4 const int WATERLEVEL_NONE = 0;
5 const int WATERLEVEL_WETFEET = 1;
6 const int WATERLEVEL_SWIMMING = 2;
7 const int WATERLEVEL_SUBMERGED = 3;
9 #define IS_ONGROUND(s) boolean((s).flags & FL_ONGROUND)
10 #define SET_ONGROUND(s) ((s).flags |= FL_ONGROUND)
11 #define UNSET_ONGROUND(s) ((s).flags &= ~FL_ONGROUND)
12 #define IS_ONSLICK(s) boolean((s).flags & FL_ONSLICK)
13 #define SET_ONSLICK(s) ((s).flags |= FL_ONSLICK)
14 #define UNSET_ONSLICK(s) ((s).flags &= ~FL_ONSLICK)
16 #define GAMEPLAYFIX_DOWNTRACEONGROUND(s) STAT(GAMEPLAYFIX_DOWNTRACEONGROUND)
17 #define GAMEPLAYFIX_EASIERWATERJUMP(s) STAT(GAMEPLAYFIX_EASIERWATERJUMP)
18 #define GAMEPLAYFIX_STEPDOWN(s) STAT(GAMEPLAYFIX_STEPDOWN)
19 #define GAMEPLAYFIX_STEPMULTIPLETIMES(s) STAT(GAMEPLAYFIX_STEPMULTIPLETIMES)
20 #define GAMEPLAYFIX_UNSTICKPLAYERS(s) STAT(GAMEPLAYFIX_UNSTICKPLAYERS)
21 #define GAMEPLAYFIX_WATERTRANSITION(s) STAT(GAMEPLAYFIX_WATERTRANSITION)
22 #define GAMEPLAYFIX_SLIDEMOVEPROJECTILES(s) STAT(GAMEPLAYFIX_SLIDEMOVEPROJECTILES)
23 #define GAMEPLAYFIX_GRENADEBOUNCESLOPES(s) STAT(GAMEPLAYFIX_GRENADEBOUNCESLOPES)
24 #define GAMEPLAYFIX_NOAIRBORNCORPSE(s) STAT(GAMEPLAYFIX_NOAIRBORNCORPSE)
25 #define NOAIRBORNCORPSE_ALLOWSUSPENDED(s) STAT(NOAIRBORNCORPSE_ALLOWSUSPENDED)
26 #define UPWARD_VELOCITY_CLEARS_ONGROUND(s) STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND)
29 #define PHYS_STEPHEIGHT(s) STAT(MOVEVARS_STEPHEIGHT)
30 #define PHYS_NOSTEP(s) STAT(NOSTEP)
31 #define PHYS_JUMPSTEP(s) STAT(MOVEVARS_JUMPSTEP)
32 #define PHYS_WALLFRICTION(s) STAT(MOVEVARS_WALLFRICTION)
34 #define PHYS_WALLCLIP(s) STAT(MOVEVARS_WALLCLIP)
40 #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE (boolean(moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE))
41 #define GAMEPLAYFIX_NOGRAVITYONGROUND (boolean(moveflags & MOVEFLAG_NOGRAVITYONGROUND))
42 #define GAMEPLAYFIX_Q2AIRACCELERATE (boolean(moveflags & MOVEFLAG_Q2AIRACCELERATE))
44 #define PHYS_GRAVITY(s) STAT(MOVEVARS_GRAVITY, s)
45 // FIXME: 0 doesn't mean zero gravity
46 #define PHYS_ENTGRAVITY(s) STAT(MOVEVARS_ENTGRAVITY, s)
48 #define TICRATE ticrate
52 #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE autocvar_sv_gameplayfix_gravityunaffectedbyticrate
53 #define GAMEPLAYFIX_NOGRAVITYONGROUND autocvar_sv_gameplayfix_nogravityonground
54 #define GAMEPLAYFIX_Q2AIRACCELERATE autocvar_sv_gameplayfix_q2airaccelerate
56 #define PHYS_GRAVITY(s) autocvar_sv_gravity
57 #define PHYS_ENTGRAVITY(s) ((s).gravity)
59 #define TICRATE sys_frametime
63 void set_movetype(entity this, int mt);
69 //.vector move_origin;
70 //.vector move_angles;
71 //.vector move_velocity;
72 //.vector move_avelocity;
74 //.int move_watertype;
75 //.int move_waterlevel;
76 .void(float, float)contentstransition;
77 //.float move_bounce_factor;
78 //.float move_bounce_stopspeed;
79 .float move_nomonsters; // -1 for MOVE_NORMAL, otherwise a MOVE_ constant
84 .entity groundentity; // FIXME add move_groundnetworkentity?
