reaction/code/game/bg_local.h
2013-01-04 13:27:22 +00:00

97 lines
2.5 KiB
C

//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// 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);