mekberg: don't suppress showing of new objectives anymoreĬonst idEventDef EV_Player_AllowNewObjectives( " " ) mekberg: allow enabling/disabling of objectivesĬonst idEventDef EV_Player_EnableObjectives( "enableObjectives " ) Ĭonst idEventDef EV_Player_DisableObjectives( "disableObjectives " ) 0f // minimum speed to bob and play run/walk animations atĬonst int RAGDOLL_DEATH_TIME_XEN_SP = 1000 Ĭonst int MAX_RESPAWN_TIME_XEN_SP = 3000 Ĭonst intĚRENA_POWERUP_MASK = ( 1 ", NULL ) Ĭonst idEventDef EV_Player_ZoomIn ( " " ) Ĭonst idEventDef EV_Player_ZoomOut ( " " ) Ĭonst idEventDef EV_Player_GetButtons( "getButtons ", NULL, 'd ' ) Ĭonst idEventDef EV_Player_GetMove( "getMove ", NULL, 'v ' ) Ĭonst idEventDef EV_Player_GetViewAngles( "getViewAngles ", NULL, 'v ' ) Ĭonst idEventDef EV_Player_SetViewAngles( "setViewAngles ", "v " ) Ĭonst idEventDef EV_Player_StopFxFov( "stopFxFov " ) Ĭonst idEventDef EV_Player_EnableWeapon( "enableWeapon " ) Ĭonst idEventDef EV_Player_DisableWeapon( "disableWeapon " ) Ĭonst idEventDef EV_Player_GetCurrentWeapon( "getCurrentWeapon ", NULL, 's ' ) Ĭonst idEventDef EV_Player_GetPreviousWeapon( "getPreviousWeapon ", NULL, 's ' ) Ĭonst idEventDef EV_Player_SelectWeapon( "selectWeapon ", "s " ) Ĭonst idEventDef EV_Player_GetWeaponEntity( "getWeaponEntity ", NULL, 'e ' ) Ĭonst idEventDef EV_Player_ExitTeleporter( "exitTeleporter " ) Ĭonst idEventDef EV_Player_HideTip( "hideTip " ) Ĭonst idEventDef EV_Player_LevelTrigger( "levelTrigger " ) Ĭonst idEventDef EV_SpectatorTouch( "spectatorTouch ", "et " ) Ĭonst idEventDef EV_Player_GetViewPos( "getViewPos ", NULL, 'v ') Ĭonst idEventDef EV_Player_FinishHearingLoss ( " ", "f " ) Ĭonst idEventDef EV_Player_GetAmmoData( "getAmmoData ", "s ", 'v ') Ĭonst idEventDef EV_Player_RefillAmmo( "refillAmmo " ) Ĭonst idEventDef EV_Player_SetExtraProjPassEntity( "setExtraProjPassEntity ", "E " ) Ĭonst idEventDef EV_Player_SetArmor( "setArmor ", "f " ) Ĭonst idEventDef EV_Player_DamageEffect( "damageEffect ", "sE " ) Ĭonst idEventDef EV_Player_AllowFallDamage( "allowFallDamage ", "d " ) how many units to raise spectator above default view height so it's in the head of someoneĬonst int HEALTH_PULSE = 1000 // Regen rate and heal leak rate (for health > 100)Ĭonst intĚRMOR_PULSE = 1000 // armor ticking down due to being higher than maxarmorĬonst intĚMMO_REGEN_PULSE = 1000 // ammo regen in Arena CTFĬonst int POWERUP_BLINKS = 5 // Number of times the powerup wear off sound playsĬonst int POWERUP_BLINK_TIME = 1000 // Time between powerup wear off soundsĬonst float MIN_BOB_SPEED = 5. time before a next or prev weapon switch happensĬonst float PLAYER_ITEM_DROP_SPEED = 100. time before a weapon dropped to the floor disappears amount of health per dose from the health station distance between ladder rungs (actually is half that distance, but this sounds better)
This object handles all player movement and world interaction.
IdCVar net_showPredictionError( "net_showPredictionError ", "-1 ", CVAR_INTEGER | CVAR_GAME | CVAR_NOCHEAT, "show prediction errors for the given client ", - 1, MAX_CLIENTS ) IdCVar net_predictionErrorDecay( "net_predictionErrorDecay ", "112 ", CVAR_FLOAT | CVAR_GAME | CVAR_NOCHEAT, "time in milliseconds it takes to fade away prediction errors ", 0.
nrausch: support for direct button input nrausch: support for turning the weapon change ui on and off
bdube: note that this file is no longer merged with Doom3 updates