47 lines
2.0 KiB
C++
47 lines
2.0 KiB
C++
#pragma once
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namespace Components
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{
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class Movement : public Component
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{
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public:
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Movement();
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private:
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enum BouncesSettings { DISABLED, ENABLED, DOUBLE };
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static Dvar::Var PlayerDuckedSpeedScale;
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static Dvar::Var PlayerLastStandCrawlSpeedScale;
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static Dvar::Var PlayerProneSpeedScale;
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static Dvar::Var PlayerSpectateSpeedScale;
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static Dvar::Var CGUfoScaler;
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static Dvar::Var CGNoclipScaler;
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static Dvar::Var BGBouncesAllAngles;
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static Dvar::Var BGRocketJump;
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static Dvar::Var BGPlayerEjection;
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static Dvar::Var BGPlayerCollision;
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// Can't use Var class inside assembly stubs
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static Game::dvar_t* BGBounces;
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static float PM_CmdScaleForStance(const Game::pmove_s* move);
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static void PM_CmdScaleForStanceStub();
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static float PM_MoveScale(Game::playerState_s* ps, float forwardmove, float rightmove, float upmove);
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static void PM_MoveScaleStub();
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// Bounce logic
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static void PM_StepSlideMoveStub();
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static void PM_ProjectVelocityStub(const float* velIn, const float* normal, float* velOut);
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static void Jump_ClearStateHook(Game::playerState_s* ps);
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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);
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// Player collison
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static int StuckInClient_Hk(Game::gentity_s* self);
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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);
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static Game::dvar_t* Dvar_RegisterLastStandSpeedScale(const char* name, float value, float min, float max, int flags, const char* desc);
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static Game::dvar_t* Dvar_RegisterSpectateSpeedScale(const char* name, float value, float min, float max, int flags, const char* desc);
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};
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}
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