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If you declare a vector foobar, then you can access it's x, y and z fields with the float types: foobar_x,
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foobar_y, and foobar_z.
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String Types
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string_declaration ⇒ string name
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Represents a character string. Used to indicate file names, or messages to be broadcast to players. Use
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”\n “ for a newline. The \" escape can be used to include a quotation mark (“) in the string.
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Entity Types
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entity_declaration ⇒ entity name
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An entity represents objects in the game, like things, players, and monsters. For instance, this is the type
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of the entities self and other. The entity type is a structured type, made of fields."</s>
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<s>[INST] What are Field Types in QuakeC?[/INST]
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" Contrary to the other types, the entity type is a reference to an instance of a structured object that contains
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information of many different kinds, stored as fields of the entity object. Each field is given a name and a
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type.
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Some of the fields do not store values; instead, they store the function to be executed under certain
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conditions, called methods.
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If QuakeC was an object oriented programming language, method functions would be distinguished from
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the other fields and you would be able to create new object types, with their own fields.
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As QuakeC stands currently, all the field definitions are definitions of entity fields. So, anywhere in your
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code you could add definition of new fields, and the compiler would interpret them as an extension of the
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entity definition.
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Here are all the possible definitions of entity fields, with their types:
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.float name
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.string name
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.vector name
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.entity name"</s>
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<s>[INST] What are Reserved Field Types in QuakeC?[/INST]
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" Reserved Field Types
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In the first file read by the QuakeC compiler, DEFS.QC, there must be a definition for the entity fields and
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world fields. This definition is hard coded, and cannot be changed without requiring a recompilation of the
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core Quake engine.
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In DEFS.QC, globals are defined before the special definition “void end_sys_globals;“, while the
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entity fields are defined before the special definition “void end_sys_fields;”. It's not important to
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understand the tags, just don't modify DEFS.QC before those two tags, and you won't be in trouble. Better
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yet, avoid modifying DEFS.QC altogether and use header files to define entity fields, globals, constants,
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and prototypes."</s>
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<s>[INST] What are Definitions of Variables in QuakeC?[/INST]
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" variable_declaration ⇒ [local] simple_type name [ = immediate][, name][ =
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<immediate>] …
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There are two levels of scoping. By default all variables are global: they can be accessed by any
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functions, and they are shared by all the functions (and all the clients of a given network server, of course).
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Note that variables cannot be givien an initial default value as part of their declaration.
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Using the keyword local just before the declaration of a variable, makes the variable(s) visible only to the
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function itself (i.e. it will be allocated on the stack).
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Note that parameters of functions are treated like local variables, they are only visible to the function, but
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they can be modified."</s>
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<s>[INST] What are Definitions of Constants in QuakeC?[/INST]
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" Definition of Constants (Immediates)
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constant_declaration ⇒ simple_type name = value
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Any global variable that is initialized by setting a value to it is actually assumed to be a constant. Since a
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constant is in fact represented by immediate values, you should NEVER attempt to modify a constant by
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giving it another value. Also, do not use another constant as the value for a constant. literals should only
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be used as the values for constants."</s>
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<s>[INST] What are Names in QuakeC?[/INST]
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" Names can denote declared entities, whether declared explicitly or implicitly (see 3.1). Names can also
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denote objects or subprograms designated by access values; the results of function_calls; protected
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subprograms, single entries, entry families, and entries in families of entries. Finally, names can denote
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attributes of any of the foregoing."</s>
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<s>[INST] What are expressions in QuakeC?[/INST]
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" An expression is a formula that defines the computation or retrieval of a value."</s>
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<s>[INST] What are Operators and Expression Evaluation in QuakeC?[/INST]
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" The language defines the following five categories of operators (given in order of increasing precedence):
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Logical Operators:
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&& // logical AND
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|| // logical OR
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! // logical NOT
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Take care that in if () conditional expressions containing two or more logical clauses, all the clauses will
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be evaluated before the condition test (like in BASIC, and unlike C). That means that if one part of your
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condition is not always valid or defined, you had better decompose your if() into two successive if()
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statements, which should also make it faster.
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Relational Operators:
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<= // less than or equal to
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< // less than
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>= // greater than or equal to
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> // greater than
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== // equal, like in C.
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!= // not equal, like in C.
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Binary Adding Operators:
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+ // addition
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- // subtraction
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& // bitwise AND
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| // bitwise OR
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Unary Adding Operators:
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+ // identity
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- // negation
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Multiplying Operators:
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* // multiplication
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/ // division"</s>
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<s>[INST] What are Statements in QuakeC?[/INST]
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" A statement is either simple or compound. A simple_statement encloses no other statement.
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