/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. RTCW MP Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with RTCW MP Source Code. If not, see . In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /***************************************************************************** * name: be_aas_move.h * * desc: AAS * * *****************************************************************************/ #ifdef AASINTERN extern aas_settings_t aassettings; #endif //AASINTERN //movement prediction int AAS_PredictClientMovement( struct aas_clientmove_s *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize ); //returns true if on the ground at the given origin int AAS_OnGround( vec3_t origin, int presencetype, int passent ); //returns true if swimming at the given origin int AAS_Swimming( vec3_t origin ); //returns the jump reachability run start point void AAS_JumpReachRunStart( struct aas_reachability_s *reach, vec3_t runstart ); //returns true if against a ladder at the given origin int AAS_AgainstLadder( vec3_t origin, int ms_areanum ); //rocket jump Z velocity when rocket-jumping at origin float AAS_RocketJumpZVelocity( vec3_t origin ); //bfg jump Z velocity when bfg-jumping at origin float AAS_BFGJumpZVelocity( vec3_t origin ); //calculates the horizontal velocity needed for a jump and returns true this velocity could be calculated int AAS_HorizontalVelocityForJump( float zvel, vec3_t start, vec3_t end, float *velocity ); // void AAS_SetMovedir( vec3_t angles, vec3_t movedir ); // int AAS_DropToFloor( vec3_t origin, vec3_t mins, vec3_t maxs ); // void AAS_InitSettings( void );