iw5-mod/src/module/player_movement.hpp

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#pragma once
#include "loader/module_loader.hpp"
class player_movement final : public module
{
public:
void post_load() override;
private:
static const game::native::dvar_t* player_sustainAmmo;
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static const game::native::dvar_t* jump_ladderPushVel;
static const game::native::dvar_t* jump_height;
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static const game::native::dvar_t* pm_bounces;
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static const game::native::dvar_t* pm_playerEjection;
static const game::native::dvar_t* pm_playerCollision;
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static const game::native::dvar_t* pm_rocketJump;
static const game::native::dvar_t* pm_elevators;
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static void pm_weapon_use_ammo(game::native::playerState_s* ps, const game::native::Weapon weapon,
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bool is_alternate, int amount, game::native::PlayerHandIndex hand);
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static const game::native::dvar_t* dvar_register_jump_ladder_push_vel(const char* dvar_name,
float value, float min, float max, unsigned __int16 flags, const char* description);
static const game::native::dvar_t* dvar_register_jump_height(const char* dvar_name,
float value, float min, float max, unsigned __int16 flags, const char* description);
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static const game::native::dvar_t* dvar_register_player_sustain_ammo(const char* dvar_name,
bool value, unsigned __int16 flags, const char* description);
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static void pm_step_slide_move_stub();
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static int stuck_in_client_stub(game::native::gentity_s* self);
static void cm_transformed_capsule_trace_stub(game::native::trace_t* results, const float* start,
const float* end, const game::native::Bounds* bounds, const game::native::Bounds* capsule,
int contents, const float* origin, const float* angles);
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static game::native::gentity_s* weapon_rocket_launcher_fire_stub(game::native::gentity_s* ent,
const game::native::Weapon weapon, float spread, game::native::weaponParms* wp,
const float* gun_vel, game::native::missileFireParms* fire_parms, game::native::missileFireParms* magic_bullet);
static void pm_player_trace_stub(game::native::pmove_t* pm, game::native::trace_t* results,
const float* start, const float* end, const game::native::Bounds* bounds,
int pass_entity_num, int content_mask);
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static void pm_trace_stub(const game::native::pmove_t* pm, game::native::trace_t* results,
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const float* start, const float* end, const game::native::Bounds* bounds, int pass_entity_num, int content_mask);
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static void jump_push_off_ladder_stub();
// On SP this is already unlocked
static void jump_start_stub();
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static void patch_mp();
static void patch_sp();
};