110 lines
3.1 KiB
C
110 lines
3.1 KiB
C
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// bg_local.h -- local definitions for the bg (both games) files
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#define MIN_WALK_NORMAL 0.7f // can't walk on very steep slopes
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#define TIMER_LAND 130
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#define TIMER_GESTURE (34*66+50)
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#define OVERCLIP 1.001f
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// all of the locals will be zeroed before each
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// pmove, just to make damn sure we don't have
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// any differences when running on client or server
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typedef struct
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{
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vec3_t forward, right, up;
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float frametime;
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int msec;
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qboolean walking;
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qboolean groundPlane;
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trace_t groundTrace;
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float impactSpeed;
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vec3_t previous_origin;
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vec3_t previous_velocity;
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int previous_waterlevel;
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} pml_t;
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#include "../namespace_begin.h"
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extern pml_t pml;
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// movement parameters
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extern float pm_stopspeed;
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extern float pm_duckScale;
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extern float pm_swimScale;
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extern float pm_wadeScale;
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extern float pm_accelerate;
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extern float pm_airaccelerate;
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extern float pm_wateraccelerate;
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extern float pm_flyaccelerate;
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extern float pm_friction;
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extern float pm_waterfriction;
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extern float pm_flightfriction;
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extern int c_pmove;
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extern int forcePowerNeeded[NUM_FORCE_POWER_LEVELS][NUM_FORCE_POWERS];
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// Had to add these here because there was no file access within the BG right now.
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int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
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void trap_FS_Read( void *buffer, int len, fileHandle_t f );
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void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
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void trap_FS_FCloseFile( fileHandle_t f );
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#include "../namespace_end.h"
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//PM anim utility functions:
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#include "../namespace_begin.h"
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qboolean PM_SaberInParry( int move );
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qboolean PM_SaberInKnockaway( int move );
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qboolean PM_SaberInReflect( int move );
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qboolean PM_SaberInStart( int move );
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qboolean PM_InSaberAnim( int anim );
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qboolean PM_InKnockDown( playerState_t *ps );
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qboolean PM_PainAnim( int anim );
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qboolean PM_JumpingAnim( int anim );
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qboolean PM_LandingAnim( int anim );
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qboolean PM_SpinningAnim( int anim );
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qboolean PM_InOnGroundAnim ( int anim );
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qboolean PM_InRollComplete( playerState_t *ps, int anim );
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int PM_AnimLength( int index, animNumber_t anim );
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int PM_GetSaberStance(void);
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float PM_GroundDistance(void);
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qboolean PM_SomeoneInFront(trace_t *tr);
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saberMoveName_t PM_SaberFlipOverAttackMove(void);
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saberMoveName_t PM_SaberJumpAttackMove( void );
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void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce );
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void PM_AddTouchEnt( int entityNum );
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void PM_AddEvent( int newEvent );
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qboolean PM_SlideMove( qboolean gravity );
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void PM_StepSlideMove( qboolean gravity );
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void PM_StartTorsoAnim( int anim );
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void PM_ContinueLegsAnim( int anim );
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void PM_ForceLegsAnim( int anim );
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void PM_BeginWeaponChange( int weapon );
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void PM_FinishWeaponChange( void );
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void PM_SetAnim(int setAnimParts,int anim,int setAnimFlags, int blendTime);
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void PM_WeaponLightsaber(void);
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void PM_SetSaberMove(short newMove);
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void PM_SetForceJumpZStart(float value);
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void BG_CycleInven(playerState_t *ps, int direction);
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#include "../namespace_end.h"
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