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00002
00003
00004
00005 #define MIN_WALK_NORMAL 0.7f // can't walk on very steep slopes
00006
00007 #define TIMER_LAND 130
00008 #define TIMER_GESTURE (34*66+50)
00009
00010 #define OVERCLIP 1.001f
00011
00012
00013
00014
00015 typedef struct
00016 {
00017 vec3_t forward, right, up;
00018 float frametime;
00019
00020 int msec;
00021
00022 qboolean walking;
00023 qboolean groundPlane;
00024 trace_t groundTrace;
00025
00026 float impactSpeed;
00027
00028 vec3_t previous_origin;
00029 vec3_t previous_velocity;
00030 int previous_waterlevel;
00031 } pml_t;
00032
00033 #include "../namespace_begin.h"
00034
00035 extern pml_t pml;
00036
00037
00038 extern float pm_stopspeed;
00039 extern float pm_duckScale;
00040 extern float pm_swimScale;
00041 extern float pm_wadeScale;
00042
00043 extern float pm_accelerate;
00044 extern float pm_airaccelerate;
00045 extern float pm_wateraccelerate;
00046 extern float pm_flyaccelerate;
00047
00048 extern float pm_friction;
00049 extern float pm_waterfriction;
00050 extern float pm_flightfriction;
00051
00052 extern int c_pmove;
00053
00054 extern int forcePowerNeeded[NUM_FORCE_POWER_LEVELS][NUM_FORCE_POWERS];
00055
00056
00057 int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
00058 void trap_FS_Read( void *buffer, int len, fileHandle_t f );
00059 void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
00060 void trap_FS_FCloseFile( fileHandle_t f );
00061 #include "../namespace_end.h"
00062
00063
00064 #include "../namespace_begin.h"
00065 qboolean PM_SaberInParry( int move );
00066 qboolean PM_SaberInKnockaway( int move );
00067 qboolean PM_SaberInReflect( int move );
00068 qboolean PM_SaberInStart( int move );
00069 qboolean PM_InSaberAnim( int anim );
00070 qboolean PM_InKnockDown( playerState_t *ps );
00071 qboolean PM_PainAnim( int anim );
00072 qboolean PM_JumpingAnim( int anim );
00073 qboolean PM_LandingAnim( int anim );
00074 qboolean PM_SpinningAnim( int anim );
00075 qboolean PM_InOnGroundAnim ( int anim );
00076 qboolean PM_InRollComplete( playerState_t *ps, int anim );
00077
00078 int PM_AnimLength( int index, animNumber_t anim );
00079
00080 int PM_GetSaberStance(void);
00081 float PM_GroundDistance(void);
00082 qboolean PM_SomeoneInFront(trace_t *tr);
00083 saberMoveName_t PM_SaberFlipOverAttackMove(void);
00084 saberMoveName_t PM_SaberJumpAttackMove( void );
00085
00086 void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce );
00087 void PM_AddTouchEnt( int entityNum );
00088 void PM_AddEvent( int newEvent );
00089
00090 qboolean PM_SlideMove( qboolean gravity );
00091 void PM_StepSlideMove( qboolean gravity );
00092
00093 void PM_StartTorsoAnim( int anim );
00094 void PM_ContinueLegsAnim( int anim );
00095 void PM_ForceLegsAnim( int anim );
00096
00097 void PM_BeginWeaponChange( int weapon );
00098 void PM_FinishWeaponChange( void );
00099
00100 void PM_SetAnim(int setAnimParts,int anim,int setAnimFlags, int blendTime);
00101
00102 void PM_WeaponLightsaber(void);
00103 void PM_SetSaberMove(short newMove);
00104
00105 void PM_SetForceJumpZStart(float value);
00106
00107 void BG_CycleInven(playerState_t *ps, int direction);
00108
00109 #include "../namespace_end.h"