29 #ifndef __PHYSICS_PLAYER_H__
30 #define __PHYSICS_PLAYER_H__
83 void SetSpeed(
const float newWalkSpeed,
const float newCrouchSpeed );
102 bool Evaluate(
int timeStepMSec,
int endTimeMSec );
172 void Accelerate(
const idVec3 &wishdir,
const float wishspeed,
const float accel );
173 bool SlideMove(
bool gravity,
bool stepUp,
bool stepDown,
bool push );
int GetWaterType(void) const
const idMaterial * groundMaterial
void CorrectAllSolid(trace_t &trace, int contents)
waterLevel_t GetWaterLevel(void) const
const idVec3 & GetPushedLinearVelocity(const int id=0) const
GLuint GLuint GLsizei GLenum type
float GetStepUp(void) const
void SetPlayerInput(const usercmd_t &cmd, const idAngles &newViewAngles)
bool HasJumped(void) const
void SetDebugLevel(bool set)
CLASS_PROTOTYPE(idPhysics_Player)
float CmdScale(const usercmd_t &cmd) const
void Translate(const idVec3 &translation, int id=-1)
bool Evaluate(int timeStepMSec, int endTimeMSec)
void SetLinearVelocity(const idVec3 &newLinearVelocity, int id=0)
void SetMaxStepHeight(const float newMaxStepHeight)
int GetRestStartTime(void) const
bool OnLadder(void) const
void SetPushed(int deltaTime)
const idVec3 & GetLinearVelocity(int id=0) const
struct playerPState_s playerPState_t
float GetMaxStepHeight(void) const
void Rotate(const idRotation &rotation, int id=-1)
const idVec3 & PlayerGetOrigin(void) const
void GetImpactInfo(const int id, const idVec3 &point, impactInfo_t *info) const
void ApplyImpulse(const int id, const idVec3 &point, const idVec3 &impulse)
void Restore(idRestoreGame *savefile)
bool CheckWaterJump(void)
void UpdateTime(int endTimeMSec)
void Accelerate(const idVec3 &wishdir, const float wishspeed, const float accel)
bool IsAtRest(void) const
bool IsCrouching(void) const
void SetSpeed(const float newWalkSpeed, const float newCrouchSpeed)
void MovePlayer(int msec)
void ClearPushedVelocity(void)
void SetOrigin(const idVec3 &newOrigin, int id=-1)
void ReadFromSnapshot(const idBitMsgDelta &msg)
void SetMovementType(const pmtype_t type)
void WriteToSnapshot(idBitMsgDelta &msg) const
void SetAxis(const idMat3 &newAxis, int id=-1)
void SetMaxJumpHeight(const float newMaxJumpHeight)
void SetKnockBack(const int knockBackTime)
void Save(idSaveGame *savefile) const
bool HasSteppedUp(void) const
void SetMaster(idEntity *master, const bool orientated=true)
bool SlideMove(bool gravity, bool stepUp, bool stepDown, bool push)