// Copyright (C) 2001-2002 Raven Software. // // 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 MIN_WALK_NORMAL_TERRAIN 0.625f // bit steeper for terrain #define STEPSIZE 18 #define JUMP_VELOCITY 270 #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; void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ); void PM_AddTouchEnt( int entityNum ); void PM_AddEvent( int newEvent ); void PM_AddEventWithParm( int newEvent, int parm ); qboolean PM_SlideMove( qboolean gravity ); void PM_StepSlideMove( qboolean gravity ); void PM_StartTorsoAnim ( playerState_t* ps, int anim, int time ); void PM_ContinueLegsAnim ( playerState_t* ps, int anim ); void PM_ForceLegsAnim ( playerState_t* ps, int anim ); void PM_TorsoAnimation ( playerState_t* ps ); void PM_SetAnim ( playerState_t* ps, int setAnimParts,int anim,int setAnimFlags, int blendTime);