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https://github.com/UberGames/lilium-voyager.git
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83 lines
2.2 KiB
C
83 lines
2.2 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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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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#define MIN_WALK_NORMAL 0.7f // can't walk on very steep slopes
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#define STEPSIZE 18
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#define JUMP_VELOCITY 270
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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 float pm_stopspeed;
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extern float pm_duckScale;
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extern float pm_swimScale;
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extern float pm_wadeScale;
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extern float pm_accelerate;
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extern float pm_airaccelerate;
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extern float pm_wateraccelerate;
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extern float pm_flyaccelerate;
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extern float pm_friction;
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extern float pm_waterfriction;
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extern 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( qboolean gravity );
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void PM_StepSlideMove( qboolean gravity );
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