//----------------------------------------------------------------------------- // // $Id$ // //----------------------------------------------------------------------------- // // $Log$ // Revision 1.10 2005/02/15 16:33:39 makro // Tons of updates (entity tree attachment system, UI vectors) // // Revision 1.9 2002/08/21 03:43:23 niceass // allow clipvelocity outside of the bg_'s // // Revision 1.8 2002/06/29 02:51:16 niceass // removed ladder stuff // // Revision 1.7 2002/06/16 20:06:14 jbravo // Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap" // // Revision 1.6 2002/01/11 19:48:29 jbravo // Formatted the source in non DOS format. // // Revision 1.5 2001/12/31 16:28:42 jbravo // I made a Booboo with the Log tag. // // //----------------------------------------------------------------------------- // 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) //Makro - flags for the ladder surface, in case there is one //(for playing the right footstep sounds) int ladderSurface; //qboolean previous_ladder; // Elder: need this to see if player was on ladder 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_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_AddTouchEnt(int entityNum); void PM_AddEvent(int newEvent); //Elder: added void PM_AddEvent2(int newEvent, int eventParm); qboolean PM_SlideMove(qboolean gravity); void PM_StepSlideMove(qboolean gravity); qboolean Q2_PM_SlideMove(qboolean gravity); void Q2_PM_StepSlideMove(qboolean gravity);