/*
* 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 14.01.2004 by RST.
// $Id: server_t.java,v 1.2 2004/09/22 19:22:12 salomo Exp $
package jake2.server;
import jake2.Defines;
import jake2.game.cmodel_t;
import jake2.game.entity_state_t;
import jake2.qcommon.sizebuf_t;
import java.io.RandomAccessFile;
public class server_t {
public server_t() {
models = new cmodel_t[Defines.MAX_MODELS];
for (int n = 0; n < Defines.MAX_MODELS; n++) {
models[n] = new cmodel_t();
}
for (int n = 0; n < Defines.MAX_EDICTS; n++) {
baselines[n] = new entity_state_t(null);
}
}
int state; // precache commands are only valid during load
boolean attractloop; // running cinematics and demos for the local system
// only
boolean loadgame; // client begins should reuse existing entity
int time; // always sv.framenum * 100 msec
int framenum;
String name = ""; // map name, or cinematic name
cmodel_t models[];
String configstrings[] = new String[Defines.MAX_CONFIGSTRINGS];
entity_state_t baselines[] = new entity_state_t[Defines.MAX_EDICTS];
// the multicast buffer is used to send a message to a set of clients
// it is only used to marshall data until SV_Multicast is called
sizebuf_t multicast = new sizebuf_t();
byte multicast_buf[] = new byte[Defines.MAX_MSGLEN];
// demo server information
RandomAccessFile demofile;
boolean timedemo; // don't time sync
}
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