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Add Quake 3 map entity compatibility with duel
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1 #pragma once
2
3 // water levels
4 const int WATERLEVEL_NONE = 0;
5 const int WATERLEVEL_WETFEET = 1;
6 const int WATERLEVEL_SWIMMING = 2;
7 const int WATERLEVEL_SUBMERGED = 3;
8
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)
15
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)
23
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)
28
29 #ifdef CSQC
30 .float bouncestop;
31 .float bouncefactor;
32
33         #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE  (boolean(moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE))
34         #define GAMEPLAYFIX_NOGRAVITYONGROUND           (boolean(moveflags & MOVEFLAG_NOGRAVITYONGROUND))
35         #define GAMEPLAYFIX_Q2AIRACCELERATE             (boolean(moveflags & MOVEFLAG_Q2AIRACCELERATE))
36
37         #define PHYS_GRAVITY(s)                     STAT(MOVEVARS_GRAVITY, s)
38         // FIXME: 0 doesn't mean zero gravity
39         #define PHYS_ENTGRAVITY(s)                  STAT(MOVEVARS_ENTGRAVITY, s)
40
41         #define TICRATE                             ticrate
42
43 #elif defined(SVQC)
44
45         #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE  autocvar_sv_gameplayfix_gravityunaffectedbyticrate
46         #define GAMEPLAYFIX_NOGRAVITYONGROUND           autocvar_sv_gameplayfix_nogravityonground
47         #define GAMEPLAYFIX_Q2AIRACCELERATE             autocvar_sv_gameplayfix_q2airaccelerate
48
49         #define PHYS_GRAVITY(s)                     autocvar_sv_gravity
50         #define PHYS_ENTGRAVITY(s)                  ((s).gravity)
51
52         #define TICRATE sys_frametime
53
54 #endif
55
56 void set_movetype(entity this, int mt);
57
58 .float move_movetype;
59 .float move_time;
60 //.vector move_origin;
61 //.vector move_angles;
62 //.vector move_velocity;
63 //.vector move_avelocity;
64 //.int move_flags;
65 //.int move_watertype;
66 //.int move_waterlevel;
67 .void(float, float)contentstransition;
68 //.float move_bounce_factor;
69 //.float move_bounce_stopspeed;
70 .float move_nomonsters;  // -1 for MOVE_NORMAL, otherwise a MOVE_ constant
71
72 .entity aiment;
73 .vector punchangle;
74
75 .entity groundentity;  // FIXME add move_groundnetworkentity?
76 .float move_suspendedinair;
77 .float move_didgravity;
78
79 void _Movetype_WallFriction(entity this, vector stepnormal);
80 int _Movetype_FlyMove(entity this, float dt, bool applygravity, vector stepnormal, float stepheight);
81 void _Movetype_CheckVelocity(entity this);
82 void _Movetype_CheckWaterTransition(entity ent);
83 float _Movetype_CheckWater(entity ent);
84 void _Movetype_LinkEdict_TouchAreaGrid(entity this);
85 void _Movetype_LinkEdict(entity this, float touch_triggers);
86 vector _Movetype_ClipVelocity(vector vel, vector norm, float f);
87 void _Movetype_PushEntityTrace(entity this, vector push);
88 float _Movetype_PushEntity(entity this, vector push, float failonstartsolid);
89
90 void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient);
91 void Movetype_Physics_MatchTicrate(entity this, float tr, bool sloppy);
92 void Movetype_Physics_MatchServer(entity this, bool sloppy);
93 void Movetype_Physics_NoMatchServer(entity this);
94 void _Movetype_LinkEdict(entity this, float touch_triggers);
95 void _Movetype_LinkEdict_TouchAreaGrid(entity this);
96
97 float _Movetype_UnstickEntity(entity this);
98
99 const int MAX_CLIP_PLANES = 5;
100
101 #ifdef CSQC
102 const int MOVETYPE_NONE             = 0;
103 const int MOVETYPE_ANGLENOCLIP      = 1;
104 const int MOVETYPE_ANGLECLIP        = 2;
105 const int MOVETYPE_WALK             = 3;
106 const int MOVETYPE_STEP             = 4;
107 const int MOVETYPE_FLY              = 5;
108 const int MOVETYPE_TOSS             = 6;
109 const int MOVETYPE_PUSH             = 7;
110 const int MOVETYPE_NOCLIP           = 8;
111 const int MOVETYPE_FLYMISSILE       = 9;
112 const int MOVETYPE_BOUNCE           = 10;
113 const int MOVETYPE_BOUNCEMISSILE    = 11;  // Like bounce but doesn't lose speed on bouncing
114 const int MOVETYPE_FOLLOW           = 12;
115 const int MOVETYPE_PHYSICS          = 32;
116 const int MOVETYPE_FLY_WORLDONLY    = 33;
117
118 const int FL_ITEM                   = 256;
119 const int FL_ONGROUND                           = 512;
120 #elif defined(SVQC)
121 const int MOVETYPE_ANGLENOCLIP      = 1;
122 const int MOVETYPE_ANGLECLIP        = 2;
123 #endif
124
125 const int FL_ONSLICK = BIT(20);
126
127 const int MOVETYPE_FAKEPUSH         = 13;
128
129 const int MOVEFLAG_VALID = BIT(23);
130 const int MOVEFLAG_Q2AIRACCELERATE = BIT(0);
131 const int MOVEFLAG_NOGRAVITYONGROUND = BIT(1);
132 const int MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE = BIT(2);
133
134 #ifdef CSQC
135 #define moveflags STAT(MOVEFLAGS)
136 #endif