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