/*
===========================================================================

Wolfenstein: Enemy Territory GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Wolfenstein: Enemy Territory GPL Source Code (Wolf ET Source Code).  

Wolf ET 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.

Wolf ET 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 Wolf ET Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Wolf: ET 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 Wolf ET 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.

===========================================================================
*/

// bg_local.h -- local definitions for the bg (both games) files

#define MIN_WALK_NORMAL 0.7     // 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 DOUBLE_TAP_DELAY    400

#define MAX_MG42_HEAT   1500.f


// 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;

	float impactSpeed;

	vec3_t previous_origin;
	vec3_t previous_velocity;
	int previous_waterlevel;

	// Ridah, ladders
	qboolean ladder;
} pml_t;

extern pmove_t     *pm;
extern pml_t pml;

// movement parameters
extern float pm_stopspeed;
//extern	float	pm_duckScale;

//----(SA)	modified
extern float pm_waterSwimScale;
extern float pm_waterWadeScale;
extern float pm_slagSwimScale;
extern float pm_slagWadeScale;

extern float pm_accelerate;
extern float pm_airaccelerate;
extern float pm_wateraccelerate;
extern float pm_slagaccelerate;
extern float pm_flyaccelerate;

extern float pm_friction;
extern float pm_waterfriction;
extern float pm_slagfriction;
extern float pm_flightfriction;

//----(SA)	end

extern int c_pmove;

void PM_AddTouchEnt( int entityNum );
void PM_AddEvent( int newEvent );

qboolean    PM_SlideMove( qboolean gravity );
void        PM_StepSlideMove( qboolean gravity );

qboolean    PM_SlideMoveProne( qboolean gravity );
void        PM_StepSlideMoveProne( qboolean gravity );

void PM_BeginWeaponChange( int oldweapon, int newweapon, qboolean reload );
