ReGameDLL_CS/regamedll/pm_shared/pm_movevars.h

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/*
*
* 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 of the License, 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
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
typedef struct movevars_s
{
float gravity; // Gravity for map
float stopspeed; // Deceleration when not moving
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float maxspeed; // Max allowed speed
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float spectatormaxspeed;
float accelerate; // Acceleration factor
float airaccelerate; // Same for when in open air
float wateraccelerate; // Same for when in water
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float friction;
float edgefriction; // Extra friction near dropofs
float waterfriction; // Less in water
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float entgravity; // 1.0
float bounce; // Wall bounce value. 1.0
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float stepsize; // sv_stepsize;
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float maxvelocity; // maximum server velocity.
float zmax; // Max z-buffer range (for GL)
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float waveHeight; // Water wave height (for GL)
qboolean footsteps; // Play footstep sounds
char skyName[32]; // Name of the sky map
float rollangle;
float rollspeed;
float skycolor_r; // Sky color
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float skycolor_g;
float skycolor_b;
float skyvec_x; // Sky vector
float skyvec_y;
float skyvec_z;
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} movevars_t;