mirror of
https://github.com/DrBeef/JKXR.git
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93 lines
2.8 KiB
C
93 lines
2.8 KiB
C
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// bg_local.h -- local definitions for the bg (both games) files
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#ifndef _BG_LOCAL_H
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#define _BG_LOCAL_H
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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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vec3_t forward, right, up;
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float frametime;
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int msec;
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qboolean walking;
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qboolean groundPlane;
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trace_t groundTrace;
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float impactSpeed;
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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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} pml_t;
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extern pmove_t *pm;
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extern pml_t pml;
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// movement parameters
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extern const float pm_stopspeed;
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extern const float pm_duckScale;
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extern const float pm_swimScale;
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extern const float pm_wadeScale;
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extern const float pm_accelerate;
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extern const float pm_airaccelerate;
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extern const float pm_wateraccelerate;
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extern const float pm_flyaccelerate;
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extern const float pm_friction;
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extern const float pm_waterfriction;
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extern const float pm_flightfriction;
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extern int c_pmove;
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void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce );
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void PM_AddTouchEnt( int entityNum );
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void PM_AddEvent( int newEvent );
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qboolean PM_SlideMove( float gravity );
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void PM_StepSlideMove( float gravity );
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void rotateAboutOrigin(float x, float y, float rotation, vec2_t out);
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bool BG_UseVRPosition( gentity_t *ent );
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void BG_CalculateVRWeaponPosition( vec3_t origin, vec3_t angles );
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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 );
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void BG_CalculateVROffHandPosition( vec3_t origin, vec3_t angles );
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void BG_ConvertFromVR(vec3_t in, vec3_t offset, vec3_t out);
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void BG_CalculateVRPositionInWorld( const vec3_t in_position, vec3_t in_offset, vec3_t in_orientation, vec3_t origin, vec3_t angles );
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#endif
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