// Copyright (C) 1999-2000 Id Software, Inc. // // bg_local.h -- local definitions for the bg (both games) files /* * Portions Copyright (C) 2000-2001 Tim Angus * * This program 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, or (at your option) * any later version. * * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* To assertain which portions are licensed under the GPL and which are * licensed by Id Software, Inc. please run a diff between the equivalent * versions of the "Tremulous" modification and the unmodified "Quake3" * game source code. */ #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; //TA: struct that stores smooth ops // there is an array of these in bg_pmove.c typedef struct { float time; vec3_t rotAxis; float rotAngle; } smooth_t; //TA: make this into a cvar later.... #define SMOOTHTIME 300 #define MAXSMOOTHS 10 //TA: wall climbing local typedef struct { smooth_t sList[ MAXSMOOTHS ]; qboolean justFallen; vec3_t lastNormal; vec3_t nonSvangles; } wcl_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 );