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📄 client_state_t.java

📁 Jake2是一个Java 3D游戏引擎.
💻 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 27.11.2003 by RST.//$Id: client_state_t.java,v 1.5 2005/11/21 19:38:38 cawe Exp $package jake2.client;import jake2.Defines;import jake2.game.cmodel_t;import jake2.game.usercmd_t;import jake2.render.image_t;import jake2.render.model_t;import jake2.sound.*;import java.io.RandomAccessFile;import java.nio.ByteBuffer;public class client_state_t {	public client_state_t() {		for (int n = 0; n < Defines.CMD_BACKUP; n++)			cmds[n] = new usercmd_t();		for (int i = 0; i < frames.length; i++) {			frames[i] = new frame_t();		}		for (int n = 0; n < Defines.MAX_CONFIGSTRINGS; n++)			configstrings[n] = new String();					for (int n=0; n < Defines.MAX_CLIENTS; n++)			clientinfo[n] = new clientinfo_t();	}	//	//	   the client_state_t structure is wiped completely at every	//	   server map change	//	int timeoutcount;	int timedemo_frames;	int timedemo_start;	public boolean refresh_prepped; // false if on new level or new ref dll	public boolean sound_prepped; // ambient sounds can start	boolean force_refdef; // vid has changed, so we can't use a paused refdef	int parse_entities; // index (not anded off) into cl_parse_entities[]	usercmd_t cmd = new usercmd_t();	usercmd_t cmds[] = new usercmd_t[Defines.CMD_BACKUP]; // each mesage will send several old cmds	int cmd_time[] = new int[Defines.CMD_BACKUP]; // time sent, for calculating pings	short predicted_origins[][] = new short[Defines.CMD_BACKUP][3]; // for debug comparing against server	float predicted_step; // for stair up smoothing	int predicted_step_time;	float[] predicted_origin ={0,0,0}; // generated by CL_PredictMovement	float[] predicted_angles={0,0,0};	float[] prediction_error={0,0,0};	public frame_t frame = new frame_t(); // received from server	int surpressCount; // number of messages rate supressed	frame_t frames[] = new frame_t[Defines.UPDATE_BACKUP];	// the client maintains its own idea of view angles, which are	// sent to the server each frame.  It is cleared to 0 upon entering each level.	// the server sends a delta each frame which is added to the locally	// tracked view angles to account for standing on rotating objects,	// and teleport direction changes	public float[] viewangles = { 0, 0, 0 };	public int time; // this is the time value that the client	// is rendering at.  always <= cls.realtime	float lerpfrac; // between oldframe and frame	refdef_t refdef = new refdef_t();	float[] v_forward = { 0, 0, 0 };	float[] v_right = { 0, 0, 0 };	float[] v_up = { 0, 0, 0 }; // set when refdef.angles is set	//	// transient data from server	//	String layout = ""; // general 2D overlay	int inventory[] = new int[Defines.MAX_ITEMS];	//	// non-gameserver infornamtion	// FIXME: move this cinematic stuff into the cin_t structure	ByteBuffer cinematic_file;		int cinematictime; // cls.realtime for first cinematic frame	int cinematicframe;	byte cinematicpalette[] = new byte[768];	boolean cinematicpalette_active;	//	// server state information	//	boolean attractloop; // running the attract loop, any key will menu	int servercount; // server identification for prespawns	String gamedir ="";	public int playernum;	public String configstrings[] = new String[Defines.MAX_CONFIGSTRINGS];	//	// locally derived information from server state	//	model_t model_draw[] = new model_t[Defines.MAX_MODELS];	cmodel_t model_clip[] = new cmodel_t[Defines.MAX_MODELS];	public sfx_t sound_precache[] = new sfx_t[Defines.MAX_SOUNDS];	image_t image_precache[] = new image_t[Defines.MAX_IMAGES];	clientinfo_t clientinfo[] = new clientinfo_t[Defines.MAX_CLIENTS];	clientinfo_t baseclientinfo = new clientinfo_t();}

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