ReGameDLL_CS/regamedll/pm_shared/pm_shared.h
s1lentq 25f425801a Refactoring and cleanup project.
Removed project bzip2.
CZero: Fix crashing of HostageEscapeState.
2016-02-04 22:45:37 +06:00

141 lines
4.7 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.
*
*/
#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