X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2Fmovetypes.qh;h=3294ce4271f7f63f95d9103102363532c58e28d8;hp=c6ab6543cb347efe7825c07c18cea339d25bb03a;hb=e921ae9f86a09d0a20cd4c72b44e6d71d25975ea;hpb=1b2f61baeeff5a7d004fafd3cfdd8269a0338a1e diff --git a/qcsrc/client/movetypes.qh b/qcsrc/client/movetypes.qh index c6ab6543cb..3294ce4271 100644 --- a/qcsrc/client/movetypes.qh +++ b/qcsrc/client/movetypes.qh @@ -1,34 +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; +.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 -void Movetype_Physics_MatchTicrate(float tr, float sloppy); -void Movetype_Physics_MatchServer(float sloppy); +// should match sv_gameplayfix_fixedcheckwatertransition +float autocvar_cl_gameplayfix_fixedcheckwatertransition = 1; + +void Movetype_Physics_MatchTicrate(float tr, bool sloppy); +void Movetype_Physics_MatchServer(bool sloppy); void Movetype_Physics_NoMatchServer(); -float MOVETYPE_NONE = 0; -float MOVETYPE_ANGLENOCLIP = 1; -float MOVETYPE_ANGLECLIP = 2; -float MOVETYPE_WALK = 3; -float MOVETYPE_STEP = 4; -float MOVETYPE_FLY = 5; -float MOVETYPE_TOSS = 6; -float MOVETYPE_PUSH = 7; -float MOVETYPE_NOCLIP = 8; -float MOVETYPE_FLYMISSILE = 9; -float MOVETYPE_BOUNCE = 10; -float MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing -float MOVETYPE_FOLLOW = 12; -float MOVETYPE_FAKEPUSH = 13; -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; -float FL_ITEM = 256; -float FL_ONGROUND = 512; +const int FL_ITEM = 256; +const int FL_ONGROUND = 512; +#endif