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Function And Module Index

rayswaynl edited this page Jun 1, 2026 · 18 revisions

Function And Module Index

This page names the major function groups and what they are for. It is intentionally behavior-oriented so a developer or AI assistant can find the right file family quickly.

Common Function Families

  • Common_Array*: array helpers used by older SQF code that predates richer utility libraries.
  • Common_Get*: lookup helpers for factories, towns, camps, depots, groups, side IDs, side logic, funds, supply, upgrades and positions.
  • Common_Set*: shared state setters for teams, waypoints, profile variables and turret magazines.
  • Common_SendTo*: network abstraction around PVF dispatch to client(s) and server.
  • Common_Handle*: event handlers for reload, AT, AA, artillery, alarms and damage.
  • Common_CreateMarker, Common_MarkerUpdate, Common_AARadarMarkerUpdate: marker creation/update layers.
  • Common_LogContent: mission logging wrapper used for INITIALIZATION, INFORMATION, WARNING and error-style RPT lines.
  • PerformanceAudit_*: RPT audit writer helpers consumed by Tools/PerformanceAuditAnalyzer.

Client Function Families

  • Client_BuildUnit: main player purchase/spawn path after buy-menu selection.
  • Client_UI*: list filling, gear templates, price updates, respawn selector and target updates.
  • Client_Get*: client-side lookup helpers for respawn, income, gear content, nearby camps/depots/airports.
  • Client_Handle*: map clicks, PVF dispatch, map state and HQ action helpers.
  • Client_Delegate*: local AI delegation handlers when server delegates AI work to clients/headless.
  • Client_WatchdogPlayerAI and Client_RecoverPlayerAI: player AI recovery/watchdog systems.
  • Client_BookkeepBlinkingIcons and Client_SetMapIconStatusInCombat: combat marker blinking system.
  • Client_UpdateRHUD: HUD/FPS overlay update loop with cached UI writes.

Server Function Families

  • Server_BuyUnit: AI/team purchase path.
  • Server_ProcessUpgrade: authoritative upgrade processing.
  • Server_UpdateTeam: team state synchronization.
  • Server_HandlePVF: server-side PVF dispatcher.
  • Server_HandleDefense, Server_SpawnTownDefense, Server_ManageTownDefenses: town/static defense systems.
  • Server_AI_SetTownAttackPath*: AI attack path selection and safety checks.
  • Server_DelegateAI*: delegation to headless/client workers.
  • Server_HandleBuilding*, Server_Building*, Server_OnHQKilled, Server_MHQRepair: structure lifecycle and HQ damage/repair.
  • Server_ChangeSideSupply, Server_PV_RequestSupplyValue: side supply network bridge.
  • Server_LogGameEnd, Server_CallExtensions/GlobalGameStats: operational reporting.

Client Modules

  • Client/Module/AFKkick
  • Client/Module/AntiStack
  • Client/Module/AutoFlip
  • Client/Module/CM
  • Client/Module/CoIn
  • Client/Module/EASA
  • Client/Module/Engines
  • Client/Module/MASH
  • Client/Module/Nuke
  • Client/Module/Skill
  • Client/Module/supplyMission
  • Client/Module/UAV
  • Client/Module/Valhalla
  • Client/Module/ZetaCargo

Common Modules

  • Common/Module/Arty
  • Common/Module/CIPHER
  • Common/Module/IRS
  • Common/Module/Reaktiv

Server Modules

  • Server/Module/afkKick
  • Server/Module/AntiStack
  • Server/Module/MASH
  • Server/Module/NEURO
  • Server/Module/serverFPS
  • Server/Module/supplyMission

High-Risk Edit Areas

  • Init_CommonConstants.sqf: central constant namespace. Changes here affect both server and clients.
  • Init_PublicVariables.sqf: PVF registration. Missing files or mismatched function names break networking.
  • Client_BuildUnit.sqf and Server_BuyUnit.sqf: purchase/spawn paths with many factory-specific assumptions.
  • Server/Init/Init_Server.sqf: long-lived server loops; duplicate or unconditional loops can hurt live performance.
  • Tools/LoadoutManager: generated mission copying/packing; accidental edits to generated mission folders can be overwritten.

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