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-rw-r--r--src/game/bg_public.h35
1 files changed, 18 insertions, 17 deletions
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index fa6d24b7..0e687ea4 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -128,22 +128,23 @@ typedef enum
} weaponstate_t;
// pmove->pm_flags
-#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_DUCKED 0x000001
+#define PMF_JUMP_HELD 0x000002
+#define PMF_CROUCH_HELD 0x000004
+#define PMF_BACKWARDS_JUMP 0x000008 // go into backwards land
+#define PMF_BACKWARDS_RUN 0x000010 // coast down to backwards run
+#define PMF_TIME_LAND 0x000020 // pm_time is time before rejump
+#define PMF_TIME_KNOCKBACK 0x000040 // pm_time is an air-accelerate only time
+#define PMF_TIME_WATERJUMP 0x000080 // pm_time is waterjump
+#define PMF_RESPAWNED 0x000100 // clear after attack and jump buttons come up
+#define PMF_USE_ITEM_HELD 0x000200
+#define PMF_WEAPON_RELOAD 0x000400 // force a weapon switch
+#define PMF_FOLLOW 0x000800 // spectate following another player
+#define PMF_QUEUED 0x001000 // player is queued
+#define PMF_TIME_WALLJUMP 0x002000 // for limiting wall jumping
+#define PMF_CHARGE 0x004000 // keep track of pouncing
+#define PMF_WEAPON_SWITCH 0x008000 // force a weapon switch
+#define PMF_SPRINTHELD 0x010000
#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK|PMF_TIME_WALLJUMP)
@@ -271,7 +272,7 @@ typedef enum
#define PS_WALLCLIMBINGFOLLOW 0x00000001
#define PS_WALLCLIMBINGTOGGLE 0x00000002
#define PS_NONSEGMODEL 0x00000004
-#define PS_ALWAYSSPRINT 0x00000008
+#define PS_SPRINTTOGGLE 0x00000008
// entityState_t->eFlags
#define EF_DEAD 0x00000001 // don't draw a foe marker over players with EF_DEAD