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https://git.code.sf.net/p/quake/quakeforge
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f9a384ffd4
Now it doesn't matter if you get 22 fps or 72, you jump the same height, which actually happens to be slightly higher than the previous 72fps jump. Effectively, you jump the height you would if you got infinite fps ;)
115 lines
2.6 KiB
C
115 lines
2.6 KiB
C
/*
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pmove.h
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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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 "qw/protocol.h"
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#include "QF/mathlib.h"
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#include "QF/model.h"
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#include "world.h"
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//FIXME location
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#define STOP_EPSILON 0.1
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#define MAX_PHYSENTS (MAX_CLIENTS + MAX_PACKET_ENTITIES)
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typedef struct {
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vec3_t origin;
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vec3_t angles;
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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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hull_t *hull; // hey, magic :)
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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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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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int oldonground;
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float waterjumptime;
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qboolean dead;
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qboolean flying;
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qboolean add_grav;
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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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physent_t *touchindex[MAX_PHYSENTS];
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} playermove_t;
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typedef struct {
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float gravity;
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float stopspeed;
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float maxspeed;
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float spectatormaxspeed;
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float accelerate;
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float airaccelerate;
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float wateraccelerate;
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float friction;
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float waterfriction;
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float entgravity;
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} movevars_t;
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extern struct cvar_s *no_pogo_stick;
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extern movevars_t movevars;
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extern playermove_t pmove;
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extern int onground;
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extern int waterlevel;
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extern int watertype;
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extern vec3_t player_mins;
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extern vec3_t player_maxs;
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void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel);
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void PM_CategorizePosition (void);
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void PM_InitBoxHull (void);
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void PlayerMove (void);
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void Pmove_Init (void);
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void Pmove_Init_Cvars (void);
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int PM_HullPointContents (hull_t *hull, int num, const vec3_t p);
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int PM_PointContents (const vec3_t point);
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qboolean PM_TestPlayerPosition (const vec3_t point);
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trace_t PM_PlayerMove (const vec3_t start, const vec3_t stop);
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#endif // _PMOVE_H
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