#ifndef MOVETYPES_H #define MOVETYPES_H #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) .float move_ltime; .void()move_think; .float move_nextthink; .void()move_blocked; .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()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 .entity move_aiment; .vector move_punchangle; // should match sv_gameplayfix_fixedcheckwatertransition float autocvar_cl_gameplayfix_fixedcheckwatertransition = 1; .entity move_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 makevectors_matrix(vector myangles); 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; #endif 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 #endif