From 02ad1c00261a58474b8c35f1800f8dfa550336a3 Mon Sep 17 00:00:00 2001 From: shelru Date: Mon, 12 Sep 2016 10:33:13 +0300 Subject: [PATCH] Delete pm_defs.h --- MiniBase/pm_defs.h | 223 --------------------------------------------- 1 file changed, 223 deletions(-) delete mode 100644 MiniBase/pm_defs.h diff --git a/MiniBase/pm_defs.h b/MiniBase/pm_defs.h deleted file mode 100644 index 37fa80a..0000000 --- a/MiniBase/pm_defs.h +++ /dev/null @@ -1,223 +0,0 @@ -/*** -* -* Copyright (c) 1996-2002, Valve LLC. All rights reserved. -* -* This product contains software technology licensed from Id -* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. -* All Rights Reserved. -* -* Use, distribution, and modification of this source code and/or resulting -* object code is restricted to non-commercial enhancements to products from -* Valve LLC. All other use, distribution, or modification is prohibited -* without written permission from Valve LLC. -* -****/ -// pm_defs.h -#if !defined( PM_DEFSH ) -#define PM_DEFSH -#pragma once - -#include "archtypes.h" // DAL -#define MAX_PHYSENTS 600 // Must have room for all entities in the world. -#define MAX_MOVEENTS 64 -#define MAX_CLIP_PLANES 5 - -#define PM_NORMAL 0x00000000 -#define PM_STUDIO_IGNORE 0x00000001 // Skip studio models -#define PM_STUDIO_BOX 0x00000002 // Use boxes for non-complex studio models (even in traceline) -#define PM_GLASS_IGNORE 0x00000004 // Ignore entities with non-normal rendermode -#define PM_WORLD_ONLY 0x00000008 // Only trace against the world - -// Values for flags parameter of PM_TraceLine -#define PM_TRACELINE_PHYSENTSONLY 0 -#define PM_TRACELINE_ANYVISIBLE 1 - - -#include "pm_info.h" - -// PM_PlayerTrace results. -#include "pmtrace.h" - -#if !defined ( USERCMD_H ) -#include "usercmd.h" -#endif - -// physent_t -typedef struct physent_s -{ - char name[32]; // Name of model, or "player" or "world". - int player; - vec3_t origin; // Model's origin in world coordinates. - struct model_s *model; // only for bsp models - struct model_s *studiomodel; // SOLID_BBOX, but studio clip intersections. - vec3_t mins, maxs; // only for non-bsp models - int info; // For client or server to use to identify (index into edicts or cl_entities) - vec3_t angles; // rotated entities need this info for hull testing to work. - - int solid; // Triggers and func_door type WATER brushes are SOLID_NOT - int skin; // BSP Contents for such things like fun_door water brushes. - int rendermode; // So we can ignore glass - - // Complex collision detection. - float frame; - int sequence; - byte controller[4]; - byte blending[2]; - - int movetype; - int takedamage; - int blooddecal; - int team; - int classnumber; - - // For mods - int iuser1; - int iuser2; - int iuser3; - int iuser4; - float fuser1; - float fuser2; - float fuser3; - float fuser4; - vec3_t vuser1; - vec3_t vuser2; - vec3_t vuser3; - vec3_t vuser4; -} physent_t; - - -typedef struct playermove_s -{ - int player_index; // So we don't try to run the PM_CheckStuck nudging too quickly. - qboolean server; // For debugging, are we running physics code on server side? - - qboolean multiplayer; // 1 == multiplayer server - float time; // realtime on host, for reckoning duck timing - float frametime; // Duration of this frame - - vec3_t forward, right, up; // Vectors for angles - // player state - vec3_t origin; // Movement origin. - vec3_t angles; // Movement view angles. - vec3_t oldangles; // Angles before movement view angles were looked at. - vec3_t velocity; // Current movement direction. - vec3_t movedir; // For waterjumping, a forced forward velocity so we can fly over lip of ledge. - vec3_t basevelocity; // Velocity of the conveyor we are standing, e.g. - - // For ducking/dead - vec3_t view_ofs; // Our eye position. - float flDuckTime; // Time we started duck - qboolean bInDuck; // In process of ducking or ducked already? - - // For walking/falling - int flTimeStepSound; // Next time we can play a step