/* =========================================================================== 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 . =========================================================================== */ // 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( vec3_t origin, vec3_t angles ); 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