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https://github.com/s1lentq/ReGameDLL_CS.git
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67 lines
2.4 KiB
C
67 lines
2.4 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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#ifndef PM_MOVEVARS_H
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#define PM_MOVEVARS_H
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#ifdef _WIN32
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#pragma once
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#endif
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typedef struct movevars_s
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{
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float gravity; // Gravity for map
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float stopspeed; // Deceleration when not moving
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float maxspeed; // Max allowed speed
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float spectatormaxspeed;
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float accelerate; // Acceleration factor
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float airaccelerate; // Same for when in open air
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float wateraccelerate; // Same for when in water
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float friction;
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float edgefriction; // Extra friction near dropofs
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float waterfriction; // Less in water
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float entgravity; // 1.0
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float bounce; // Wall bounce value. 1.0
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float stepsize; // sv_stepsize;
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float maxvelocity; // maximum server velocity.
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float zmax; // Max z-buffer range (for GL)
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float waveHeight; // Water wave height (for GL)
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qboolean footsteps; // Play footstep sounds
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char skyName[32]; // Name of the sky map
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float rollangle;
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float rollspeed;
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float skycolor_r; // Sky color
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float skycolor_g;
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float skycolor_b;
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float skyvec_x; // Sky vector
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float skyvec_y;
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float skyvec_z;
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} movevars_t;
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#endif // PM_MOVEVARS_H
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