X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fmovetypes.qh;h=3294ce4271f7f63f95d9103102363532c58e28d8;hb=cf4d36d9d295ce940e9e9bdf7a711e4036de0b3c;hp=a578e0c91dcc1220fce709e7f1f20f2553c62667;hpb=5792233348864c255d2a73e2d443d3c6b6b7205b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/movetypes.qh b/qcsrc/client/movetypes.qh index a578e0c91..3294ce427 100644 --- a/qcsrc/client/movetypes.qh +++ b/qcsrc/client/movetypes.qh @@ -1,41 +1,44 @@ +#ifndef MOVETYPES_H +#define MOVETYPES_H + .float move_movetype; .float move_time; .vector move_origin; .vector move_angles; .vector move_velocity; .vector move_avelocity; -.float move_flags; -.float move_watertype; -.float move_waterlevel; +.int move_flags; +.int move_watertype; +.int move_waterlevel; .void(void) move_touch; .void(float, float) contentstransition; .float move_bounce_factor; .float move_bounce_stopspeed; .float move_nomonsters; // -1 for MOVE_NORMAL, otherwise a MOVE_ constant -// TODO: what to do with this? in Xonotic, we always have it enabled anyway -// however, it is a server setting which could in theory be disabled...? -float autocvar_sv_gameplayfix_fixedcheckwatertransition; +// should match sv_gameplayfix_fixedcheckwatertransition +float autocvar_cl_gameplayfix_fixedcheckwatertransition = 1; -void Movetype_Physics_MatchTicrate(float tr, float sloppy); -void Movetype_Physics_MatchServer(float sloppy); +void Movetype_Physics_MatchTicrate(float tr, bool sloppy); +void Movetype_Physics_MatchServer(bool sloppy); void Movetype_Physics_NoMatchServer(); -const float MOVETYPE_NONE = 0; -const float MOVETYPE_ANGLENOCLIP = 1; -const float MOVETYPE_ANGLECLIP = 2; -const float MOVETYPE_WALK = 3; -const float MOVETYPE_STEP = 4; -const float MOVETYPE_FLY = 5; -const float MOVETYPE_TOSS = 6; -const float MOVETYPE_PUSH = 7; -const float MOVETYPE_NOCLIP = 8; -const float MOVETYPE_FLYMISSILE = 9; -const float MOVETYPE_BOUNCE = 10; -const float MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing -const float MOVETYPE_FOLLOW = 12; -const float MOVETYPE_FAKEPUSH = 13; -const float MOVETYPE_FLY_WORLDONLY = 33; +const int MOVETYPE_NONE = 0; +const int MOVETYPE_ANGLENOCLIP = 1; +const int MOVETYPE_ANGLECLIP = 2; +const int MOVETYPE_WALK = 3; +const int MOVETYPE_STEP = 4; +const int MOVETYPE_FLY = 5; +const int MOVETYPE_TOSS = 6; +const int MOVETYPE_PUSH = 7; +const int MOVETYPE_NOCLIP = 8; +const int MOVETYPE_FLYMISSILE = 9; +const int MOVETYPE_BOUNCE = 10; +const int MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing +const int MOVETYPE_FOLLOW = 12; +const int MOVETYPE_FAKEPUSH = 13; +const int MOVETYPE_FLY_WORLDONLY = 33; -const float FL_ITEM = 256; -const float FL_ONGROUND = 512; +const int FL_ITEM = 256; +const int FL_ONGROUND = 512; +#endif