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// clientgame.cpp: core game related stuff
#include "cube.h"
#import "DynamicEntity.h"
int nextmode = 0; // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);
void
mode(int n)
{
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// clientgame.cpp: core game related stuff
#include "cube.h"
#import "DynamicEntity.h"
#import "OFString+Cube.h"
int nextmode = 0; // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);
void
mode(int n)
{
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}
int sleepwait = 0;
static OFString *sleepcmd = nil;
void
sleepf(OFString *msec, OFString *cmd)
{
sleepwait = msec.intValue + lastmillis;
sleepcmd = cmd;
}
COMMANDN(sleep, sleepf, ARG_2STR)
void
updateworld(int millis) // main game update loop
{
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}
int sleepwait = 0;
static OFString *sleepcmd = nil;
void
sleepf(OFString *msec, OFString *cmd)
{
sleepwait = msec.cube_intValue + lastmillis;
sleepcmd = cmd;
}
COMMANDN(sleep, sleepf, ARG_2STR)
void
updateworld(int millis) // main game update loop
{
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