/* * * 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_SHARED_H #define PM_SHARED_H #ifdef _WIN32 #pragma once #endif #define MAX_CLIENTS 32 #define PM_DEAD_VIEWHEIGHT -8 #define OBS_NONE 0 #define OBS_CHASE_LOCKED 1 #define OBS_CHASE_FREE 2 #define OBS_ROAMING 3 #define OBS_IN_EYE 4 #define OBS_MAP_FREE 5 #define OBS_MAP_CHASE 6 #define STEP_CONCRETE 0 #define STEP_METAL 1 #define STEP_DIRT 2 #define STEP_VENT 3 #define STEP_GRATE 4 #define STEP_TILE 5 #define STEP_SLOSH 6 #define STEP_WADE 7 #define STEP_LADDER 8 #define STEP_SNOW 9 #define WJ_HEIGHT 8 #define STOP_EPSILON 0.1 #define MAX_CLIMB_SPEED 200 #define PLAYER_DUCKING_MULTIPLIER 0.333 #define PM_CHECKSTUCK_MINTIME 0.05 // Don't check again too quickly. #define PLAYER_LONGJUMP_SPEED 350.0f // how fast we longjump // Ducking time #define TIME_TO_DUCK 0.4 #define STUCK_MOVEUP 1 #define PM_VEC_DUCK_HULL_MIN -18 #define PM_VEC_HULL_MIN -36 #define PM_VEC_DUCK_VIEW 12 #define PM_VEC_VIEW 17 #define PM_PLAYER_MAX_SAFE_FALL_SPEED 580 // approx 20 feet #define PM_PLAYER_MIN_BOUNCE_SPEED 350 #define PM_PLAYER_FALL_PUNCH_THRESHHOLD 250 // won't punch player's screen/make scrape noise unless player falling at least this fast. // Only allow bunny jumping up to 1.2x server / player maxspeed setting #define BUNNYJUMP_MAX_SPEED_FACTOR 1.2f void PM_SwapTextures(int i, int j); NOXREF int PM_IsThereGrassTexture(); void PM_SortTextures(); void PM_InitTextureTypes(); char PM_FindTextureType(char *name); void PM_PlayStepSound(int step, float fvol); int PM_MapTextureTypeStepType(char chTextureType); void PM_CatagorizeTextureType(); void PM_UpdateStepSound(); qboolean PM_AddToTouched(pmtrace_t tr, vec_t *impactvelocity); void PM_CheckVelocity(); int PM_ClipVelocity(vec_t *in, vec_t *normal, vec_t *out, float overbounce); void PM_AddCorrectGravity(); void PM_FixupGravityVelocity(); int PM_FlyMove(); void PM_Accelerate(vec_t *wishdir, float_precision wishspeed, float accel); void PM_WalkMove(); void PM_Friction(); void PM_AirAccelerate(vec_t *wishdir, float wishspeed, float accel); void PM_WaterMove(); void PM_AirMove(); qboolean PM_InWater(); qboolean PM_CheckWater(); void PM_CatagorizePosition(); int PM_GetRandomStuckOffsets(int nIndex, int server, vec_t *offset); void PM_ResetStuckOffsets(int nIndex, int server); int PM_CheckStuck(); void PM_SpectatorMove(); float PM_SplineFraction(float value, float scale); NOXREF float PM_SimpleSpline(float value); void PM_FixPlayerCrouchStuck(int direction); void PM_Duck(); void PM_LadderMove(physent_t *pLadder); physent_t *PM_Ladder(); void PM_WaterJump(); void PM_AddGravity(); pmtrace_t PM_PushEntity(vec_t *push); void PM_Physics_Toss(); void PM_NoClip(); void PM_PreventMegaBunnyJumping(); void PM_Jump(); void PM_CheckWaterJump(); void PM_CheckFalling(); void PM_PlayWaterSounds(); float PM_CalcRoll(vec_t *angles, vec_t *velocity, float rollangle, float rollspeed); void PM_DropPunchAngle(vec_t *punchangle); void PM_CheckParamters(); void PM_ReduceTimers(); qboolean PM_ShouldDoSpectMode(); void PM_PlayerMove(qboolean server); void PM_CreateStuckTable(); void PM_Move(struct playermove_s *ppmove, int server); NOXREF int PM_GetVisEntInfo(int ent); NOXREF int PM_GetPhysEntInfo(int ent); void PM_Init(struct playermove_s *ppmove); extern playermove_t *pmove; #endif // PM_SHARED_H