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📄 game_import_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/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. *  * You should have received a copy of the GNU General Public License along with * this program; if not, write to the Free Software Foundation, Inc., 59 Temple * Place - Suite 330, Boston, MA 02111-1307, USA. *   */// Created on 31.10.2003 by RST.// $Id: game_import_t.java,v 1.7 2006/01/21 21:53:31 salomo Exp $package jake2.game;import jake2.Defines;import jake2.qcommon.*;import jake2.server.*;////	collection of functions provided by the main engine//public class game_import_t {    // special messages    public void bprintf(int printlevel, String s) {        SV_SEND.SV_BroadcastPrintf(printlevel, s);    }    public void dprintf(String s) {        SV_GAME.PF_dprintf(s);    }    public void cprintf(edict_t ent, int printlevel, String s) {        SV_GAME.PF_cprintf(ent, printlevel, s);    }    public void centerprintf(edict_t ent, String s) {        SV_GAME.PF_centerprintf(ent, s);    }    public void sound(edict_t ent, int channel, int soundindex, float volume,            float attenuation, float timeofs) {        SV_GAME.PF_StartSound(ent, channel, soundindex, volume, attenuation,                timeofs);    }    public void positioned_sound(float[] origin, edict_t ent, int channel,            int soundinedex, float volume, float attenuation, float timeofs) {        SV_SEND.SV_StartSound(origin, ent, channel, soundinedex, volume,                attenuation, timeofs);    }    // config strings hold all the index strings, the lightstyles,    // and misc data like the sky definition and cdtrack.    // All of the current configstrings are sent to clients when    // they connect, and changes are sent to all connected clients.    public void configstring(int num, String string) {        SV_GAME.PF_Configstring(num, string);    }    public void error(String err) {        Com.Error(Defines.ERR_FATAL, err);    }    public void error(int level, String err) {        SV_GAME.PF_error(level, err);    }    // the *index functions create configstrings and some internal server state    public int modelindex(String name) {        return SV_INIT.SV_ModelIndex(name);    }    public int soundindex(String name) {        return SV_INIT.SV_SoundIndex(name);    }    public int imageindex(String name) {        return SV_INIT.SV_ImageIndex(name);    }    public void setmodel(edict_t ent, String name) {        SV_GAME.PF_setmodel(ent, name);    }    // collision detection    public trace_t trace(float[] start, float[] mins, float[] maxs,            float[] end, edict_t passent, int contentmask) {        return SV_WORLD.SV_Trace(start, mins, maxs, end, passent, contentmask);    }    public pmove_t.PointContentsAdapter pointcontents = new pmove_t.PointContentsAdapter() {        public int pointcontents(float[] o) {            return 0;        }    };    public boolean inPHS(float[] p1, float[] p2) {        return SV_GAME.PF_inPHS(p1, p2);    }    public void SetAreaPortalState(int portalnum, boolean open) {        CM.CM_SetAreaPortalState(portalnum, open);    }    public boolean AreasConnected(int area1, int area2) {        return CM.CM_AreasConnected(area1, area2);    }    // an entity will never be sent to a client or used for collision    // if it is not passed to linkentity. If the size, position, or    // solidity changes, it must be relinked.    public void linkentity(edict_t ent) {        SV_WORLD.SV_LinkEdict(ent);    }    public void unlinkentity(edict_t ent) {        SV_WORLD.SV_UnlinkEdict(ent);    }    // call before removing an interactive edict    public int BoxEdicts(float[] mins, float[] maxs, edict_t list[],            int maxcount, int areatype) {        return SV_WORLD.SV_AreaEdicts(mins, maxs, list, maxcount, areatype);    }    public void Pmove(pmove_t pmove) {        PMove.Pmove(pmove);    }    // player movement code common with client prediction    // network messaging    public void multicast(float[] origin, int to) {        SV_SEND.SV_Multicast(origin, to);    }    public void unicast(edict_t ent, boolean reliable) {        SV_GAME.PF_Unicast(ent, reliable);    }    public void WriteByte(int c) {        SV_GAME.PF_WriteByte(c);    }    public void WriteShort(int c) {        SV_GAME.PF_WriteShort(c);    }    public void WriteString(String s) {        SV_GAME.PF_WriteString(s);    }    public void WritePosition(float[] pos) {        SV_GAME.PF_WritePos(pos);    }    // some fractional bits    public void WriteDir(float[] pos) {        SV_GAME.PF_WriteDir(pos);    }    // console variable interaction    public cvar_t cvar(String var_name, String value, int flags) {        return Cvar.Get(var_name, value, flags);    }    // console variable interaction    public cvar_t cvar_set(String var_name, String value) {        return Cvar.Set(var_name, value);    }    // console variable interaction    public cvar_t cvar_forceset(String var_name, String value) {        return Cvar.ForceSet(var_name, value);    }    // ClientCommand and ServerCommand parameter access    public int argc() {        return Cmd.Argc();    }    public String argv(int n) {        return Cmd.Argv(n);    }    // concatenation of all argv >= 1    public String args() {        return Cmd.Args();    }    // add commands to the server console as if they were typed in    // for map changing, etc    public void AddCommandString(String text) {        Cbuf.AddText(text);    }}

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