1 = spawn();
a_1.movetype = 2; // use MOVETYPE_BLAH in defs.qc for easier reading
a_1.solid = 1; // Same dealie, SOLID_NOT for example..
setmodel(a_1, "progs/entity.mdl"); // Right
setsize(a_1, VEC_MAX); // Wrong, it's setsize (entity, lower bounding box, upper bounding box);

setorigin(a_1, x y z); // fill x,y,z origin in or use entity.origin
makestatic(a_1); // You should be aware that makestatic entities
// cannot have think functions, makestatic is good for detail objects! Also remember only 128 static entities can be placed in a
// map unless you're using darkplaces which has zero limits as far as I know! Makestatic entities are also not solid.

}; // put a semicolon ; at the end, it's just prettier and people will thank you for it...
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