reaction/reaction/game/bg_local.h

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2001-05-06 20:50:27 +00:00
// 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 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;
qboolean ladder; // We'll use this to tell when the player is on a ladder (c3a tut)
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qboolean previous_ladder; // Elder: need this to see if player was on ladder
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qboolean opendoor;
float impactSpeed;
vec3_t previous_origin;
vec3_t previous_velocity;
int previous_waterlevel;
} pml_t;
extern pmove_t *pm;
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 );
//Elder: added
void PM_AddEvent2( int newEvent, int eventParm );
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qboolean PM_SlideMove( qboolean gravity );
void PM_StepSlideMove( qboolean gravity );