by Spike » Tue Jul 28, 2009 10:58 pm
What the hell?
Seriously... what the heck are you talking about?
QC is a compiled language. The engine doesn't understand regular QC in any way shape or form.
The engine _only_ understands progs.dat which are generated from qc by XXXXqcc (replace the Xs with your random set of letters of choice).
If you're trying to hint at csqc, then stop right there. csqc is a misnomer (because saying you support csprogs is a lot less meaningful). csqc is actually the compiled result of qc running clientside. QC itself is never run. the same is true with C.
If you're asking about some sort of way to alter entities in third party mods without digging too deeply into the third party mod, then give up right now. It doesn't work. It has been done, but the fundamentals are flawed for anything that doesn't depend upon specific inner workings of the mod. You complain that its been heavily modified, but those heavy modifications are the same thing that would break any external module affecting the game.
If you just want to merge the gamecode into the engine then you would have to port it to C first, in order to be able to compile it properly (see ktx as an example).
There is only one engine that can actually run gamecode 'straight'
from qc... and its really not very useful. It actually compiles it via qcc first.
So yeah, what the heck are you asking about?
.