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src/jake2/game/game_import_t.java
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209
src/jake2/game/game_import_t.java
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/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License as published by the Free Software
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* Foundation; either version 2 of the License, or (at your option) any later
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* version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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* Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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*/
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// Created on 31.10.2003 by RST.
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// $Id: game_import_t.java,v 1.7 2006/01/21 21:53:31 salomo Exp $
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package jake2.game;
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import jake2.Defines;
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import jake2.qcommon.*;
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import jake2.server.*;
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//
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// collection of functions provided by the main engine
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//
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public class game_import_t {
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// special messages
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public void bprintf(int printlevel, String s) {
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SV_SEND.SV_BroadcastPrintf(printlevel, s);
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}
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public void dprintf(String s) {
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SV_GAME.PF_dprintf(s);
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}
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public void cprintf(edict_t ent, int printlevel, String s) {
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SV_GAME.PF_cprintf(ent, printlevel, s);
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}
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public void centerprintf(edict_t ent, String s) {
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SV_GAME.PF_centerprintf(ent, s);
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}
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public void sound(edict_t ent, int channel, int soundindex, float volume,
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float attenuation, float timeofs) {
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SV_GAME.PF_StartSound(ent, channel, soundindex, volume, attenuation,
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timeofs);
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}
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public void positioned_sound(float[] origin, edict_t ent, int channel,
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int soundinedex, float volume, float attenuation, float timeofs) {
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SV_SEND.SV_StartSound(origin, ent, channel, soundinedex, volume,
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attenuation, timeofs);
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}
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// config strings hold all the index strings, the lightstyles,
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// and misc data like the sky definition and cdtrack.
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// All of the current configstrings are sent to clients when
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// they connect, and changes are sent to all connected clients.
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public void configstring(int num, String string) {
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SV_GAME.PF_Configstring(num, string);
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}
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public void error(String err) {
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Com.Error(Defines.ERR_FATAL, err);
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}
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public void error(int level, String err) {
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SV_GAME.PF_error(level, err);
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}
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// the *index functions create configstrings and some internal server state
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public int modelindex(String name) {
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return SV_INIT.SV_ModelIndex(name);
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}
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public int soundindex(String name) {
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return SV_INIT.SV_SoundIndex(name);
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}
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public int imageindex(String name) {
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return SV_INIT.SV_ImageIndex(name);
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}
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public void setmodel(edict_t ent, String name) {
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SV_GAME.PF_setmodel(ent, name);
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}
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// collision detection
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public trace_t trace(float[] start, float[] mins, float[] maxs,
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float[] end, edict_t passent, int contentmask) {
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return SV_WORLD.SV_Trace(start, mins, maxs, end, passent, contentmask);
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}
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public pmove_t.PointContentsAdapter pointcontents = new pmove_t.PointContentsAdapter() {
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public int pointcontents(float[] o) {
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return 0;
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}
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};
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public boolean inPHS(float[] p1, float[] p2) {
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return SV_GAME.PF_inPHS(p1, p2);
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}
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public void SetAreaPortalState(int portalnum, boolean open) {
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CM.CM_SetAreaPortalState(portalnum, open);
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}
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public boolean AreasConnected(int area1, int area2) {
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return CM.CM_AreasConnected(area1, area2);
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}
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// an entity will never be sent to a client or used for collision
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// if it is not passed to linkentity. If the size, position, or
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// solidity changes, it must be relinked.
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public void linkentity(edict_t ent) {
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SV_WORLD.SV_LinkEdict(ent);
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}
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public void unlinkentity(edict_t ent) {
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SV_WORLD.SV_UnlinkEdict(ent);
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}
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// call before removing an interactive edict
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public int BoxEdicts(float[] mins, float[] maxs, edict_t list[],
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int maxcount, int areatype) {
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return SV_WORLD.SV_AreaEdicts(mins, maxs, list, maxcount, areatype);
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}
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public void Pmove(pmove_t pmove) {
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PMove.Pmove(pmove);
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}
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// player movement code common with client prediction
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// network messaging
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public void multicast(float[] origin, int to) {
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SV_SEND.SV_Multicast(origin, to);
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}
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public void unicast(edict_t ent, boolean reliable) {
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SV_GAME.PF_Unicast(ent, reliable);
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}
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public void WriteByte(int c) {
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SV_GAME.PF_WriteByte(c);
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}
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public void WriteShort(int c) {
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SV_GAME.PF_WriteShort(c);
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}
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public void WriteString(String s) {
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SV_GAME.PF_WriteString(s);
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}
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public void WritePosition(float[] pos) {
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SV_GAME.PF_WritePos(pos);
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}
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// some fractional bits
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public void WriteDir(float[] pos) {
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SV_GAME.PF_WriteDir(pos);
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}
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// console variable interaction
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public cvar_t cvar(String var_name, String value, int flags) {
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return Cvar.Get(var_name, value, flags);
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}
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// console variable interaction
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public cvar_t cvar_set(String var_name, String value) {
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return Cvar.Set(var_name, value);
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}
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// console variable interaction
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public cvar_t cvar_forceset(String var_name, String value) {
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return Cvar.ForceSet(var_name, value);
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}
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// ClientCommand and ServerCommand parameter access
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public int argc() {
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return Cmd.Argc();
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}
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public String argv(int n) {
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return Cmd.Argv(n);
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}
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// concatenation of all argv >= 1
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public String args() {
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return Cmd.Args();
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}
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// add commands to the server console as if they were typed in
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// for map changing, etc
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public void AddCommandString(String text) {
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Cbuf.AddText(text);
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}
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}
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