/* =========================================================================== Wolfenstein: Enemy Territory GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Wolfenstein: Enemy Territory GPL Source Code (“Wolf ET Source Code”). Wolf ET 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 3 of the License, or (at your option) any later version. Wolf ET 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 Wolf ET Source Code. If not, see . In addition, the Wolf: ET Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Wolf ET Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ // bg_local.h -- local definitions for the bg (both games) files #define MIN_WALK_NORMAL 0.7 // can't walk on very steep slopes #define STEPSIZE 18 #define JUMP_VELOCITY 270 #define TIMER_LAND 130 #define TIMER_GESTURE ( 34 * 66 + 50 ) #define DOUBLE_TAP_DELAY 400 #define MAX_MG42_HEAT 1500.f // 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; // Ridah, ladders qboolean ladder; } pml_t; extern pmove_t *pm; extern pml_t pml; // movement parameters extern float pm_stopspeed; //extern float pm_duckScale; //----(SA) modified extern float pm_waterSwimScale; extern float pm_waterWadeScale; extern float pm_slagSwimScale; extern float pm_slagWadeScale; extern float pm_accelerate; extern float pm_airaccelerate; extern float pm_wateraccelerate; extern float pm_slagaccelerate; extern float pm_flyaccelerate; extern float pm_friction; extern float pm_waterfriction; extern float pm_slagfriction; extern float pm_flightfriction; //----(SA) end extern int c_pmove; void PM_AddTouchEnt( int entityNum ); void PM_AddEvent( int newEvent ); qboolean PM_SlideMove( qboolean gravity ); void PM_StepSlideMove( qboolean gravity ); qboolean PM_SlideMoveProne( qboolean gravity ); void PM_StepSlideMoveProne( qboolean gravity ); void PM_BeginWeaponChange( int oldweapon, int newweapon, qboolean reload );