DarkPlaces
Game engine based on the Quake 1 engine by id Software, developed by LadyHavoc
phys.h
Go to the documentation of this file.
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#ifndef PHYS_H
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#define PHYS_H
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#include "
quakedef.h
"
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qbool
PHYS_TestEntityPosition
(
prvm_prog_t
*prog,
prvm_edict_t
*ent,
vec3_t
offset
);
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typedef
enum
unstickresult_e
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{
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// matching the DP_QC_NUDGEOUTOFSOLID return values
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UNSTICK_STUCK
= 0,
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UNSTICK_GOOD
= -1,
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UNSTICK_UNSTUCK
= 1
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}
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unstickresult_t
;
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unstickresult_t
PHYS_UnstickEntityReturnOffset
(
prvm_prog_t
*prog,
prvm_edict_t
*ent,
vec3_t
offset
);
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unstickresult_t
PHYS_NudgeOutOfSolid
(
prvm_prog_t
*prog,
prvm_edict_t
*ent);
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extern
cvar_t
cl_gameplayfix_nudgeoutofsolid_separation
;
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#endif
// PHYS_H guard
cl_gameplayfix_nudgeoutofsolid_separation
cvar_t cl_gameplayfix_nudgeoutofsolid_separation
Definition
cl_main.c:113
offset
GLuint GLuint GLintptr offset
Definition
glquake.h:632
PHYS_UnstickEntityReturnOffset
unstickresult_t PHYS_UnstickEntityReturnOffset(prvm_prog_t *prog, prvm_edict_t *ent, vec3_t offset)
Definition
phys.c:102
unstickresult_t
unstickresult_t
Definition
phys.h:10
UNSTICK_GOOD
@ UNSTICK_GOOD
didn't need to be unstuck
Definition
phys.h:13
UNSTICK_STUCK
@ UNSTICK_STUCK
Definition
phys.h:12
UNSTICK_UNSTUCK
@ UNSTICK_UNSTUCK
Definition
phys.h:14
PHYS_NudgeOutOfSolid
unstickresult_t PHYS_NudgeOutOfSolid(prvm_prog_t *prog, prvm_edict_t *ent)
Definition
phys.c:136
PHYS_TestEntityPosition
qbool PHYS_TestEntityPosition(prvm_prog_t *prog, prvm_edict_t *ent, vec3_t offset)
Definition
phys.c:24
vec3_t
vec_t vec3_t[3]
Definition
qtypes.h:71
qbool
bool qbool
Definition
qtypes.h:9
quakedef.h
cvar_t
Definition
cvar.h:66
prvm_edict_t
Definition
progsvm.h:91
prvm_prog_t
Definition
progsvm.h:537
phys.h
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