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📄 defines.java

📁 JAKE2用JAVA写的queck2的3D游戏开发引擎
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		(CONTENTS_CURRENT_0			| CONTENTS_CURRENT_90			| CONTENTS_CURRENT_180			| CONTENTS_CURRENT_270			| CONTENTS_CURRENT_UP			| CONTENTS_CURRENT_DOWN);	// item spawnflags	public final static int ITEM_TRIGGER_SPAWN = 0x00000001;	public final static int ITEM_NO_TOUCH = 0x00000002;	// 6 bits reserved for editor flags	// 8 bits used as power cube id bits for coop games	public final static int DROPPED_ITEM = 0x00010000;	public final static int DROPPED_PLAYER_ITEM = 0x00020000;	public final static int ITEM_TARGETS_USED = 0x00040000;	// (machen nur GL)	public final static int VIDREF_GL = 1;	public final static int VIDREF_SOFT = 2;	public final static int VIDREF_OTHER = 3;	// --------------	// game/g_local.h	public final static int FFL_SPAWNTEMP = 1;	public final static int FFL_NOSPAWN = 2;	// enum fieldtype_t	public final static int F_INT = 0;	public final static int F_FLOAT = 1;	public final static int F_LSTRING = 2; // string on disk, pointer in memory, TAG_LEVEL	public final static int F_GSTRING = 3; // string on disk, pointer in memory, TAG_GAME	public final static int F_VECTOR = 4;	public final static int F_ANGLEHACK = 5;	public final static int F_EDICT = 6; // index on disk, pointer in memory	public final static int F_ITEM = 7; // index on disk, pointer in memory	public final static int F_CLIENT = 8; // index on disk, pointer in memory	public final static int F_FUNCTION = 9;	public final static int F_MMOVE = 10;	public final static int F_IGNORE = 11;	public final static int DEFAULT_BULLET_HSPREAD = 300;	public final static int DEFAULT_BULLET_VSPREAD = 500;	public final static int DEFAULT_SHOTGUN_HSPREAD = 1000;	public final static int DEFAULT_SHOTGUN_VSPREAD = 500;	public final static int DEFAULT_DEATHMATCH_SHOTGUN_COUNT = 12;	public final static int DEFAULT_SHOTGUN_COUNT = 12;	public final static int DEFAULT_SSHOTGUN_COUNT = 20;	public final static int ANIM_BASIC = 0; // stand / run 	public final static int ANIM_WAVE = 1;	public final static int ANIM_JUMP = 2;	public final static int ANIM_PAIN = 3;	public final static int ANIM_ATTACK = 4;	public final static int ANIM_DEATH = 5;	public final static int ANIM_REVERSE = 6;	public final static int AMMO_BULLETS = 0;	public final static int AMMO_SHELLS = 1;	public final static int AMMO_ROCKETS = 2;	public final static int AMMO_GRENADES = 3;	public final static int AMMO_CELLS = 4;	public final static int AMMO_SLUGS = 5;	//	view pitching times	public final static float DAMAGE_TIME = 0.5f;	public final static float FALL_TIME = 0.3f;	//	damage flags	public final static int DAMAGE_RADIUS = 0x00000001; // damage was indirect 	public final static int DAMAGE_NO_ARMOR = 0x00000002; // armour does not protect from this damage 	public final static int DAMAGE_ENERGY = 0x00000004; // damage is from an energy based weapon 	public final static int DAMAGE_NO_KNOCKBACK = 0x00000008; // do not affect velocity, just view angles 	public final static int DAMAGE_BULLET = 0x00000010; // damage is from a bullet (used for ricochets) 	public final static int DAMAGE_NO_PROTECTION = 0x00000020;	// armor, shields, invulnerability, and godmode have no effect	public final static int DAMAGE_NO = 0;	public final static int DAMAGE_YES = 1; // will take damage if hit 	public final static int DAMAGE_AIM = 2; // auto targeting