mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-10 15:21:34 +00:00
a39565b783
... not quite content with where the project files lie but it is ok for now. ... compiling works fine so far (only tested mingw32 right now)
50 lines
1 KiB
C
50 lines
1 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
|
|
//
|
|
// bg_local.h -- local definitions for the bg (both games) files
|
|
|
|
#define MIN_WALK_NORMAL 0.7 // 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 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;
|
|
|
|
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 );
|
|
|
|
|
|
|