#pragma once // water levels const int WATERLEVEL_NONE = 0; const int WATERLEVEL_WETFEET = 1; const int WATERLEVEL_SWIMMING = 2; const int WATERLEVEL_SUBMERGED = 3; #define IS_ONGROUND(s) boolean((s).flags & FL_ONGROUND) #define SET_ONGROUND(s) ((s).flags |= FL_ONGROUND) #define UNSET_ONGROUND(s) ((s).flags &= ~FL_ONGROUND) #define IS_ONSLICK(s) boolean((s).flags & FL_ONSLICK) #define SET_ONSLICK(s) ((s).flags |= FL_ONSLICK) #define UNSET_ONSLICK(s) ((s).flags &= ~FL_ONSLICK) #define GAMEPLAYFIX_DOWNTRACEONGROUND(s) STAT(GAMEPLAYFIX_DOWNTRACEONGROUND) #define GAMEPLAYFIX_EASIERWATERJUMP(s) STAT(GAMEPLAYFIX_EASIERWATERJUMP) #define GAMEPLAYFIX_STEPDOWN(s) STAT(GAMEPLAYFIX_STEPDOWN) #define GAMEPLAYFIX_STEPMULTIPLETIMES(s) STAT(GAMEPLAYFIX_STEPMULTIPLETIMES) #define GAMEPLAYFIX_UNSTICKPLAYERS(s) STAT(GAMEPLAYFIX_UNSTICKPLAYERS) #define GAMEPLAYFIX_WATERTRANSITION(s) STAT(GAMEPLAYFIX_WATERTRANSITION) #define UPWARD_VELOCITY_CLEARS_ONGROUND(s) STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND) #define PHYS_STEPHEIGHT(s) STAT(MOVEVARS_STEPHEIGHT) #define PHYS_NOSTEP(s) STAT(NOSTEP) #define PHYS_JUMPSTEP(s) STAT(MOVEVARS_JUMPSTEP) #define PHYS_WALLFRICTION(s) STAT(MOVEVARS_WALLFRICTION) #define PHYS_WALLCLIP(s) STAT(MOVEVARS_WALLCLIP) #ifdef CSQC .float bouncestop; .float bouncefactor; #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE (boolean(moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)) #define GAMEPLAYFIX_NOGRAVITYONGROUND (boolean(moveflags & MOVEFLAG_NOGRAVITYONGROUND)) #define GAMEPLAYFIX_Q2AIRACCELERATE (boolean(moveflags & MOVEFLAG_Q2AIRACCELERATE)) #define PHYS_GRAVITY(s) STAT(MOVEVARS_GRAVITY, s) // FIXME: 0 doesn't mean zero gravity #define PHYS_ENTGRAVITY(s) STAT(MOVEVARS_ENTGRAVITY, s) #define TICRATE ticrate #elif defined(SVQC) #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE autocvar_sv_gameplayfix_gravityunaffectedbyticrate #define GAMEPLAYFIX_NOGRAVITYONGROUND autocvar_sv_gameplayfix_nogravityonground #define GAMEPLAYFIX_Q2AIRACCELERATE autocvar_sv_gameplayfix_q2airaccelerate #define PHYS_GRAVITY(s) autocvar_sv_gravity #define PHYS_ENTGRAVITY(s) ((s).gravity) #define TICRATE sys_frametime #endif void set_movetype(entity this, int mt); .float pm_time; .float move_movetype; .float move_time; //.vector move_origin; //.vector move_angles; //.vector move_velocity; //.vector move_avelocity; //.int move_flags; //.int move_watertype; //.int move_waterlevel; .void(float, float)contentstransition; //.float move_bounce_factor; //.float move_bounce_stopspeed; .float move_nomonsters; // -1 for MOVE_NORMAL, otherwise a MOVE_ constant .entity aiment; .vector punchangle; .entity groundentity; // FIXME add move_groundnetworkentity? .float move_suspendedinair; .float move_didgravity; void _Movetype_WallFriction(entity this, vector stepnormal); int _Movetype_FlyMove(entity this, float dt, bool applygravity, vector stepnormal, float stepheight); void _Movetype_CheckVelocity(entity this); void _Movetype_CheckWaterTransition(entity ent); float _Movetype_CheckWater(entity ent); void _Movetype_LinkEdict_TouchAreaGrid(entity this); void _Movetype_LinkEdict(entity this, float touch_triggers); vector _Movetype_ClipVelocity(vector vel, vector norm, float f); void _Movetype_PushEntityTrace(entity this, vector push); float _Movetype_PushEntity(entity this, vector push, float failonstartsolid); void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient); void Movetype_Physics_MatchTicrate(entity this, float tr, bool sloppy); void Movetype_Physics_MatchServer(entity this, bool sloppy); void Movetype_Physics_NoMatchServer(entity this); void _Movetype_LinkEdict(entity this, float touch_triggers); void _Movetype_LinkEdict_TouchAreaGrid(entity this); float _Movetype_UnstickEntity(entity this); const int MAX_CLIP_PLANES = 5; #ifdef CSQC 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_PHYSICS = 32; const int MOVETYPE_FLY_WORLDONLY = 33; const int FL_ITEM = 256; const int FL_ONGROUND = 512; #elif defined(SVQC) const int MOVETYPE_ANGLENOCLIP = 1; const int MOVETYPE_ANGLECLIP = 2; #endif const int FL_ONSLICK = BIT(20); const int MOVETYPE_FAKEPUSH = 13; const int MOVEFLAG_VALID = BIT(23); const int MOVEFLAG_Q2AIRACCELERATE = BIT(0); const int MOVEFLAG_NOGRAVITYONGROUND = BIT(1); const int MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE = BIT(2); #ifdef CSQC #define moveflags STAT(MOVEFLAGS) #endif