| 12
 3
 4
 5
 6
 7
 8
 9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 
 | /*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
//
// bg_local.h -- local definitions for the bg (both games) files
#define MIN_WALK_NORMAL 0.7f // can't walk on very steep slopes
#define JUMP_VELOCITY   270
#define TIMER_LAND      130
#define TIMER_GESTURE   (34 * 66 + 50)
#define OVERCLIP        1.001f
#define HEAD_TAG        0
#define TORSO_TAG       1
#define ARMS_TAG        2
#define PELVIS_TAG      3
#define MOUTH_TAG       4
// all of the locals will be zeroed before each
// pmove, just to make damn sure we don't have
// any differences when running on client or server
typedef struct {
    vec3_t forward, left, up;
    vec3_t flat_forward, flat_left, flat_up;
    float  frametime;
    int msec;
    qboolean walking;
    qboolean groundPlane;
    trace_t  groundTrace;
    float impactSpeed;
    vec3_t previous_origin;
    vec3_t previous_velocity;
    int    previous_waterlevel;
} pml_t;
extern pmove_t *pm;
extern pml_t    pml;
// movement parameters
extern float pm_stopspeed;
extern float pm_duckScale;
extern float pm_swimScale;
extern float pm_wadeScale;
extern float pm_accelerate;
extern float pm_airaccelerate;
extern float pm_wateraccelerate;
extern float pm_flyaccelerate;
extern float pm_friction;
extern float pm_waterfriction;
extern float pm_flightfriction;
extern const vec3_t MINS;
extern const vec3_t MAXS;
extern int c_pmove;
void PM_ClipVelocity(vec3_t in, vec3_t normal, vec3_t out, float overbounce);
void PM_AddTouchEnt(int entityNum);
void PM_AddEvent(int newEvent);
qboolean PM_SlideMove(qboolean gravity);
void     PM_StepSlideMove(qboolean gravity);
 |