/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // // pm_shared.h // #pragma once #include "Platform.h" struct playermove_s; void PM_Init(playermove_s* ppmove); void PM_Move(playermove_s* ppmove, qboolean server); char PM_FindTextureType(const char* name); /** * @brief Engine calls this to enumerate player collision hulls, for prediction. Return false if the hullnumber doesn't exist. */ bool PM_GetHullBounds(int hullnumber, float* mins, float* maxs); // Spectator Movement modes (stored in pev->iuser1, so the physics code can get at them) #define OBS_NONE 0 #define OBS_CHASE_LOCKED 1 #define OBS_CHASE_FREE 2 #define OBS_ROAMING 3 #define OBS_IN_EYE 4 #define OBS_MAP_FREE 5 #define OBS_MAP_CHASE 6 extern playermove_s* pmove; inline bool g_CheckForPlayerStuck = false;