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https://git.code.sf.net/p/quake/quakeforge-old
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f18b3bcf02
Basicly, sound_lib.a is built, and is compiled into the clients.. Note, uquake is SERIOUSLY FSCKED..
68 lines
1.6 KiB
C
68 lines
1.6 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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#ifndef __PMOVE_H
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#define __PMOVE_H
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#include "pmove_simple.h"
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#include "model.h"
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#include "protocol.h"
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typedef struct
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{
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vec3_t origin;
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model_t *model; // only for bsp models
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vec3_t mins, maxs; // only for non-bsp models
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int info; // for client or server to identify
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} physent_t;
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typedef struct
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{
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int sequence; // just for debugging prints
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// player state
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vec3_t origin;
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vec3_t angles;
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vec3_t velocity;
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int oldbuttons;
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float waterjumptime;
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qboolean dead;
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int spectator;
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// world state
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int numphysent;
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physent_t physents[MAX_PHYSENTS]; // 0 should be the world
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// input
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usercmd_t cmd;
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// results
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int numtouch;
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int touchindex[MAX_PHYSENTS];
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} playermove_t;
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extern playermove_t pmove;
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int PM_HullPointContents (hull_t *hull, int num, vec3_t p);
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#endif // __PMOVE_H
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