rpgxef/code/base_game/bg_local.h
Walter Julius Hennecke 9cac290629 Make all game code projects compile as cpp code
- Fixed all errors that occured due to using c++ compiler
- changed c++ standart to c++17
- removed lua, added library instead
- made all bg_* and q_* file into a shared item project
2017-09-30 21:49:31 +02:00

61 lines
1.2 KiB
C++

// Copyright (C) 1999-2000 Id Software, Inc.
//
// bg_local.h -- local definitions for the bg (both games) files
#ifndef BG_LOCAL_H_
#define BG_LOCAL_H_
#ifdef _MSC_VER
#include <cstddef>
#endif
#include <cstdint>
static const double MIN_WALK_NORMAL = 0.7; // can't walk on very steep slopes
static const uint32_t STEPSIZE = 18;
static const uint32_t JUMP_VELOCITY = 270;
static const uint32_t TIMER_LAND = 130;
static const uint32_t TIMER_GESTURE = (34 * 66 + 50);
static const double 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;
double frametime;
int32_t msec;
qboolean walking;
qboolean groundPlane;
trace_t groundTrace;
double impactSpeed;
vec3_t previous_origin;
vec3_t previous_velocity;
int32_t previous_waterlevel;
} pml_t;
extern pmove_t* pm;
extern pml_t pml;
extern int32_t c_pmove;
void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, double overbounce );
void PM_AddTouchEnt( int32_t entityNum );
void PM_AddEvent( int32_t newEvent );
qboolean PM_SlideMove( qboolean gravity );
void PM_StepSlideMove( qboolean gravity );
#endif /* BG_LOCAL_H_ */