//----------------------------------------------------------------------------- // // $Logfile:: /Quake 2 Engine/Sin/code/game/g_phys.h $ // $Revision:: 5 $ // $Author:: Jimdose $ // $Date:: 11/13/98 10:04p $ // // Copyright (C) 1998 by Ritual Entertainment, Inc. // All rights reserved. // // This source is may not be distributed and/or modified without // expressly written permission by Ritual Entertainment, Inc. // // $Log:: /Quake 2 Engine/Sin/code/game/g_phys.h $ // // 5 11/13/98 10:04p Jimdose // added G_CheckWater // got rid of unused physics functions // // 4 10/04/98 10:28p Aldie // Added multiple weapon changes. Damage, flashes, quantum stuff // // 3 9/14/98 6:12p Markd // Added MOVETYPE_VEHICLE // // 2 8/29/98 9:49p Jimdose // created file // // 1 8/29/98 6:44p Jimdose // // DESCRIPTION: // Global header file for g_phys.cpp // #ifndef __G_PHYS_H__ #define __G_PHYS_H__ #include "g_local.h" typedef enum { STEPMOVE_OK, STEPMOVE_BLOCKED_BY_ENTITY, STEPMOVE_BLOCKED_BY_WORLD, STEPMOVE_BLOCKED_BY_WATER, STEPMOVE_BLOCKED_BY_FALL, STEPMOVE_STUCK, } stepmoveresult_t; #define STEPSIZE 18 // movetype values typedef enum { MOVETYPE_NONE, // never moves MOVETYPE_NOCLIP, // origin and angles change with no interaction MOVETYPE_PUSH, // no clip to world, push on box contact MOVETYPE_STOP, // no clip to world, stops on box contact MOVETYPE_WALK, // gravity MOVETYPE_STEP, // gravity, special edge handling MOVETYPE_FLY, MOVETYPE_TOSS, // gravity MOVETYPE_FLYMISSILE, // extra size to monsters MOVETYPE_BOUNCE, MOVETYPE_SLIDE, MOVETYPE_VEHICLE, MOVETYPE_HURL } movetype_t; void G_RunEntity (Entity *ent); void G_Impact( Entity *e1, trace_t *trace ); qboolean G_PushMove( Entity *pusher, Vector move, Vector amove ); void G_CheckWater( Entity *ent ); #endif /* g_phys.h */