quake3live/code/game/bg_local.h
serge_shubin ba2dbb803e Implant QL pmove system into Q3 Team Arena
Replace Q3TA player movement with Quake Live's pmove system,
decompiled from qagamex64.so via Ghidra MCP.

Struct changes:
- playerState_t: +12 bytes (field_08c, field_094, field_09c,
  lastJumpTime, jumped, crouchSlideTimer, forwardmove/rightmove/upmove)
- usercmd_t: +4 bytes (field_15, field_16 between weapon and forwardmove)
- pmove_t: +16 bytes (field_0dc/0e0/0e4/0f8, removed framecount)
- pml_t: +12 bytes (isJumppad, wallContact, isStepJump)
- pm_flags: remapped to QL values (21 flags, several moved/new)

New physics systems:
- Dual VQ3/PQL physics (PMF_PROMODE)
- Double jump, crouch slide, chain/ramp/step jump
- Wall contact movement, grapple hook physics
- 34 server-tunable pmove_* cvars with cgame prediction sync

Network protocol updated for new struct fields and usercmd bytes.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-20 02:57:53 +08:00

159 lines
4.6 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// bg_local.h -- local definitions for the bg (both games) files
#define MIN_WALK_NORMAL 0.7f // can't walk on very steep slopes
#define STEPSIZE 18
#define JUMP_VELOCITY 270
#define TIMER_LAND 130
#define TIMER_GESTURE (34*66+50)
#define OVERCLIP 1.001f
// all of the locals will be zeroed before each
// pmove, just to make damn sure we don't have
// any differences when running on client or server
typedef struct {
vec3_t forward, right, up;
float frametime;
int msec;
qboolean walking;
qboolean groundPlane;
trace_t groundTrace;
// QL additions between groundTrace and impactSpeed
int isJumppad; // set during crouch step jump
int wallContact; // PM_CheckWallContact result
int isStepJump; // set during normal step jump
float impactSpeed;
vec3_t previous_origin;
vec3_t previous_velocity;
int previous_waterlevel;
} pml_t;
extern pmove_t *pm;
extern pml_t pml;
// movement parameters
extern float pm_stopspeed;
extern float pm_duckScale;
extern float pm_swimScale;
extern float pm_wadeScale;
extern float pm_accelerate;
extern float pm_airaccelerate;
extern float pm_wateraccelerate;
extern float pm_flyaccelerate;
extern float pm_friction;
extern float pm_waterfriction;
extern float pm_flightfriction;
extern float pm_spectatorfriction;
extern int c_pmove;
// QL cached cvar globals
extern float pm_jumpVelocity;
extern float pm_jumpVelocityMax;
extern float pm_jumpVelocityScaleAdd;
extern float pm_jumpVelocityTimeThreshold;
extern float pm_jumpVelocityTimeThresholdOffset;
extern float pm_jumpTimeDeltaMin;
extern int pm_chainJump;
extern float pm_chainJumpVelocity;
extern float pm_stepJumpVelocity;
extern float pm_rampJumpScale;
extern float pm_stepHeight;
extern float pm_walkAccel;
extern float pm_walkFriction;
extern float pm_strafeAccel;
extern float pm_circleStrafeFriction;
extern float pm_crouchSlideFriction;
extern int pm_crouchSlideTime;
extern float pm_waterSwimScale;
extern float pm_waterWadeScale;
extern int pm_weaponDropTime;
extern int pm_weaponRaiseTime;
extern float pm_wishSpeed;
extern int pm_airSteps;
extern float pm_airStepFriction;
extern float pm_airAccel;
extern float pm_airStopAccel;
extern float pm_airControl;
extern int pm_autoHopEnabled;
extern int pm_bunnyHop;
extern int pm_stepJumpEnabled;
extern int pm_crouchStepJump;
extern int pm_rampJumpEnabled;
extern int pm_noPlayerClip;
extern float pm_velocityGh;
// QL extern flags
extern int pmove_globalFlag;
extern int pmove_rampJumpFlag;
extern int pmove_stepJumpFlag;
extern float _DAT_003cfe90;
extern int DAT_003cfe30;
// pmove functions
void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce );
void PM_AddTouchEnt( int entityNum );
void PM_AddEvent( int newEvent );
qboolean PM_SlideMove( qboolean gravity );
void PM_StepSlideMove( qboolean gravity );
// QL new functions
void PM_SetupPhysicsOverrides( void );
void PM_CheckWallContact( void );
void PM_CheckDuck( void );
void PM_DropTimers( void );
void PM_SetWaterLevel( void );
void PM_SetMovementDir( void );
void PM_Friction( void );
void PM_Accelerate( float wishspeed, float accel, vec3_t wishdir );
void PM_CmdScale( usercmd_t *cmd, float *scale );
int PM_BuildWishVelocity( usercmd_t *cmd, float *wishspeed, vec3_t wishdir );
void PM_Jump( void );
int PM_CheckJump( int checkDoubleJump );
int PM_CheckGrapple( void );
void PM_GrappleMove( void );
void PM_WaterJumpMove( void );
void PM_WaterMove( void );
void PM_AirMove( void );
void PM_AirControl( void );
void PM_FlyMove( void );
void PM_GroundTrace( void );
void PM_CrashLand( void );
int PM_FootstepForSurface( void );
void PM_ContinueLegsAnim( int anim );
void PM_ForceLegsAnim( int anim );
int PM_CanJump( void );
int PM_CanEdgeGrab( void );