Nuclide
Software Development Kit for id Tech
entry.qc File Reference

Functions

void StartFrame (void)
 Called once every single tic on the server. More...
 
void ClientConnect (void)
 Called when the client-slot is being prepared for a player. More...
 
void ClientDisconnect (void)
 Called when a player leaves the server. More...
 
void ClientKill (void)
 Called by the kill console command. More...
 
void SpectatorThink (void)
 This is run every frame on every spectator. More...
 
void SpectatorConnect (void)
 Called when a NSClientSpectator joins the server. More...
 
void SpectatorDisconnect (void)
 Called when a NSClientSpectator leaves the server. More...
 
void PutClientInServer (void)
 Called when a player enters the game, having fully connected and loaded into the session. More...
 
void PlayerPreThink (void)
 Run before game physics have taken place. More...
 
void PlayerPostThink (void)
 Run after game physics have taken place. More...
 
void SetNewParms (void)
 Called when we spawn in a new map (both single and multiplayer) with no level change ever having taken place. More...
 
void SetChangeParms (void)
 Called whenever a single-player level change is about to happen, carrying over data from one level to the next. More...
 
void SV_RunClientCommand (void)
 Run whenever an input packet by a client has been received. More...
 
void SV_ParseClientCommand (string cmd)
 Any 'cmd' from the client get sent here and handled. More...
 
void init (float prevprogs)
 Called when the QC module gets loaded. More...
 
void init_respawn (void)
 Called inside initents() to make sure the entities have their Respawn() method called at the beginning of them having spawned. More...
 
void initents (void)
 Called by the engine when we're ready to spawn entities. More...
 
float ConsoleCmd (string cmd)
 Any command executed on the server (either tty, rcon or sv) gets sent here first. More...
 
float SV_ShouldPause (float newstatus)
 Returns TRUE if the server can pause the server when the 'pause' command is being executed. More...
 
void SV_PerformLoad (float fh, float entcount, float playerslots)
 Called by the engine when we're loading a savegame file. More...
 
void SV_PerformSave (float fh, float entcount, float playerslots)
 Called when we are saving our game. More...
 
void CheckSpawn (void() spawnfunc)
 Called by the engine to check with us if a spawn function exists. More...
 

Variables

bool gotData
 
entity g_respawntimer
 

Function Documentation

◆ CheckSpawn()

void CheckSpawn ( void()  spawnfunc)

Called by the engine to check with us if a spawn function exists.

The self global refers to an already allocated entity, which we have to remove in case we won't initialize it.

◆ ClientConnect()

void ClientConnect ( void  )

Called when the client-slot is being prepared for a player.

The client may not fully spawn into the world (yet), as they're still loading or receiving packets.

The self global is the connecting client in question.

◆ ClientDisconnect()

void ClientDisconnect ( void  )

Called when a player leaves the server.

At the end of the function the client slot referred to by the self global will be cleared. This means the fields will still be accessible inside of this function.

◆ ClientKill()

void ClientKill ( void  )

Called by the kill console command.

The self global is the client issuing the command.

◆ ConsoleCmd()

float ConsoleCmd ( string  cmd)

Any command executed on the server (either tty, rcon or sv) gets sent here first.

When returning FALSE the server will interpret the command. Returning TRUE will mark the command as 'resolved' and the engine will not attempt handling it.

The client-side equivalent is CSQC_ConsoleCommand (src/client/entry.qc)

◆ init()

void init ( float  prevprogs)

Called when the QC module gets loaded.

No entities exist yet and we are unable to allocate any in here. So avoid calling spawn() related functions here.

◆ init_respawn()

void init_respawn ( void  )

Called inside initents() to make sure the entities have their Respawn() method called at the beginning of them having spawned.

◆ initents()

void initents ( void  )

Called by the engine when we're ready to spawn entities.

Before this, we are not able to spawn, touch or allocate any entity slots.

compat...

◆ PlayerPostThink()

void PlayerPostThink ( void  )

Run after game physics have taken place.

The self global refers to a single client, as this function is called times the amount of players in a given game.

◆ PlayerPreThink()

void PlayerPreThink ( void  )

Run before game physics have taken place.

The self global refers to a single client, as this function is called times the amount of players in a given game.

◆ PutClientInServer()

void PutClientInServer ( void  )

Called when a player enters the game, having fully connected and loaded into the session.

The self global is the player in question. The 'parmX' globals are also populated with any data carried over from past levels for the player in question.

◆ SetChangeParms()

void SetChangeParms ( void  )

Called whenever a single-player level change is about to happen, carrying over data from one level to the next.

This is not called with the 'map' command.

The self global refers to a client that's partaking in the level-change. Make sure we're saving important fields/attributes in the 'parmX' globals allocated for every client.

◆ SetNewParms()

void SetNewParms ( void  )

Called when we spawn in a new map (both single and multiplayer) with no level change ever having taken place.

The self global does not refer to anything.

◆ SpectatorConnect()

void SpectatorConnect ( void  )

Called when a NSClientSpectator joins the server.

The self global is the connecting NSClientSpectator in question.

◆ SpectatorDisconnect()

void SpectatorDisconnect ( void  )

Called when a NSClientSpectator leaves the server.

The self global is the leaving NSClientSpectator in question. Attributes cleared when this function is done executing.

◆ SpectatorThink()

void SpectatorThink ( void  )

This is run every frame on every spectator.

The self global refers to one of any given amount of spectator.

◆ StartFrame()

void StartFrame ( void  )

Called once every single tic on the server.

◆ SV_ParseClientCommand()

void SV_ParseClientCommand ( string  cmd)

Any 'cmd' from the client get sent here and handled.

Unlike ConsoleCommmand() if you want to let the server engine take over, you need to pass the string 'cmd' over via clientcommand().

Notable examples of client cmd's involve the chat system.

◆ SV_PerformLoad()

void SV_PerformLoad ( float  fh,
float  entcount,
float  playerslots 
)

Called by the engine when we're loading a savegame file.

This deals with the de and re-allocation of all map entities from the passed file handle.

◆ SV_PerformSave()

void SV_PerformSave ( float  fh,
float  entcount,
float  playerslots 
)

Called when we are saving our game.

We only get passed a file handle to work with and dump entity data as well as some global info directly into it.

◆ SV_RunClientCommand()

void SV_RunClientCommand ( void  )

Run whenever an input packet by a client has been received.

The self global is the entity having sent the input packet, with the input_X globals being set to the appropriate data.

◆ SV_ShouldPause()

float SV_ShouldPause ( float  newstatus)

Returns TRUE if the server can pause the server when the 'pause' command is being executed.

Variable Documentation

◆ g_respawntimer

entity g_respawntimer

◆ gotData

bool gotData