#ifndef MOVELIB_H #define MOVELIB_H #ifdef SVQC .vector moveto; /** Simulate drag self.velocity = movelib_dragvec(self.velocity,0.02,0.5); **/ vector movelib_dragvec(entity this, float drag, float exp_); /** Simulate drag self.velocity *= movelib_dragflt(somespeed,0.01,0.7); **/ float movelib_dragflt(float fspeed,float drag,float exp_); /** Do a inertia simulation based on velocity. Basicaly, this allows you to simulate loss of steering with higher speed. self.velocity = movelib_inertmove_byspeed(self.velocity,newvel,1000,0.1,0.9); **/ vector movelib_inertmove_byspeed(entity this, vector vel_new, float vel_max, float newmin, float oldmax); vector movelib_inertmove(entity this, vector new_vel, float new_bias); .float movelib_lastupdate; void movelib_move(entity this, vector force, float max_velocity, float drag, float theMass, float breakforce); /* void movelib_move_simple(vector newdir,float velo,float blendrate) { self.velocity = self.velocity * (1 - blendrate) + (newdir * blendrate) * velo; } */ #define movelib_move_simple(e,newdir,velo,blendrate) \ e.velocity = e.velocity * (1 - blendrate) + (newdir * blendrate) * velo #define movelib_move_simple_gravity(e,newdir,velo,blendrate) \ if(IS_ONGROUND(e)) movelib_move_simple(e,newdir,velo,blendrate) void movelib_brake_simple(entity this, float force); /** Pitches and rolls the entity to match the gound. Yed need to set v_up and v_forward (generally by calling makevectors) before calling this. **/ #endif void movelib_groundalign4point(entity this, float spring_length, float spring_up, float blendrate, float _max); #endif