85 .float move_suspendedinair;
86 .float move_didgravity;
89 const int UNSTICK_FINE = 0;
90 const int UNSTICK_FIXED = 1;
91 const int UNSTICK_STUCK = 2;
93 // set by _Movetype_FlyMove
94 vector move_stepnormal;
96 void _Movetype_WallFriction(entity this, vector stepnormal);
97 int _Movetype_FlyMove(entity this, float dt, bool applygravity, bool applystepnormal, float stepheight);
98 void _Movetype_CheckVelocity(entity this);
99 void _Movetype_CheckWaterTransition(entity ent);
100 void _Movetype_CheckStuck(entity this);
101 float _Movetype_CheckWater(entity ent);
102 void _Movetype_LinkEdict_TouchAreaGrid(entity this);
103 void _Movetype_LinkEdict(entity this, float touch_triggers);
104 vector _Movetype_ClipVelocity(vector vel, vector norm, float f);
105 void _Movetype_PushEntityTrace(entity this, vector push);
106 bool _Movetype_PushEntity(entity this, vector push, float failonstartsolid, bool dolink);
108 void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient);
109 void Movetype_Physics_MatchTicrate(entity this, float tr, bool sloppy);
110 void Movetype_Physics_MatchServer(entity this, bool sloppy);
111 void Movetype_Physics_NoMatchServer(entity this);
112 void _Movetype_LinkEdict(entity this, float touch_triggers);
113 void _Movetype_LinkEdict_TouchAreaGrid(entity this);
115 int _Movetype_UnstickEntity(entity this);
117 const int MAX_CLIP_PLANES = 5;
120 const int MOVETYPE_NONE = 0;
121 const int MOVETYPE_ANGLENOCLIP = 1;
122 const int MOVETYPE_ANGLECLIP = 2;
123 const int MOVETYPE_WALK = 3;
124 const int MOVETYPE_STEP = 4;
125 const int MOVETYPE_FLY = 5;
126 const int MOVETYPE_TOSS = 6;
127 const int MOVETYPE_PUSH = 7;
128 const int MOVETYPE_NOCLIP = 8;
129 const int MOVETYPE_FLYMISSILE = 9;
130 const int MOVETYPE_BOUNCE = 10;
131 const int MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing
132 const int MOVETYPE_FOLLOW = 12;
133 const int MOVETYPE_PHYSICS = 32;
134 const int MOVETYPE_FLY_WORLDONLY = 33;
136 const int FL_ITEM = 256;
137 const int FL_ONGROUND = 512;
139 const int MOVETYPE_ANGLENOCLIP = 1;
140 const int MOVETYPE_ANGLECLIP = 2;
143 const int MOVETYPE_QCPLAYER = 150; // QC-driven player physics, no think functions!
145 const int FL_ONSLICK = BIT(20);
147 const int MOVETYPE_FAKEPUSH = 13;
149 const int MOVEFLAG_VALID = BIT(23);
150 const int MOVEFLAG_Q2AIRACCELERATE = BIT(0);
151 const int MOVEFLAG_NOGRAVITYONGROUND = BIT(1);
152 const int MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE = BIT(2);
155 #define moveflags STAT(MOVEFLAGS)