void function ( float arg0 , float arg1 , float arg2 , float arg3 , float arg4 , float arg5 ) { glPushMatrix ( ) ; glBegin ( GL_QUADS ) ; glColor3f ( 0.39f , 0.39f , 0.39f ) ; glVertex3f ( arg0 , arg1 , - arg2 ) ; glVertex3f ( arg0 + arg4 , arg1 , - ( arg2 + arg5 ) ) ; glVertex3f ( arg0 + arg4 , arg1 + arg3 , - ( arg2 + arg5 ) ) ; glVertex3f ( arg0 , arg1 + arg3 , - arg2 ) ; glEnd ( ) ; glPopMatrix ( ) ; }
render the walls concode_field_sep float xStartPos concode_elem_sep FloatBuffer lModelAmbient concode_elem_sep float zPos concode_elem_sep float yPos concode_elem_sep float MOVE_FORWARD_SPEED concode_elem_sep float yStartPos concode_elem_sep float walkbiasangle concode_elem_sep float walkbias concode_elem_sep int BULLET_INTERVAL concode_elem_sep long bulletTime concode_elem_sep int MAX_BULLETS concode_elem_sep float ROTATE_SPEED concode_elem_sep Monster[] monsters concode_elem_sep float xPos concode_elem_sep float MOVE_BACKWARD_SPEED concode_elem_sep int MAX_MONSTERS concode_elem_sep FloatBuffer lightPosition concode_elem_sep FloatBuffer whiteLight concode_elem_sep boolean[] monstersLiving concode_elem_sep float heading concode_elem_sep float STRAFE_SPEED concode_elem_sep float zStartPos concode_elem_sep ArrayList<Bullet> bullets concode_field_sep void turnRight concode_elem_sep void restart concode_elem_sep void start concode_elem_sep void update concode_elem_sep void fireBullet concode_elem_sep boolean isFinished concode_elem_sep void walkForwards concode_elem_sep void renderFloor concode_elem_sep void walkBackwards concode_elem_sep void strafeLeft concode_elem_sep Level LoadFromFile concode_elem_sep void strafeRight concode_elem_sep void turnLeft concode_elem_sep Level ReadFromXML concode_elem_sep void render