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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 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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