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authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 04:48:05 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 04:48:05 +0000
commit952c5c128f9efaea89d41d882c4ea3ade7df4591 (patch)
tree91b84d9be7afad7e99ac64a640a65b6cb5081900 /code/game/bg_local.h
parentc2c2e0d25d6cdb7d42d7dc981a863f65f94f281d (diff)
downloadioquake3-aero-952c5c128f9efaea89d41d882c4ea3ade7df4591.tar.gz
ioquake3-aero-952c5c128f9efaea89d41d882c4ea3ade7df4591.zip
Itsa me, quake3io!
git-svn-id: svn://svn.icculus.org/quake3/trunk@2 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/game/bg_local.h')
-rwxr-xr-xcode/game/bg_local.h83
1 files changed, 83 insertions, 0 deletions
diff --git a/code/game/bg_local.h b/code/game/bg_local.h
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+// bg_local.h -- local definitions for the bg (both games) files
+
+#define MIN_WALK_NORMAL 0.7f // 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 1.001f
+
+// 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;
+
+// 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 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 );
+
+