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📄 d_ticcmd.h

📁 The source code of Doom legacy for windows
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// Emacs style mode select   -*- C++ -*-//-----------------------------------------------------------------------------//// $Id: d_ticcmd.h,v 1.4 2001/03/03 06:17:33 bpereira Exp $//// Copyright (C) 1993-1996 by id Software, Inc.// Portions Copyright (C) 1998-2000 by DooM Legacy Team.//// This program is free software; you can redistribute it and/or// modify it under the terms of the GNU General Public License// as published by the Free Software Foundation; either version 2// of the License, or (at your option) any later version.//// This program is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the// GNU General Public License for more details.////// $Log: d_ticcmd.h,v $// Revision 1.4  2001/03/03 06:17:33  bpereira// no message//// Revision 1.3  2000/08/31 14:30:55  bpereira// no message//// Revision 1.2  2000/02/27 00:42:10  hurdler// fix CR+LF problem//// Revision 1.1.1.1  2000/02/22 20:32:32  hurdler// Initial import into CVS (v1.29 pr3)////// DESCRIPTION://      System specific interface stuff.////-----------------------------------------------------------------------------#ifndef __D_TICCMD__#define __D_TICCMD__#include "m_fixed.h"#include "doomtype.h"#ifdef __GNUG__#pragma interface#endif//// Button/action code definitions.////added:16-02-98: bit of value 64 doesnt seem to be used,//                now its used to jumptypedef enum{    // Press "Fire".    BT_ATTACK           = 1,    // Use button, to open doors, activate switches.    BT_USE              = 2,    // Flag, weapon change pending.    // If true, the next 3 bits hold weapon num.    BT_CHANGE           = 4,    // The 3bit weapon mask and shift, convenience.    BT_WEAPONMASK       = (8+16+32),    BT_WEAPONSHIFT      = 3,    // Jump button.    BT_JUMP             = 64,    BT_EXTRAWEAPON      = 128} buttoncode_t;// The data sampled per tick (single player)// and transmitted to other peers (multiplayer).// Mainly movements/button commands per game tick,// plus a checksum for internal state consistency.// bits in angleturn#define TICCMD_RECEIVED 1      #define TICCMD_XY       2#define BT_FLYDOWN      4typedef struct{#ifdef CLIENTPREDICTION2    fixed_t      x;    fixed_t      y;#endif    char         forwardmove;    // *2048 for move    char         sidemove;       // *2048 for move    short        angleturn;      // <<16 for angle delta                                 // SAVED AS A BYTE into demos    signed short aiming;    //added:16-02-98:mouse aiming, see G_BuildTicCmd    byte         buttons;} ticcmd_t;#endif

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