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 UPWARD_VELOCITY_CLEARS_ONGROUND(s) STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND)
24 #define PHYS_STEPHEIGHT(s) STAT(MOVEVARS_STEPHEIGHT)
25 #define PHYS_NOSTEP(s) STAT(NOSTEP)
26 #define PHYS_JUMPSTEP(s) STAT(MOVEVARS_JUMPSTEP)
27 #define PHYS_WALLFRICTION(s) STAT(MOVEVARS_WALLFRICTION)
29 #define PHYS_WALLCLIP(s) STAT(MOVEVARS_WALLCLIP)
35 #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE (boolean(moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE))
36 #define GAMEPLAYFIX_NOGRAVITYONGROUND (boolean(moveflags & MOVEFLAG_NOGRAVITYONGROUND))
37 #define GAMEPLAYFIX_Q2AIRACCELERATE (boolean(moveflags & MOVEFLAG_Q2AIRACCELERATE))
39 #define PHYS_GRAVITY(s) STAT(MOVEVARS_GRAVITY, s)
40 // FIXME: 0 doesn't mean zero gravity
41 #define PHYS_ENTGRAVITY(s) STAT(MOVEVARS_ENTGRAVITY, s)
43 #define TICRATE ticrate
47 #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE autocvar_sv_gameplayfix_gravityunaffectedbyticrate
48 #define GAMEPLAYFIX_NOGRAVITYONGROUND autocvar_sv_gameplayfix_nogravityonground
49 #define GAMEPLAYFIX_Q2AIRACCELERATE autocvar_sv_gameplayfix_q2airaccelerate
51 #define PHYS_GRAVITY(s) autocvar_sv_gravity
52 #define PHYS_ENTGRAVITY(s) ((s).gravity)
54 #define TICRATE sys_frametime
58 void set_movetype(entity this, int mt);
64 //.vector move_origin;
65 //.vector move_angles;
66 //.vector move_velocity;
67 //.vector move_avelocity;
69 //.int move_watertype;
70 //.int move_waterlevel;
71 .void(float, float)contentstransition;
72 //.float move_bounce_factor;
73 //.float move_bounce_stopspeed;
74 .float move_nomonsters; // -1 for MOVE_NORMAL, otherwise a MOVE_ constant
79 .entity groundentity; // FIXME add move_groundnetworkentity?
80 .float move_suspendedinair;
81 .float move_didgravity;
84 const int UNSTICK_FINE = 0;
85 const int UNSTICK_FIXED = 1;
86 const int UNSTICK_STUCK = 2;
88 void _Movetype_WallFriction(entity this, vector stepnormal);
89 int _Movetype_FlyMove(entity this, float dt, bool applygravity, vector stepnormal, float stepheight);
90 void _Movetype_CheckVelocity(entity this);
91 void _Movetype_CheckWaterTransition(entity ent);
92 void _Movetype_CheckStuck(entity this);
93 float _Movetype_CheckWater(entity ent);
94 void _Movetype_LinkEdict_TouchAreaGrid(entity this);
95 void _Movetype_LinkEdict(entity this, float touch_triggers);
96 vector _Movetype_ClipVelocity(vector vel, vector norm, float f);
97 void _Movetype_PushEntityTrace(entity this, vector push);
98 float _Movetype_PushEntity(entity this, vector push, float failonstartsolid);
100 void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient);
101 void Movetype_Physics_MatchTicrate(entity this, float tr, bool sloppy);
102 void Movetype_Physics_MatchServer(entity this, bool sloppy);
103 void Movetype_Physics_NoMatchServer(entity this);
104 void _Movetype_LinkEdict(entity this, float touch_triggers);
105 void _Movetype_LinkEdict_TouchAreaGrid(entity this);
107 int _Movetype_UnstickEntity(entity this);
109 const int MAX_CLIP_PLANES = 5;
112 const int MOVETYPE_NONE = 0;
113 const int MOVETYPE_ANGLENOCLIP = 1;
114 const int MOVETYPE_ANGLECLIP = 2;
115 const int MOVETYPE_WALK = 3;
116 const int MOVETYPE_STEP = 4;
117 const int MOVETYPE_FLY = 5;
118 const int MOVETYPE_TOSS = 6;
119 const int MOVETYPE_PUSH = 7;
120 const int MOVETYPE_NOCLIP = 8;
121 const int MOVETYPE_FLYMISSILE = 9;
122 const int MOVETYPE_BOUNCE = 10;
123 const int MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing
124 const int MOVETYPE_FOLLOW = 12;
125 const int MOVETYPE_PHYSICS = 32;
126 const int MOVETYPE_FLY_WORLDONLY = 33;
128 const int FL_ITEM = 256;
129 const int FL_ONGROUND = 512;
131 const int MOVETYPE_ANGLENOCLIP = 1;
132 const int MOVETYPE_ANGLECLIP = 2;
135 const int MOVETYPE_QCPLAYER = 150; // QC-driven player physics, no think functions!
137 const int FL_ONSLICK = BIT(20);
139 const int MOVETYPE_FAKEPUSH = 13;
141 const int MOVEFLAG_VALID = BIT(23);
142 const int MOVEFLAG_Q2AIRACCELERATE = BIT(0);
143 const int MOVEFLAG_NOGRAVITYONGROUND = BIT(1);
144 const int MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE = BIT(2);
147 #define moveflags STAT(MOVEFLAGS)