2001-12-31 16:16:59 +00:00
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//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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2001-12-31 16:28:42 +00:00
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// $Log$
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2005-02-15 16:33:39 +00:00
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// Revision 1.10 2005/02/15 16:33:39 makro
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// Tons of updates (entity tree attachment system, UI vectors)
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//
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2002-08-21 03:43:57 +00:00
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// Revision 1.9 2002/08/21 03:43:23 niceass
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// allow clipvelocity outside of the bg_'s
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//
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2002-06-29 02:51:16 +00:00
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// Revision 1.8 2002/06/29 02:51:16 niceass
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// removed ladder stuff
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//
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2002-06-16 20:06:15 +00:00
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// Revision 1.7 2002/06/16 20:06:14 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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2002-01-11 19:48:33 +00:00
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// Revision 1.6 2002/01/11 19:48:29 jbravo
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// Formatted the source in non DOS format.
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//
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2001-12-31 16:28:42 +00:00
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// Revision 1.5 2001/12/31 16:28:42 jbravo
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// I made a Booboo with the Log tag.
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//
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2001-12-31 16:16:59 +00:00
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//
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//-----------------------------------------------------------------------------
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2001-05-06 20:50:27 +00:00
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// bg_local.h -- local definitions for the bg (both games) files
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2002-06-16 20:06:15 +00:00
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#define MIN_WALK_NORMAL 0.7f // can't walk on very steep slopes
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2001-05-06 20:50:27 +00:00
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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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2002-06-16 20:06:15 +00:00
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vec3_t forward, right, up;
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float frametime;
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2001-05-06 20:50:27 +00:00
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2002-06-16 20:06:15 +00:00
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int msec;
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2001-05-06 20:50:27 +00:00
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2002-06-16 20:06:15 +00:00
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qboolean walking;
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qboolean groundPlane;
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trace_t groundTrace;
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qboolean ladder; // We'll use this to tell when the player is on a ladder (c3a tut)
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2005-02-15 16:33:39 +00:00
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//Makro - flags for the ladder surface, in case there is one
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//(for playing the right footstep sounds)
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int ladderSurface;
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2002-06-29 02:51:16 +00:00
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//qboolean previous_ladder; // Elder: need this to see if player was on ladder
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2002-06-16 20:06:15 +00:00
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qboolean opendoor;
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2001-05-06 20:50:27 +00:00
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2002-06-16 20:06:15 +00:00
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float impactSpeed;
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2001-05-06 20:50:27 +00:00
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2002-06-16 20:06:15 +00:00
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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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2001-05-06 20:50:27 +00:00
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} pml_t;
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2002-06-16 20:06:15 +00:00
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extern pmove_t *pm;
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extern pml_t pml;
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2001-05-06 20:50:27 +00:00
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// movement parameters
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2002-06-16 20:06:15 +00:00
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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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2001-05-06 20:50:27 +00:00
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2002-06-16 20:06:15 +00:00
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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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2001-05-06 20:50:27 +00:00
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2002-06-16 20:06:15 +00:00
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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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2001-05-06 20:50:27 +00:00
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2002-06-16 20:06:15 +00:00
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extern int c_pmove;
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2001-05-06 20:50:27 +00:00
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2002-06-16 20:06:15 +00:00
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void PM_AddTouchEnt(int entityNum);
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void PM_AddEvent(int newEvent);
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2001-05-06 20:50:27 +00:00
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2002-06-16 20:06:15 +00:00
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//Elder: added
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void PM_AddEvent2(int newEvent, int eventParm);
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2001-05-06 20:50:27 +00:00
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2002-06-16 20:06:15 +00:00
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qboolean PM_SlideMove(qboolean gravity);
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void PM_StepSlideMove(qboolean gravity);
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2009-07-08 01:10:01 +00:00
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qboolean Q2_PM_SlideMove(qboolean gravity);
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void Q2_PM_StepSlideMove(qboolean gravity);
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