#pragma once namespace Components { class Movement : public Component { public: Movement(); private: enum BouncesSettings { DISABLED, ENABLED, DOUBLE }; static Dvar::Var PlayerSpectateSpeedScale; static Dvar::Var CGUfoScaler; static Dvar::Var CGNoclipScaler; static Dvar::Var BGBouncesAllAngles; static Dvar::Var BGRocketJump; static Dvar::Var BGPlayerEjection; static Dvar::Var BGPlayerCollision; // Can't use Var class inside assembly stubs static Game::dvar_t* BGBounces; static Game::dvar_t* PlayerDuckedSpeedScale; static Game::dvar_t* PlayerProneSpeedScale; static void PM_PlayerDuckedSpeedScaleStub(); static void PM_PlayerProneSpeedScaleStub(); static float PM_MoveScale(Game::playerState_s* ps, float fmove, float rmove, float umove); static void PM_MoveScaleStub(); // Bounce logic static void PM_StepSlideMoveStub(); static void PM_ProjectVelocityStub(const float* velIn, const float* normal, float* velOut); static void Jump_ClearState_Hk(Game::playerState_s* ps); static Game::gentity_s* Weapon_RocketLauncher_Fire_Hk(Game::gentity_s* ent, unsigned int weaponIndex, float spread, Game::weaponParms* wp, const float* gunVel, Game::lockonFireParms* lockParms, bool a7); // Player collison static int StuckInClient_Hk(Game::gentity_s* self); static void CM_TransformedCapsuleTrace_Hk(Game::trace_t* results, const float* start, const float* end, const Game::Bounds* bounds, const Game::Bounds* capsule, int contents, const float* origin, const float* angles); static Game::dvar_t* Dvar_RegisterSpectateSpeedScale(const char* dvarName, float value, float min, float max, unsigned __int16 flags, const char* description); }; }