recognizes this 	//	means of death	public final static int MOD_UNKNOWN = 0;	public final static int MOD_BLASTER = 1;	public final static int MOD_SHOTGUN = 2;	public final static int MOD_SSHOTGUN = 3;	public final static int MOD_MACHINEGUN = 4;	public final static int MOD_CHAINGUN = 5;	public final static int MOD_GRENADE = 6;	public final static int MOD_G_SPLASH = 7;	public final static int MOD_ROCKET = 8;	public final static int MOD_R_SPLASH = 9;	public final static int MOD_HYPERBLASTER = 10;	public final static int MOD_RAILGUN = 11;	public final static int MOD_BFG_LASER = 12;	public final static int MOD_BFG_BLAST = 13;	public final static int MOD_BFG_EFFECT = 14;	public final static int MOD_HANDGRENADE = 15;	public final static int MOD_HG_SPLASH = 16;	public final static int MOD_WATER = 17;	public final static int MOD_SLIME = 18;	public final static int MOD_LAVA = 19;	public final static int MOD_CRUSH = 20;	public final static int MOD_TELEFRAG = 21;	public final static int MOD_FALLING = 22;	public final static int MOD_SUICIDE = 23;	public final static int MOD_HELD_GRENADE = 24;	public final static int MOD_EXPLOSIVE = 25;	public final static int MOD_BARREL = 26;	public final static int MOD_BOMB = 27;	public final static int MOD_EXIT = 28;	public final static int MOD_SPLASH = 29;	public final static int MOD_TARGET_LASER = 30;	public final static int MOD_TRIGGER_HURT = 31;	public final static int MOD_HIT = 32;	public final static int MOD_TARGET_BLASTER = 33;	public final static int MOD_FRIENDLY_FIRE = 0x8000000;	//	edict->spawnflags	//	these are set with checkboxes on each entity in the map editor	public final static int SPAWNFLAG_NOT_EASY = 0x00000100;	public final static int SPAWNFLAG_NOT_MEDIUM = 0x00000200;	public final static int SPAWNFLAG_NOT_HARD = 0x00000400;	public final static int SPAWNFLAG_NOT_DEATHMATCH = 0x00000800;	public final static int SPAWNFLAG_NOT_COOP = 0x00001000;	//	edict->flags	public final static int FL_FLY = 0x00000001;	public final static int FL_SWIM = 0x00000002; // implied immunity to drowining 	public final static int FL_IMMUNE_LASER = 0x00000004;	public final static int FL_INWATER = 0x00000008;	public final static int FL_GODMODE = 0x00000010;	public final static int FL_NOTARGET = 0x00000020;	public final static int FL_IMMUNE_SLIME = 0x00000040;	public final static int FL_IMMUNE_LAVA = 0x00000080;	public final static int FL_PARTIALGROUND = 0x00000100; // not all corners are valid 	public final static int FL_WATERJUMP = 0x00000200; // player jumping out of water 	public final static int FL_TEAMSLAVE = 0x00000400; // not the first on the team 	public final static int FL_NO_KNOCKBACK = 0x00000800;	public final static int FL_POWER_ARMOR = 0x00001000; // power armor (if any) is active 	public final static int FL_RESPAWN = 0x80000000; // used for item respawning 	public final static float FRAMETIME = 0.1f;	//	memory tags to allow dynamic memory to be cleaned up	public final static int TAG_GAME = 765; // clear when unloading the dll 	public final static int TAG_LEVEL = 766; // clear when loading a new level 	public final static int MELEE_DISTANCE = 80;	public final static int BODY_QUEUE_SIZE = 8;	//	deadflag	public final static int DEAD_NO = 0;	public final static int DEAD_DYING = 1;	public final static int DEAD_DEAD = 2;	public final static int DEAD_RESPAWNABLE = 3;	//	range	public final static int RANGE_MELEE = 0;	public final static int RANGE_NEAR = 1;	public