/* * * 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. * */ #ifndef PM_MOVEVARS_H #define PM_MOVEVARS_H #ifdef _WIN32 #pragma once #endif typedef struct movevars_s { float gravity; // Gravity for map float stopspeed; // Deceleration when not moving float maxspeed; // Max allowed speed float spectatormaxspeed; float accelerate; // Acceleration factor float airaccelerate; // Same for when in open air float wateraccelerate; // Same for when in water float friction; float edgefriction; // Extra friction near dropofs float waterfriction; // Less in water float entgravity; // 1.0 float bounce; // Wall bounce value. 1.0 float stepsize; // sv_stepsize; float maxvelocity; // maximum server velocity. float zmax; // Max z-buffer range (for GL) 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 float skycolor_g; // float skycolor_b; // float skyvec_x; // Sky vector float skyvec_y; // float skyvec_z; // } movevars_t; #endif // PM_MOVEVARS_H