ReGameDLL_CS/regamedll/pm_shared/pm_shared.h
Francisco Muñoz 696f465977
API: Added new API funcs (6) and new Hookchains (21) (#849)
* Added few newest API Hookchains
* Added hookchain for PM_CheckWaterJump
* Added hookchain for PM_Jump
* Added hookchain for PM_Duck
* Added hookchain for PM_UnDuck
* Added hookchain for ClearMultiDamage
* Added hookchain for AddMultiDamage
* Added hookchain for ApplyMultiDamage
* Added hookchain for CSGameRules::TeamFull
* Added hookchain for CSGameRules::TeamStacked
* Added hookchain for CSGameRules::PlayerGotWeapon
* Added hookchain for CBotManager::OnEvent
* Added hookchain for CBasePlayer::EntSelectSpawnPoint
* Added hookchain for CBasePlayerWeapon::KickBack
* Added hookchain for CBasePlayerWeapon::SendWeaponAnim
* Added new PM_* Hookchains
* Added PM_WaterJump
* Added PM_PlayStepSound
* Added PM_AirAccelerate
* Added CBasePlayer::CheckTimeBasedDamage
* Added CBasePlayerWeapon::ItemPostFrame
* Added BuyItem and CSGameRules::Think
* AddAmmoNameToAmmoRegistry refactory
* Bump minor version in an API bump up to 23
2023-09-05 10:43:40 +07:00

100 lines
3.4 KiB
C

/*
*
* 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
#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_Init(struct playermove_s *ppmove);
void PM_Move(struct playermove_s *ppmove, int server);
char PM_FindTextureType(char *name);
void PM_AirMove_internal();
void PM_LadderMove(physent_t *pLadder);
#ifdef REGAMEDLL_API
void PM_Init_OrigFunc(struct playermove_s *ppmove);
void PM_Move_OrigFunc(struct playermove_s *ppmove, int server);
void PM_AirMove_OrigFunc(int playerIndex = 0);
void PM_UpdateStepSound_OrigFunc();
void PM_LadderMove_OrigFunc(physent_t *pLadder);
void PM_WaterJump_OrigFunc();
void PM_CheckWaterJump_OrigFunc();
void PM_Jump_OrigFunc();
void PM_Duck_OrigFunc();
void PM_UnDuck_OrigFunc();
void PM_PlayStepSound_OrigFunc(int step, float fvol);
void PM_AirAccelerate_OrigFunc(vec_t *wishdir, float wishspeed, float accel);
#else
void PM_AirMove(int playerIndex = 0);
#endif
extern struct playermove_s *pmove;