Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
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//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// pm_movevars.h
#pragma once
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#if !defined( PM_MOVEVARSH )
#define PM_MOVEVARSH
// movevars_t // Physics variables.
typedef struct movevars_s movevars_t;
struct movevars_s
{
float gravity; // Gravity for map
float stopspeed; // Deceleration when not moving
float maxspeed; // Max allowed speed
float spectatormaxspeed;
float accelerate; // Acceleration factor
float airaccelerate; // Same for when in open air
float wateraccelerate; // Same for when in water
float friction;
float edgefriction; // Extra friction near dropofs
float waterfriction; // Less in water
float entgravity; // 1.0
float bounce; // Wall bounce value. 1.0
float stepsize; // sv_stepsize;
float maxvelocity; // maximum server velocity.
float zmax; // Max z-buffer range (for GL)
float waveHeight; // Water wave height (for GL)
qboolean footsteps; // Play footstep sounds
char skyName[32]; // Name of the sky map
float rollangle;
float rollspeed;
float skycolor_r; // Sky color
float skycolor_g; //
float skycolor_b; //
float skyvec_x; // Sky vector
float skyvec_y; //
float skyvec_z; //
int features; // engine features that shared across network
int fog_settings; // Global fog settings (packed color+density)
float wateralpha; // World water alpha 1.0 - solid 0.0 - transparent
float skydir_x; // skybox rotate direction
float skydir_y; //
float skydir_z; //
float skyangle; // skybox rotate angle
};
extern movevars_t movevars;
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#endif