final static int RANGE_MID = 2;	public final static int RANGE_FAR = 3;	//	gib types	public final static int GIB_ORGANIC = 0;	public final static int GIB_METALLIC = 1;	//	monster ai flags	public final static int AI_STAND_GROUND = 0x00000001;	public final static int AI_TEMP_STAND_GROUND = 0x00000002;	public final static int AI_SOUND_TARGET = 0x00000004;	public final static int AI_LOST_SIGHT = 0x00000008;	public final static int AI_PURSUIT_LAST_SEEN = 0x00000010;	public final static int AI_PURSUE_NEXT = 0x00000020;	public final static int AI_PURSUE_TEMP = 0x00000040;	public final static int AI_HOLD_FRAME = 0x00000080;	public final static int AI_GOOD_GUY = 0x00000100;	public final static int AI_BRUTAL = 0x00000200;	public final static int AI_NOSTEP = 0x00000400;	public final static int AI_DUCKED = 0x00000800;	public final static int AI_COMBAT_POINT = 0x00001000;	public final static int AI_MEDIC = 0x00002000;	public final static int AI_RESURRECTING = 0x00004000;	//	monster attack state	public final static int AS_STRAIGHT = 1;	public final static int AS_SLIDING = 2;	public final static int AS_MELEE = 3;	public final static int AS_MISSILE = 4;	//	 armor types	public final static int ARMOR_NONE = 0;	public final static int ARMOR_JACKET = 1;	public final static int ARMOR_COMBAT = 2;	public final static int ARMOR_BODY = 3;	public final static int ARMOR_SHARD = 4;	//	 power armor types	public final static int POWER_ARMOR_NONE = 0;	public final static int POWER_ARMOR_SCREEN = 1;	public final static int POWER_ARMOR_SHIELD = 2;	//	 handedness values	public final static int RIGHT_HANDED = 0;	public final static int LEFT_HANDED = 1;	public final static int CENTER_HANDED = 2;	//	 game.serverflags values	public final static int SFL_CROSS_TRIGGER_1 = 0x00000001;	public final static int SFL_CROSS_TRIGGER_2 = 0x00000002;	public final static int SFL_CROSS_TRIGGER_3 = 0x00000004;	public final static int SFL_CROSS_TRIGGER_4 = 0x00000008;	public final static int SFL_CROSS_TRIGGER_5 = 0x00000010;	public final static int SFL_CROSS_TRIGGER_6 = 0x00000020;	public final static int SFL_CROSS_TRIGGER_7 = 0x00000040;	public final static int SFL_CROSS_TRIGGER_8 = 0x00000080;	public final static int SFL_CROSS_TRIGGER_MASK = 0x000000ff;	//	 noise types for PlayerNoise	public final static int PNOISE_SELF = 0;	public final static int PNOISE_WEAPON = 1;	public final static int PNOISE_IMPACT = 2;	//	gitem_t->flags	public final static int IT_WEAPON = 1; // use makes active weapon 	public final static int IT_AMMO = 2;	public final static int IT_ARMOR = 4;	public final static int IT_STAY_COOP = 8;	public final static int IT_KEY = 16;	public final static int IT_POWERUP = 32;	//	gitem_t->weapmodel for weapons indicates model index	public final static int WEAP_BLASTER = 1;	public final static int WEAP_SHOTGUN = 2;	public final static int WEAP_SUPERSHOTGUN = 3;	public final static int WEAP_MACHINEGUN = 4;	public final static int WEAP_CHAINGUN = 5;	public final static int WEAP_GRENADES = 6;	public final static int WEAP_GRENADELAUNCHER = 7;	public final static int WEAP_ROCKETLAUNCHER = 8;	public final static int WEAP_HYPERBLASTER = 9;	public final static int WEAP_RAILGUN = 10;	public final static int WEAP_BFG = 11;	//	edict->movetype values	public final static int MOVETYPE_NONE = 0; // never moves 	public final static int MOVETYPE_NOCLIP = 1; // origin and angles change with no interaction 	public final static int MOVETYPE_PUSH = 2; // no clip to world, push on box contact 	public final static int MOVETYPE_STOP = 3; // no clip to world, stops on box contact 	public final static int MOVETYPE_WALK = 4; // gravity 	public final static int MOVETYPE_STEP = 5; // gravity, special edge handling 	public final static int MOVETYPE_FLY = 6;	public final static int MOVETYPE_TOSS = 7; // gravity 	public final static int MOVETYPE_FLYMISSILE = 8; // extra size to monsters 	public final static int MOVETYPE_BOUNCE = 9;	public final static int MULTICAST_ALL = 0;	public final static int MULTICAST_PHS = 1;	public final static int MULTICAST_PVS = 2;	public final static int MULTICAST_ALL_R = 3;	public final static int MULTICAST_PHS_R = 4;	public final static int MULTICAST_PVS_R = 5;	// -------------	// client/game.h	public final static int SOLID_NOT = 0; // no interaction with other objects	public final static int SOLID_TRIGGER = 1; // only touch when inside, after moving	public final static int SOLID_BBOX = 2; // touch on edge	public final static int SOLID_BSP = 3; // bsp clip, touch on edge	public final static int GAME_API_VERSION = 3;	//	   edict->svflags	public final static int SVF_NOCLIENT = 0x00000001; // don't send entity to clients, even if it has effects 	public final static int SVF_DEADMONSTER = 0x00000002; // treat as CONTENTS_DEADMONSTER for collision 	public final static int SVF_MONSTER = 0x00000004; // treat as CONTENTS_MONSTER for collision 	public final static int MAX_ENT_CLUSTERS = 16;	public final static int sv_stopspeed = 100;	public final static int sv_friction = 6;	public final static int sv_waterfriction = 1;	public final static int PLAT_LOW_TRIGGER = 1;	public final static int STATE_TOP = 0;	public final static int STATE_BOTTOM = 1;	public final static int STATE_UP = 2;	public final static int STATE_DOWN = 3;	public final static int DOOR_START_OPEN = 1;	public final static int DOOR_REVERSE = 2;	public final static int DOOR_CRUSHER = 4;	public final static int DOOR_NOMONSTER = 8;	public final static int DOOR_TOGGLE = 32;	public final static int DOOR_X_AXIS = 64;	public final static int DOOR_Y_AXIS = 128;	// R E N D E R E R 	////////////////////	public static final int MAX_DLIGHTS = 32;	public static final int MAX_ENTITIES = 128;	public static final int MAX_PARTICLES = 4096;	// gl_model.h	public static final int SURF_PLANEBACK = 2;	public static final int SURF_DRAWSKY = 4;	public static final int SURF_DRAWTURB = 0x10;	public static final int SURF_DRAWBACKGROUND = 0x40;	public static final int SURF_UNDERWATER = 0x80;	public static final float POWERSUIT_SCALE = 4.0f;	public static final int SHELL_RED_COLOR = 0xF2;	public static final int SHELL_GREEN_COLOR = 0xD0;	public static final int SHELL_BLUE_COLOR = 0xF3;	public static final int SHELL_RG_COLOR = 0xDC;	public static final int SHELL_RB_COLOR = 0x68; //0x86	public static final int SHELL_BG_COLOR = 0x78;	// ROGUE	public static final int SHELL_DOUBLE_COLOR = 0xDF; // 223	public static final int SHELL_HALF_DAM_COLOR = 0x90;	public static final int SHELL_CYAN_COLOR = 0x72;	// ---------	// qcommon.h	public final static int svc_bad = 0;	// these ops are known to the game dll	// protocol bytes that can be directly added to messages	public final static int svc_muzzleflash = 1;	public final static int svc_muzzleflash2 = 2;	public final static int svc_temp_entity = 3;	public final static int svc_layout = 4;

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