mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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8b6d659077
Bump minor API version
102 lines
3.4 KiB
C
102 lines
3.4 KiB
C
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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#define PM_DEAD_VIEWHEIGHT -8
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#define OBS_NONE 0
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#define OBS_CHASE_LOCKED 1
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#define OBS_CHASE_FREE 2
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#define OBS_ROAMING 3
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#define OBS_IN_EYE 4
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#define OBS_MAP_FREE 5
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#define OBS_MAP_CHASE 6
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#define STEP_CONCRETE 0
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#define STEP_METAL 1
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#define STEP_DIRT 2
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#define STEP_VENT 3
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#define STEP_GRATE 4
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#define STEP_TILE 5
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#define STEP_SLOSH 6
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#define STEP_WADE 7
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#define STEP_LADDER 8
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#define STEP_SNOW 9
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#define WJ_HEIGHT 8
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#define STOP_EPSILON 0.1
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#define MAX_CLIMB_SPEED 200
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#define PLAYER_DUCKING_MULTIPLIER 0.333
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#define PM_CHECKSTUCK_MINTIME 0.05 // Don't check again too quickly.
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#define PLAYER_LONGJUMP_SPEED 350.0f // how fast we longjump
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// Ducking time
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#define TIME_TO_DUCK 0.4
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#define STUCK_MOVEUP 1
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#define PM_VEC_DUCK_HULL_MIN -18
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#define PM_VEC_HULL_MIN -36
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#define PM_VEC_DUCK_VIEW 12
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#define PM_VEC_VIEW 17
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#define PM_PLAYER_MAX_SAFE_FALL_SPEED 580 // approx 20 feet
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#define PM_PLAYER_MIN_BOUNCE_SPEED 350
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#define PM_PLAYER_FALL_PUNCH_THRESHHOLD 250 // won't punch player's screen/make scrape noise unless player falling at least this fast.
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// Only allow bunny jumping up to 1.2x server / player maxspeed setting
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#define BUNNYJUMP_MAX_SPEED_FACTOR 1.2f
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void PM_Init(struct playermove_s *ppmove);
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void PM_Move(struct playermove_s *ppmove, int server);
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char PM_FindTextureType(char *name);
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void PM_AirMove_internal();
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void PM_LadderMove(physent_t *pLadder);
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#ifdef REGAMEDLL_API
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void PM_Init_OrigFunc(struct playermove_s *ppmove);
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void PM_Move_OrigFunc(struct playermove_s *ppmove, int server);
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void PM_AirMove_OrigFunc(int playerIndex = 0);
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void PM_UpdateStepSound_OrigFunc();
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void PM_LadderMove_OrigFunc(physent_t *pLadder);
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void PM_WaterJump_OrigFunc();
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void PM_CheckWaterJump_OrigFunc();
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void PM_Jump_OrigFunc();
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void PM_Duck_OrigFunc();
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void PM_UnDuck_OrigFunc();
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void PM_PlayStepSound_OrigFunc(int step, float fvol);
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void PM_AirAccelerate_OrigFunc(vec_t *wishdir, float wishspeed, float accel);
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#else
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void PM_AirMove(int playerIndex = 0);
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#endif
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const char *PM_ServerVersion();
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extern struct playermove_s *pmove;
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