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InsideQC Forums • View topic - touch function

touch function

Discuss programming in the QuakeC language.

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touch function

Postby sniperz227 » Sun Dec 11, 2011 7:45 am

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Joined: Sat Apr 09, 2011 3:19 am

Re: touch function

Postby frag.machine » Mon Dec 12, 2011 12:53 am

In a nutshell: when entities collide (and both are using something different from SOLID_NOT), the engine sets self as the touched entity, other as the touching entity, and calls the .touch() function associated to the touched (self) entity (if not .touch() function is defined then nothing happens).

So, I suggest you to compare your code against the original weapon/item touch code and you'll likely be able to fix it by yourself. :)
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: touch function

Postby sniperz227 » Mon Dec 12, 2011 6:12 am

hmmm i still dont get it i tried a bunch of stuff but it still didnt work can you show me an example of what your trying to say?
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Re: touch function

Postby OneManClan » Mon Dec 12, 2011 7:08 am

// The QuakeC Touch Function concept:

// somewhere in the quakec....

local entity foo; // we tell the quakec that this function will use a variable called foo which is local and is of type 'entity '

foo = spawn(); // foo is initiated/created/allocated memory/it has 'joined the game'
foo.solid = SOLID_BBOX; // foo is solid (there are other versions of solid)
foo.touch = TheFooTouchFunction; // this assigns a function to be run when foo is touched
.
.
};

// elsewhere...
// this is the function we want to run when when something touches foo

void () TheFooTouchFunction =
{
// 'self' is foo
// 'other' is the entity that touched foo
};
Last edited by OneManClan on Mon Dec 12, 2011 7:31 am, edited 1 time in total.
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Re: touch function

Postby Ghost_Fang » Mon Dec 12, 2011 7:25 am

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