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InsideQC Forums • View topic - more parms?

more parms?

Discuss programming topics for the various GPL'd game engine sources.

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more parms?

Postby Nahuel » Fri Aug 29, 2014 12:14 am

In first place I say I'm working with Darkplaces engine. Well I know we
can use FRIK_FILE instead parms to carry globals values from one level to another. anyway let me know how I can increase the number of parms. I thought of modifying three files (progdefs.h, sv_main.c and prvm_offsets.h)


(BLUE is new code)
progdefs.h

float parm13;
float parm14;
float parm15;
float parm16;
float parm17;
float parm18;


sv_main.c


PRVM_ED_FindGlobalOffset_FromStruct(globalvars_t, parm13);
PRVM_ED_FindGlobalOffset_FromStruct(globalvars_t, parm14);
PRVM_ED_FindGlobalOffset_FromStruct(globalvars_t, parm15);
PRVM_ED_FindGlobalOffset_FromStruct(globalvars_t, parm16);
PRVM_ED_FindGlobalOffset_FromStruct(globalvars_t, parm17);
PRVM_ED_FindGlobalOffset_FromStruct(globalvars_t, parm18); etc...


prvm_offsets.h

PRVM_DECLARE_global(parm13)
PRVM_DECLARE_global(parm14)
PRVM_DECLARE_global(parm15)
PRVM_DECLARE_global(parm16)
PRVM_DECLARE_global(parm17)
PRVM_DECLARE_global(parm18) etc...



I need something more than this? I wonder if this modifitacion would work without problems. Thank you very much :)
hi, I am nahuel, I love quake and qc.
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Re: more parms?

Postby Baker » Fri Aug 29, 2014 12:25 am

This is a very interesting question.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: more parms?

Postby r00k » Fri Aug 29, 2014 3:22 am

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Re: more parms?

Postby Spike » Fri Aug 29, 2014 5:55 am

generally I point people at frikac's prydon gate for parm encoding.

engine hacks will require you to tweak NUM_SPAWN_PARMS too. and this will generally break saved game compat.
from the mod side, define the extra globals *after* end_sys_fields and they should work.

FTE already supports up to 64 parms, and yeah, uses a different saved game format.
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Re: more parms?

Postby Baker » Fri Aug 29, 2014 5:56 am

Quake C source =
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: more parms?

Postby Nahuel » Fri Aug 29, 2014 5:57 pm

hi, I am nahuel, I love quake and qc.
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Re: more parms?

Postby frag.machine » Fri Aug 29, 2014 6:13 pm

All entity field declarations in defs.qc BEFORE end_sys_fields are referred by the C code and thus expected to be in that exact number and order (in other words, just don't mess with that part of defs.qc).
After this point is guaranteed the C code won't try to access directly any other entity field, so it's safe to add/remove/alter order/etc.

Personally I use a defs2.qc file (placed just after defs.qc in progs.src) to declare all my mod stuff and just avoid to mess with defs.qc directly as much as possible.
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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