game_shared/gamemovement.h
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// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#if !defined( GAMEMOVEMENT_H )
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// Purpose:
//
// $Workfile: $
// $Date: 2005/10/21 17:22:39 $
// $NoKeywords: $
//=============================================================================//
#if !defined( GAMEMOVEMENT_H )
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#define CTEXTURESMAX 512 // max number of textures loaded
#define CBTEXTURENAMEMAX 13 // only load first n chars of name
#define GAMEMOVEMENT_DUCK_TIME 1000.0f // ms
#define GAMEMOVEMENT_JUMP_TIME 510.0f // ms approx - based on the 21 unit height jump
#define GAMEMOVEMENT_JUMP_HEIGHT 21.0f // units
#define GAMEMOVEMENT_TIME_TO_UNDUCK ( TIME_TO_UNDUCK * 1000.0f ) // ms
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#define CTEXTURESMAX 512 // max number of textures loaded
#define CBTEXTURENAMEMAX 13 // only load first n chars of name
#define GAMEMOVEMENT_DUCK_TIME 400.0f // |-- Mirv: Inline with TFC value now
#define GAMEMOVEMENT_JUMP_TIME 510.0f // ms approx - based on the 21 unit height jump
#define GAMEMOVEMENT_JUMP_HEIGHT 21.0f // units
#define GAMEMOVEMENT_TIME_TO_UNDUCK ( TIME_TO_UNDUCK * 1000.0f ) // ms
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void WaterJump( void );
// Handles both ground friction and water friction
void Friction( void );
void AirAccelerate( Vector& wishdir, float wishspeed, float accel );
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void WaterJump( void );
// Handles both ground friction and water friction
virtual void Friction( void );
void AirAccelerate( Vector& wishdir, float wishspeed, float accel );
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void AddGravity( void );
// Handle movement in noclip mode.
void FullNoClipMove( float factor, float maxacceleration );
// Returns true if he started a jump (ie: should he play the jump animation)?
virtual bool CheckJumpButton( void ); // Overridden by each game.
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void AddGravity( void );
// Handle movement in noclip mode.
virtual void FullNoClipMove( float factor, float maxacceleration ); // |-- Mirv: Made virtual
// Returns true if he started a jump (ie: should he play the jump animation)?
virtual bool CheckJumpButton( void ); // Overridden by each game.
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// Handle movement when in MOVETYPE_LADDER mode.
virtual void FullLadderMove();
// The basic solid body movement clip that slides along multiple planes
virtual int TryPlayerMove( Vector *pFirstDest=NULL, trace_t *pFirstTrace=NULL );
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// Handle movement when in MOVETYPE_LADDER mode.
virtual void FullLadderMove();
// Movement while building
virtual void FullBuildMove( void );
// The basic solid body movement clip that slides along multiple planes
virtual int TryPlayerMove( Vector *pFirstDest=NULL, trace_t *pFirstTrace=NULL );
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virtual float LadderLateralMultiplier( void ) const { return 1.0f; }
// See if the player has a bogus velocity value.
void CheckVelocity( void );
// Does not change the entities velocity at all
void PushEntity( Vector& push, trace_t *pTrace );
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virtual float LadderLateralMultiplier( void ) const { return 1.0f; }
// See if the player has a bogus velocity value.
virtual void CheckVelocity( void );
// Does not change the entities velocity at all
void PushEntity( Vector& push, trace_t *pTrace );