add a stripped down pmove.c. untested

This commit is contained in:
Bill Currie 2000-02-12 09:39:57 +00:00
parent 84e7f8fb05
commit 111e599bc9
2 changed files with 222 additions and 1 deletions

View File

@ -183,7 +183,7 @@ CL_GUI_SRC= console.c sbar.c view.c keys.c menu.c
SRV_SRC = sv_main.c sv_user.c sv_move.c sv_phys.c
UQ_SRV_SRC = host.c host_cmd.c $(SRV_SRC)
SRV_PR_SRC = pr_cmds.c pr_edict.c pr_exec.c
SRV_PR_SRC = pr_cmds.c pr_edict.c pr_exec.c pmove.c
# Source common to QW/UQuake
CL_COMMON_SRC = $(MISC_SRC) $(CL_GUI_SRC) $(CL_SRC) \

221
uquake/pmove.c Normal file
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@ -0,0 +1,221 @@
/*
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
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.
*/
#include "qtypes.h"
#include "quakedef.h"
#include "mathlib.h"
movevars_t movevars;
playermove_t pmove;
int onground;
int waterlevel;
int watertype;
float frametime;
vec3_t forward, right, up;
vec3_t player_mins = {-16, -16, -24};
vec3_t player_maxs = {16, 16, 32};
// #define PM_GRAVITY 800
// #define PM_STOPSPEED 100
// #define PM_MAXSPEED 320
// #define PM_SPECTATORMAXSPEED 500
// #define PM_ACCELERATE 10
// #define PM_AIRACCELERATE 0.7
// #define PM_WATERACCELERATE 10
// #define PM_FRICTION 6
// #define PM_WATERFRICTION 1
void PM_InitBoxHull (void);
void Pmove_Init (void)
{
}
#define STEPSIZE 18
#define BUTTON_JUMP 2
/*
==================
PM_ClipVelocity
Slide off of the impacting object
returns the blocked flags (1 = floor, 2 = step / wall)
==================
*/
#define STOP_EPSILON 0.1
int PM_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
{
return 0;
}
/*
============
PM_FlyMove
The basic solid body movement clip that slides along multiple planes
============
*/
#define MAX_CLIP_PLANES 5
int PM_FlyMove (void)
{
return 0;
}
/*
=============
PM_GroundMove
Player is on ground, with no upwards velocity
=============
*/
void PM_GroundMove (void)
{
}
/*
==================
PM_Friction
Handles both ground friction and water friction
==================
*/
void PM_Friction (void)
{
}
/*
==============
PM_Accelerate
==============
*/
void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel)
{
}
void PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel)
{
}
/*
===================
PM_WaterMove
===================
*/
void PM_WaterMove (void)
{
}
/*
===================
PM_AirMove
===================
*/
void PM_AirMove (void)
{
}
/*
=============
PM_CatagorizePosition
=============
*/
void PM_CatagorizePosition (void)
{
}
/*
=============
JumpButton
=============
*/
void JumpButton (void)
{
}
/*
=============
CheckWaterJump
=============
*/
void CheckWaterJump (void)
{
}
/*
=================
NudgePosition
If pmove.origin is in a solid position,
try nudging slightly on all axis to
allow for the cut precision of the net coordinates
=================
*/
void NudgePosition (void)
{
}
/*
===============
SpectatorMove
===============
*/
void SpectatorMove (void)
{
}
/*
=============
PlayerMove
Returns with origin, angles, and velocity modified in place.
Numtouch and touchindex[] will be set if any of the physents
were contacted during the move.
=============
*/
void PlayerMove (void)
{
}