jkxr/Projects/Android/jni/OpenJK/code/game/bg_local.h

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/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
// bg_local.h -- local definitions for the bg (both games) files
#ifndef _BG_LOCAL_H
#define _BG_LOCAL_H
#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;
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 const float pm_stopspeed;
extern const float pm_duckScale;
extern const float pm_swimScale;
extern const float pm_wadeScale;
extern const float pm_accelerate;
extern const float pm_airaccelerate;
extern const float pm_wateraccelerate;
extern const float pm_flyaccelerate;
extern const float pm_friction;
extern const float pm_waterfriction;
extern const 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 );
qboolean PM_SlideMove( float gravity );
void PM_StepSlideMove( float gravity );
void rotateAboutOrigin(float x, float y, float rotation, vec2_t out);
bool BG_UseVRPosition( gentity_t *ent );
void BG_CalculateVRWeaponPosition( vec3_t origin, vec3_t angles );
void BG_CalculateVRSaberPosition( int saberNum, vec3_t origin, vec3_t angles );
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void BG_CalculateVRDefaultPosition( int hand, vec3_t origin, vec3_t angles );
void BG_CalculateVROffHandPosition( vec3_t origin, vec3_t angles );
void BG_ConvertFromVR(vec3_t in, vec3_t offset, vec3_t out);
void BG_CalculateVRPositionInWorld( const vec3_t in_position, vec3_t in_offset, vec3_t in_orientation, vec3_t origin, vec3_t angles );
#endif