Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef PM_SHARED_H
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#define PM_SHARED_H
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#ifdef _WIN32
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#ifndef __MINGW32__
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#pragma once
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#endif /* not __MINGW32__ */
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#endif
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void PM_Init( struct playermove_s *ppmove );
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void PM_Move( struct playermove_s *ppmove, int server );
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char PM_FindTextureType( char *name );
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// Spectator Movement modes (stored in pev->iuser1, so the physics code can get at them)
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#define OBS_NONE 0
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#define OBS_CHASE_LOCKED 1
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#define OBS_CHASE_FREE 2
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#define OBS_ROAMING 3
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#define OBS_IN_EYE 4
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#define OBS_MAP_FREE 5
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#define OBS_MAP_CHASE 6
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#endif//PM_SHARED_H
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