70 lines
1.8 KiB
C
70 lines
1.8 KiB
C
// Copyright (C) 2001-2002 Raven Software.
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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 MIN_WALK_NORMAL_TERRAIN 0.625f // bit steeper for terrain
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#define STEPSIZE 18
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#define JUMP_VELOCITY 270
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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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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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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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void PM_AddEventWithParm( int newEvent, int parm );
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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 ( playerState_t* ps, int anim, int time );
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void PM_ContinueLegsAnim ( playerState_t* ps, int anim );
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void PM_ForceLegsAnim ( playerState_t* ps, int anim );
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void PM_TorsoAnimation ( playerState_t* ps );
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void PM_SetAnim ( playerState_t* ps, int setAnimParts,int anim,int setAnimFlags, int blendTime);
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