sound - int iStepLeft; - - float flFallVelocity; - vec3_t punchangle; - - float flSwimTime; - - float flNextPrimaryAttack; - - int effects; // MUZZLE FLASH, e.g. - - int flags; // FL_ONGROUND, FL_DUCKING, etc. - int usehull; // 0 = regular player hull, 1 = ducked player hull, 2 = point hull - float gravity; // Our current gravity and friction. - float friction; - int oldbuttons; // Buttons last usercmd - float waterjumptime; // Amount of time left in jumping out of water cycle. - qboolean dead; // Are we a dead player? - int deadflag; - int spectator; // Should we use spectator physics model? - int movetype; // Our movement type, NOCLIP, WALK, FLY - - int onground; - int waterlevel; - int watertype; - int oldwaterlevel; - - char sztexturename[256]; - char chtexturetype; - - float maxspeed; - float clientmaxspeed; // Player specific maxspeed - - // For mods - int iuser1; - int iuser2; - int iuser3; - int iuser4; - float fuser1; - float fuser2; - float fuser3; - float fuser4; - vec3_t vuser1; - vec3_t vuser2; - vec3_t vuser3; - vec3_t vuser4; - // world state - // Number of entities to clip against. - int numphysent; - physent_t physents[MAX_PHYSENTS]; - // Number of momvement entities (ladders) - int nummoveent; - // just a list of ladders - physent_t moveents[MAX_MOVEENTS]; - - // All things being rendered, for tracing against things you don't actually collide with - int numvisent; - physent_t visents[ MAX_PHYSENTS ]; - - // input to run through physics. - usercmd_t cmd; - - // Trace results for objects we collided with. - int numtouch; - pmtrace_t touchindex[MAX_PHYSENTS]; - - char physinfo[ MAX_PHYSINFO_STRING ]; // Physics info string - - struct movevars_s *movevars; - vec3_t player_mins[ 4 ]; - vec3_t player_maxs[ 4 ]; - - // Common functions - const char *(*PM_Info_ValueForKey) ( const char *s, const char *key ); - void (*PM_Particle)( float *origin, int color, float life, int zpos, int zvel); - int (*PM_TestPlayerPosition) (float *pos, pmtrace_t *ptrace ); - void (*Con_NPrintf)( int idx, char *fmt, ... ); - void (*Con_DPrintf)( char *fmt, ... ); - void (*Con_Printf)( char *fmt, ... ); - double (*Sys_FloatTime)( void ); - void (*PM_StuckTouch)( int hitent, pmtrace_t *ptraceresult ); - int (*PM_PointContents) (float *p, int *truecontents /*filled in if this is non-null*/ ); - int (*PM_TruePointContents) (float *p); - int (*PM_HullPointContents) ( struct hull_s *hull, int num, float *p); - pmtrace_t (*PM_PlayerTrace) (float *start, float *end, int traceFlags, int ignore_pe ); - struct pmtrace_s *(*PM_TraceLine)( float *start, float *end, int flags, int usehulll, int ignore_pe ); - int32 (*RandomLong)( int32 lLow, int32 lHigh ); - float (*RandomFloat)( float flLow, float flHigh ); - int (*PM_GetModelType)( struct model_s *mod ); - void (*PM_GetModelBounds)( struct model_s *mod, float *mins, float *maxs ); - void *(*PM_HullForBsp)( physent_t *pe, float *offset ); - float (*PM_TraceModel)( physent_t *pEnt, float *start, float *end, trace_t *trace ); - int (*COM_FileSize)(char *filename); - byte *(*COM_LoadFile) (char *path, int usehunk, int *pLength); - void (*COM_FreeFile) ( void *buffer ); - char *(*memfgets)( byte *pMemFile, int fileSize, int *pFilePos, char *pBuffer, int bufferSize ); - - // Functions - // Run functions for this frame? - qboolean runfuncs; - void (*PM_PlaySound) ( int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch ); - const char *(*PM_TraceTexture) ( int ground, float *vstart, float *vend ); - void (*PM_PlaybackEventFull) ( int flags, int clientindex, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 ); - - pmtrace_t (*PM_PlayerTraceEx) (float *start, float *end, int traceFlags, int (*pfnIgnore)( physent_t *pe ) ); - int (*PM_TestPlayerPositionEx) (float *pos, pmtrace_t *ptrace, int (*pfnIgnore)( physent_t *pe ) ); - struct pmtrace_s *(*PM_TraceLineEx)( float *start, float *end, int flags, int usehulll, int (*pfnIgnore)( physent_t *pe ) ); -} playermove_t; - -#endif