sof2-sdk/code/game/bg_local.h

71 lines
1.8 KiB
C

// 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);