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- // Copyright (C) 2001-2002 Raven Software.
- //
- // 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 MIN_WALK_NORMAL_TERRAIN 0.625f // bit steeper for terrain
-
- #define STEPSIZE 18
-
- #define JUMP_VELOCITY 270
-
- #define TIMER_LAND 130
- #define TIMER_GESTURE (34*66+50)
-
- #define OVERCLIP 1.001f
-
- // 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, right, 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 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 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 );
- void PM_AddEventWithParm( int newEvent, int parm );
-
- qboolean PM_SlideMove( qboolean gravity );
- void PM_StepSlideMove( qboolean gravity );
-
- void PM_StartTorsoAnim ( playerState_t* ps, int anim, int time );
- void PM_ContinueLegsAnim ( playerState_t* ps, int anim );
- void PM_ForceLegsAnim ( playerState_t* ps, int anim );
- void PM_TorsoAnimation ( playerState_t* ps );
- void PM_SetAnim ( playerState_t* ps, int setAnimParts,int anim,int setAnimFlags, int blendTime);
-
-