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https://git.code.sf.net/p/quake/quakeforge-old
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221 lines
3.3 KiB
C
221 lines
3.3 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "qtypes.h"
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#include "quakedef.h"
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#include "mathlib.h"
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movevars_t movevars;
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playermove_t pmove;
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int onground;
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int waterlevel;
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int watertype;
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float frametime;
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vec3_t forward, right, up;
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vec3_t player_mins = {-16, -16, -24};
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vec3_t player_maxs = {16, 16, 32};
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// #define PM_GRAVITY 800
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// #define PM_STOPSPEED 100
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// #define PM_MAXSPEED 320
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// #define PM_SPECTATORMAXSPEED 500
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// #define PM_ACCELERATE 10
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// #define PM_AIRACCELERATE 0.7
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// #define PM_WATERACCELERATE 10
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// #define PM_FRICTION 6
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// #define PM_WATERFRICTION 1
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void PM_InitBoxHull (void);
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void Pmove_Init (void)
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{
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}
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#define STEPSIZE 18
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#define BUTTON_JUMP 2
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/*
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==================
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PM_ClipVelocity
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Slide off of the impacting object
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returns the blocked flags (1 = floor, 2 = step / wall)
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==================
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*/
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#define STOP_EPSILON 0.1
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int PM_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
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{
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return 0;
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}
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/*
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============
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PM_FlyMove
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The basic solid body movement clip that slides along multiple planes
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============
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*/
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#define MAX_CLIP_PLANES 5
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int PM_FlyMove (void)
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{
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return 0;
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}
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/*
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=============
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PM_GroundMove
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Player is on ground, with no upwards velocity
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=============
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*/
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void PM_GroundMove (void)
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{
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}
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/*
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==================
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PM_Friction
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Handles both ground friction and water friction
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==================
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*/
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void PM_Friction (void)
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{
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}
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/*
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==============
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PM_Accelerate
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==============
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*/
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void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel)
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{
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}
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void PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel)
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{
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}
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/*
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===================
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PM_WaterMove
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===================
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*/
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void PM_WaterMove (void)
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{
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}
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/*
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===================
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PM_AirMove
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===================
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*/
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void PM_AirMove (void)
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{
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}
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/*
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=============
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PM_CatagorizePosition
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=============
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*/
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void PM_CatagorizePosition (void)
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{
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}
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/*
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=============
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JumpButton
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=============
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*/
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void JumpButton (void)
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{
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}
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/*
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=============
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CheckWaterJump
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=============
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*/
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void CheckWaterJump (void)
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{
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}
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/*
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=================
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NudgePosition
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If pmove.origin is in a solid position,
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try nudging slightly on all axis to
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allow for the cut precision of the net coordinates
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=================
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*/
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void NudgePosition (void)
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{
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}
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/*
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===============
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SpectatorMove
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===============
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*/
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void SpectatorMove (void)
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{
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}
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/*
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=============
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PlayerMove
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Returns with origin, angles, and velocity modified in place.
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Numtouch and touchindex[] will be set if any of the physents
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were contacted during the move.
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=============
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*/
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void PlayerMove (void)
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{
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}
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