ef2gamesource/dlls/game/bg_local.h

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/bg_local.h $
// $Revision:: 5 $
// $Date:: 10/13/03 9:11a $
//
// Copyright (C) 1999 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// bg_local.h -- local definitions for the bg (both games) files
//
#ifndef __BG_LOCAL_H__
#define __BG_LOCAL_H__
#ifdef __cplusplus
extern "C" {
#endif
#define MIN_WALK_NORMAL 0.65 // 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 1.001
// all of the locals will be zeroed before each
// pmove, just to make 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 float pm_stopspeed;
extern float pm_duckScale;
extern float pm_swimScale;
extern float pm_wadeScale;
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 float pm_slipperyfriction;
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( qboolean gravity );
void PM_StepSlideMove( qboolean gravity );
#ifdef __cplusplus
}
#endif
#endif /* !__BG_LOCAL_H__ */