コード例 #1
0
ファイル: cl_main.cs プロジェクト: weimingtom/quakelight
        static client()
        {
            int kk;

            for (kk = 0; kk < MAX_EFRAGS; kk++)
            {
                cl_efrags[kk] = new render.efrag_t();
            }
            for (kk = 0; kk < quakedef.MAX_EDICTS; kk++)
            {
                cl_entities[kk] = new render.entity_t();
            }
            for (kk = 0; kk < MAX_STATIC_ENTITIES; kk++)
            {
                cl_static_entities[kk] = new render.entity_t();
            }
            for (kk = 0; kk < MAX_TEMP_ENTITIES; kk++)
            {
                cl_temp_entities[kk] = new render.entity_t();
            }
            for (kk = 0; kk < quakedef.MAX_LIGHTSTYLES; kk++)
            {
                cl_lightstyle[kk] = new lightstyle_t();
            }
            for (kk = 0; kk < MAX_DLIGHTS; kk++)
            {
                cl_dlights[kk] = new dlight_t();
            }
            for (kk = 0; kk < MAX_BEAMS; kk++)
            {
                cl_beams[kk] = new beam_t();
            }
        }
コード例 #2
0
ファイル: cl_main.cs プロジェクト: rodrigobrito/quakelight
 static client()
 {
     int kk;
     for (kk = 0; kk < MAX_EFRAGS; kk++) cl_efrags[kk] = new render.efrag_t();
     for (kk = 0; kk < quakedef.MAX_EDICTS; kk++) cl_entities[kk] = new render.entity_t();
     for (kk = 0; kk < MAX_STATIC_ENTITIES; kk++) cl_static_entities[kk] = new render.entity_t();
     for (kk = 0; kk < MAX_TEMP_ENTITIES; kk++) cl_temp_entities[kk] = new render.entity_t();
     for (kk = 0; kk < quakedef.MAX_LIGHTSTYLES; kk++) cl_lightstyle[kk] = new lightstyle_t();
     for (kk = 0; kk < MAX_DLIGHTS; kk++) cl_dlights[kk] = new dlight_t();
     for (kk = 0; kk < MAX_BEAMS; kk++) cl_beams[kk] = new beam_t();
 }
コード例 #3
0
        /*
         * ==================
         * CL_ParseBaseline
         * ==================
         */
        static void CL_ParseBaseline(render.entity_t ent)
        {
            int i;

            ent.baseline.modelindex = common.MSG_ReadByte();
            ent.baseline.frame      = common.MSG_ReadByte();
            ent.baseline.colormap   = common.MSG_ReadByte();
            ent.baseline.skin       = common.MSG_ReadByte();
            for (i = 0; i < 3; i++)
            {
                ent.baseline.origin[i] = common.MSG_ReadCoord();
                ent.baseline.angles[i] = common.MSG_ReadAngle();
            }
        }