// Shared movement definitions. #ifndef __SHAREDMOVEMENT_H__ #define __SHAREDMOVEMENT_H__ // Maximum containers it will handle the player being in. #define MAX_TRACKED_CONTAINERS 4 // The client keeps track of a bunch of animations and if its object // is using any of them it doesn't allow movement. #define MAX_STILL_ANIMATIONS 4 #define MAX_STILL_ANIM_NAME_LEN 16 // These flags are used in the MID_PHYSICS_UPDATE to tell which // things are in the message. #define PSTATE_MODELFILENAMES (1<<0) #define PSTATE_ADDVELOCITY (1<<1) #define PSTATE_GRAVITY (1<<2) #define PSTATE_CONTAINERTYPE (1<<3) #define PSTATE_SPEEDS (1<<4) #define PSTATE_CROUCH (1<<5) // Special flag to tell the player to stand.. #define PSTATE_ALL (PSTATE_MODELFILENAMES | PSTATE_GRAVITY | PSTATE_CONTAINERTYPE | PSTATE_SPEEDS | PSTATE_CROUCH) // Control flags #define CTRLFLAG_RUN 0x0001 #define CTRLFLAG_JUMP 0x0002 #define CTRLFLAG_CROUCH 0x0004 #define CTRLFLAG_FORWARD 0x0008 #define CTRLFLAG_BACKWARD 0x0010 #define CTRLFLAG_LEFT 0x0020 #define CTRLFLAG_RIGHT 0x0040 #define CTRLFLAG_STRAFE 0x0080 #define CTRLFLAG_STRAFERIGHT 0x0100 #define CTRLFLAG_STRAFELEFT 0x0200 #define CTRLFLAG_FIRE 0x0400 #define CTRLFLAG_ALTFIRE 0x0800 #define CTRLFLAG_GRAB 0x1000 #define CTRLFLAG_TAUNT 0x2000 // Client position info flags #define CLIENTMOVEMENTFLAG_ONGROUND (1<<0) #endif // __SHAREDMOVEMENT_H__