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Quake c - trace and report
Todays topic: using print code to hunt down bugs and logic faults.
View Articleqc++ macro #define framer(...)
Replace the default quake-c frame macro with this slick piece of code.
View ArticleQuake c - Traceline
Using traceline to find entities, do beam damage, and other cool stuff.
View ArticleQuake c - parm* variable storage
Using parm[1-16] efficiently to store player data during level transitions.
View ArticleQuake c - .think() and .nextthink
The quake-c entity .think() function pointer is an engine managed timing concept that is used on nearly every entity in the game.
View ArticleQuake c - using map entity spawn functions to load Quake III maps in Darkplaces
Darkplaces can load Quake III maps. This tutorial will demonstrate how to get the most of those maps by using quake-c to populate them with quake one entities.
View ArticleQuake c - pointers, struct and the entity
Comparison of C pointers, structs and Quake-C's entity type.
View ArticleQuake c - of vectors and angles
Or how to tell where the gun aim is pointing and how to get there...
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Browsing index pages (11 articles)