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/*
Copyright ( C ) 1996 - 1997 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 .
*/
# define BUTTON_ATTACK 1
# define BUTTON_JUMP 2
typedef enum {
PM_NORMAL , // normal ground movement
PM_OLD_SPECTATOR , // fly, no clip to world (QW bug)
PM_SPECTATOR , // fly, no clip to world
PM_DEAD , // no acceleration
PM_FLY , // fly, bump into walls
PM_NONE , // can't move
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PM_FREEZE , // can't move or look around (TODO)
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PM_WALLWALK , // sticks to walls. on ground while near one
PM_6DOF // spaceship mode
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} pmtype_t ;
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# define PMF_JUMP_HELD 1
# define PMF_LADDER 2 //pmove flags. seperate from flags
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# define MAX_PHYSENTS 2048
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typedef struct
{
vec3_t origin ;
vec3_t angles ;
model_t * model ; // only for bsp models
vec3_t mins , maxs ; // only for non-bsp models
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unsigned int info ; // for client or server to identify
qbyte nonsolid ; //contributes to contents, but does not block. FIXME: why not just use the contentsmask directly?
qbyte notouch ; //don't trigger touch events. FIXME: why are these entities even in the list?
qbyte isportal ; //special portal traversion required
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unsigned int forcecontentsmask ;
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// framestate_t framestate;
# define PE_FRAMESTATE NULLFRAMESTATE //remove this once we start wanting players to interact with ents in different frames.
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} physent_t ;
typedef struct
{
int sequence ; // just for debugging prints
// player state
vec3_t origin ;
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vec3_t safeorigin ;
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vec3_t angles ;
vec3_t velocity ;
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vec3_t basevelocity ;
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vec3_t gravitydir ;
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qboolean jump_held ;
int jump_msec ; // msec since last jump
float waterjumptime ;
int pm_type ;
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vec3_t player_mins ;
vec3_t player_maxs ;
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qboolean capsule ;
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// world state
int numphysent ;
physent_t physents [ MAX_PHYSENTS ] ; // 0 should be the world
// input
usercmd_t cmd ;
qboolean onladder ;
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qboolean safeorigin_known ;
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// results
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int skipent ;
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int numtouch ;
int touchindex [ MAX_PHYSENTS ] ;
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vec3_t touchvel [ MAX_PHYSENTS ] ;
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qboolean onground ;
int groundent ; // index in physents array, only valid
// when onground is true
int waterlevel ;
int watertype ;
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struct world_s * world ;
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} playermove_t ;
typedef struct {
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//standard quakeworld
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float gravity ;
float stopspeed ;
float maxspeed ;
float spectatormaxspeed ;
float accelerate ;
float airaccelerate ;
float wateraccelerate ;
float friction ;
float waterfriction ;
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float flyfriction ;
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float entgravity ;
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//extended stuff, sent via serverinfo
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float bunnyspeedcap ;
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float watersinkspeed ;
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float ktjump ;
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float edgefriction ; //default 2
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int walljump ;
qboolean slidefix ;
qboolean airstep ;
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qboolean pground ;
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qboolean stepdown ;
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qboolean slidyslopes ;
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qboolean autobunny ;
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int stepheight ;
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qbyte coordtype ; //FIXME: EZPEXT1_FLOATENTCOORDS should mean 4, but the result does not match ezquake/mvdsv which would result in inconsistencies. so player coords are rounded inconsistently.
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unsigned int flags ;
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} movevars_t ;
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# define MOVEFLAG_VALID 0x80000000 //to signal that these are actually known. otherwise reserved.
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//#define MOVEFLAG_Q2AIRACCELERATE 0x00000001
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# define MOVEFLAG_NOGRAVITYONGROUND 0x00000002 //no slope sliding
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//#define MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE 0x00000004 //apply half-gravity both before AND after the move, which better matches the curve
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# define MOVEFLAG_QWEDGEBOX 0x00010000 //calculate edgefriction using tracebox and a buggy start pos
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# define MOVEFLAG_QWCOMPAT (MOVEFLAG_NOGRAVITYONGROUND|MOVEFLAG_QWEDGEBOX)
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extern movevars_t movevars ;
extern playermove_t pmove ;
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void PM_PlayerMove ( float gamespeed ) ;
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void PM_Init ( void ) ;
void PM_InitBoxHull ( void ) ;
void PM_CategorizePosition ( void ) ;
int PM_HullPointContents ( hull_t * hull , int num , vec3_t p ) ;
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int PM_ExtraBoxContents ( vec3_t p ) ; //Peeks for HL-style water.
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int PM_PointContents ( vec3_t point ) ;
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qboolean PM_TestPlayerPosition ( vec3_t point , qboolean ignoreportals ) ;
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# ifndef __cplusplus
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struct trace_s PM_PlayerTrace ( vec3_t start , vec3_t stop , unsigned int solidmask ) ;
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# endif
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