[QBS]Quadrant helper info

 

g_local.h : the edict_t structure and all the other major structures. it would take to long to go into detail. Examine this file closely, it is very useful.

game.h : not much useful stuff. Only change something if you are veryr, very sure of what you are doing.

q_shared.h : Mostly defines used in effects calls. useful for reference, but you shouldn't need to change anything

g_ai.c : Monster AI code. Not of much use to a mod designer unless a new monster is being created.

g_chase.c : The chase cam code. not an active chase cam, it's used in spectator mode.

g_cmds.c : This handles all the input from the player(except weapons and movement) add your command catching code here . Very useful.

g_combat.c : The basics of combat. the damage code, the monster react to damage code  etc.

g_func.c : The code that handles dorrs, buttons platforms etc. deals with map entities.

g_items.c : V. useful. this code handles most of the definitions of items, how to pick them up etc. new items go in here.

g_main.c : cvar definitions. the very basics of running the game.

g_misc.c : some map entities code. gib handling code. path code. light code. wall code. object code. explosive object code. barrel code. some other misc code

g_monster.c : Monster code, non specific.

g_phys.c : physics (movement) code.

g_save.c : map entity load code. cvar setting code. save game code

g_spawn.c : spawing code. status bar code.

g_svcmds.c : Server commands (ip banning etc.)

g_target.c : map entities control code (for the various target types)

g_trigger.c : map entities control code (for the various trigger types)

g_turret.c : monster turret code.

g_utils.c : various utility functions. includes the vector functions.

g_weapon.c : the very basics of weapon firing. actully fires the bullet etc.

m_*.c : the monster controls.

m_player.h : the player frame numbers for anims. (leave well alone)

m_*.h : the frame definitions for monsters

p_client.c : player creation/death/utility code. if it affects the player repeatedly it probably goes here.

p_hud.c : intermission/scoreboard/help code

p_trail.c : sets up a trail for monsters to follow

p_view.c : all the veents that change what the player sees/hears. include the call to make you here footsteps. drowning is here as well as falling damage.

p_weapon.c : highlevel weapon code. weapon_generic handles all the frames for most of the weapons (except grenades) makes calls to g_weapon.c

q_shared.c : other utility functions. i havn't touched it yet.