jedioutcast/CODE-mp/game/bg_local.h
2013-04-04 13:01:17 -05:00

102 lines
2.9 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// bg_local.h -- local definitions for the bg (both games) files
#define MIN_WALK_NORMAL 0.7f // can't walk on very steep slopes
#define STEPSIZE 18
#define TIMER_LAND 130
#define TIMER_GESTURE (34*66+50)
#define OVERCLIP 1.001f
// all of the locals will be zeroed before each
// pmove, just to make damn sure we don't have
// any differences when running on client or server
typedef struct
{
vec3_t forward, right, up;
float frametime;
int msec;
qboolean walking;
qboolean groundPlane;
trace_t groundTrace;
float impactSpeed;
vec3_t previous_origin;
vec3_t previous_velocity;
int previous_waterlevel;
} pml_t;
extern pml_t pml;
// movement parameters
extern float pm_stopspeed;
extern float pm_duckScale;
extern float pm_swimScale;
extern float pm_wadeScale;
extern float pm_accelerate;
extern float pm_airaccelerate;
extern float pm_wateraccelerate;
extern float pm_flyaccelerate;
extern float pm_friction;
extern float pm_waterfriction;
extern float pm_flightfriction;
extern int c_pmove;
extern int forcePowerNeeded[NUM_FORCE_POWER_LEVELS][NUM_FORCE_POWERS];
// Had to add these here because there was no file access within the BG right now.
int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
void trap_FS_Read( void *buffer, int len, fileHandle_t f );
void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
void trap_FS_FCloseFile( fileHandle_t f );
//PM anim utility functions:
qboolean PM_SaberInParry( int move );
qboolean PM_SaberInReflect( int move );
qboolean PM_SaberInStart( int move );
qboolean PM_InSaberAnim( int anim );
qboolean PM_InKnockDown( playerState_t *ps );
qboolean PM_PainAnim( int anim );
qboolean PM_JumpingAnim( int anim );
qboolean PM_LandingAnim( int anim );
qboolean PM_SpinningAnim( int anim );
qboolean PM_InOnGroundAnim ( int anim );
qboolean PM_InRollComplete( playerState_t *ps, int anim );
int PM_AnimLength( int index, animNumber_t anim );
int PM_GetSaberStance(void);
float PM_GroundDistance(void);
qboolean PM_SomeoneInFront(trace_t *tr);
saberMoveName_t PM_SaberFlipOverAttackMove(trace_t *tr);
saberMoveName_t PM_SaberJumpAttackMove( void );
void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce );
void PM_AddTouchEnt( int entityNum );
void PM_AddEvent( int newEvent );
qboolean PM_SlideMove( qboolean gravity );
void PM_StepSlideMove( qboolean gravity );
void BG_CycleInven(playerState_t *ps, int direction);
void PM_StartTorsoAnim( int anim );
void PM_ContinueLegsAnim( int anim );
void PM_ForceLegsAnim( int anim );
void PM_BeginWeaponChange( int weapon );
void PM_FinishWeaponChange( void );
void PM_SetAnim(int setAnimParts,int anim,int setAnimFlags, int blendTime);
void PM_WeaponLightsaber(void);
void PM_SetSaberMove(short newMove);