📄 game_add.pas
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//100%
{$ALIGN ON}{$MINENUMSIZE 4}
{----------------------------------------------------------------------------}
{ }
{ File(s): game.h related }
{ Content: game dll information visible to server }
{ }
{ Initial created by: Juha }
{ Initial created on: 25-Nov-2002 }
{ }
{ This File contains part of convertion of Quake2 source to ObjectPascal. }
{ More information about this project can be found at: }
{ http://www.sulaco.co.za/quake2/ }
{ }
{ Copyright (C) 1997-2001 Id Software, Inc. }
{ }
{ 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. }
{ }
{----------------------------------------------------------------------------}
{ Updated on: 2003-May-23 }
{ Updated by: Scott Price (scott.price@totalise.co.uk) }
{ Tidy-up and addition of header and completion percentile }
{----------------------------------------------------------------------------}
{ * Still dependent (to compile correctly) on: }
{ none }
{----------------------------------------------------------------------------}
{ * TODO: }
{ none }
{----------------------------------------------------------------------------}
{ * Note: }
{ - Was required to move some of these from GameUnit due to the in-compatible}
{ structures in the game and main Quake2d.exe projects }
{----------------------------------------------------------------------------}
unit game_add;
interface
const
MAX_ENT_CLUSTERS = 16;
type
// edict->solid values
solid_p = ^solid_t;
solid_t = (
SOLID_NOT, // no interaction with other objects
SOLID_TRIGGER, // only touch when inside, after moving
SOLID_BBOX, // touch on edge
SOLID_BSP // bsp clip, touch on edge
);
// Juha: Taken from game.h
// link_t is only used for entity area links now
link_p = ^link_t;
link_t = record
prev, next: link_p;
end;
implementation
end.
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