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authorBen Millwood <thebenmachine@gmail.com>2009-10-03 13:12:24 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:16:33 +0000
commitaae9bdbdbc88659d9beea1c51c17030e32d71c57 (patch)
treefeb09a15f33f09f24961667a2680c7f8d245ae69 /src/game/bg_public.h
parent58047a1a3a3ea47d87230172fffd8e8feac95cc9 (diff)
Scrap PMF_TIME_KNOCKOFF so pm_flags fit in 16 bits
Diffstat (limited to 'src/game/bg_public.h')
-rw-r--r--src/game/bg_public.h39
1 files changed, 19 insertions, 20 deletions
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index 1b9c3e2f..2e382247 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -132,26 +132,25 @@ typedef enum
} weaponstate_t;
// pmove->pm_flags
-#define PMF_DUCKED 1
-#define PMF_JUMP_HELD 2
-#define PMF_CROUCH_HELD 4
-#define PMF_BACKWARDS_JUMP 8 // go into backwards land
-#define PMF_BACKWARDS_RUN 16 // coast down to backwards run
-#define PMF_TIME_LAND 32 // pm_time is time before rejump
-#define PMF_TIME_KNOCKBACK 64 // pm_time is an air-accelerate only time
-#define PMF_TIME_KNOCKOFF 128 // pm_time is no-wallwalk time
-#define PMF_TIME_WATERJUMP 256 // pm_time is waterjump
-#define PMF_RESPAWNED 512 // clear after attack and jump buttons come up
-#define PMF_USE_ITEM_HELD 1024
-#define PMF_WEAPON_RELOAD 2048 // force a weapon switch
-#define PMF_FOLLOW 4096 // spectate following another player
-#define PMF_QUEUED 8192 // player is queued
-#define PMF_TIME_WALLJUMP 16384 // for limiting wall jumping
-#define PMF_CHARGE 32768 // keep track of pouncing
-#define PMF_WEAPON_SWITCH 65536 // force a weapon switch
-
-
-#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK|PMF_TIME_KNOCKOFF|PMF_TIME_WALLJUMP)
+#define PMF_DUCKED 0x0001
+#define PMF_JUMP_HELD 0x0002
+#define PMF_CROUCH_HELD 0x0004
+#define PMF_BACKWARDS_JUMP 0x0008 // go into backwards land
+#define PMF_BACKWARDS_RUN 0x0010 // coast down to backwards run
+#define PMF_TIME_LAND 0x0020 // pm_time is time before rejump
+#define PMF_TIME_KNOCKBACK 0x0040 // pm_time is an air-accelerate only time
+#define PMF_TIME_WATERJUMP 0x0080 // pm_time is waterjump
+#define PMF_RESPAWNED 0x0100 // clear after attack and jump buttons come up
+#define PMF_USE_ITEM_HELD 0x0200
+#define PMF_WEAPON_RELOAD 0x0400 // force a weapon switch
+#define PMF_FOLLOW 0x0800 // spectate following another player
+#define PMF_QUEUED 0x1000 // player is queued
+#define PMF_TIME_WALLJUMP 0x2000 // for limiting wall jumping
+#define PMF_CHARGE 0x4000 // keep track of pouncing
+#define PMF_WEAPON_SWITCH 0x8000 // force a weapon switch
+
+
+#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK|PMF_TIME_WALLJUMP)
typedef struct
{