/* 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) { }