📄 entity_t.java
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/*Copyright (C) 1997-2001 Id Software, Inc.This program is free software; you can redistribute it and/ormodify it under the terms of the GNU General Public Licenseas published by the Free Software Foundation; either version 2of 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 ofMERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.You should have received a copy of the GNU General Public Licensealong with this program; if not, write to the Free SoftwareFoundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.*/// Created on 20.11.2003 by RST.// $Id: entity_t.java,v 1.2 2005/01/16 13:56:49 cawe Exp $package jake2.client;import jake2.render.*;import jake2.util.Math3D;// ok!public class entity_t implements Cloneable{ //ptr public model_t model; // opaque type outside refresh public float angles[] = { 0, 0, 0 }; /* ** most recent data */ public float origin[] = { 0, 0, 0 }; // also used as RF_BEAM's "from" public int frame; // also used as RF_BEAM's diameter /* ** previous data for lerping */ public float oldorigin[] = { 0, 0, 0 }; // also used as RF_BEAM's "to" public int oldframe; /* ** misc */ public float backlerp; // 0.0 = current, 1.0 = old public int skinnum; // also used as RF_BEAM's palette index public int lightstyle; // for flashing entities public float alpha; // ignore if RF_TRANSLUCENT isn't set // reference public image_t skin; // NULL for inline skin public int flags; public void set(entity_t src) { this.model = src.model; Math3D.VectorCopy(src.angles, this.angles); Math3D.VectorCopy(src.origin, this.origin); this.frame = src.frame; Math3D.VectorCopy(src.oldorigin, this.oldorigin); this.oldframe = src.oldframe; this.backlerp = src.backlerp; this.skinnum = src.skinnum; this.lightstyle = src.lightstyle; this.alpha = src.alpha; this.skin = src.skin; this.flags = src.flags; } public void clear() { model = null; Math3D.VectorClear(angles); Math3D.VectorClear(origin); frame = 0; Math3D.VectorClear(oldorigin); oldframe = 0; backlerp = 0; skinnum = 0; lightstyle = 0; alpha = 0; skin = null; flags = 0; } }
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