// NOTE: Be very careful when editing this file as it will change the network version // --------- PHYSICS TWEAK! -------- const float ground_control_speed = 7.0f; const float ground_control_accel = 2.0f; const float ground_friction = 0.5f; const float ground_jump_speed = 13.5f; const float air_control_speed = 5.0f; const float air_control_accel = 1.5f; const float air_friction = 0.95f; const float hook_length = 34*10.0f; const float hook_fire_speed = 45.0f; const float hook_drag_accel = 3.0f; const float hook_drag_speed = 15.0f; const float gravity = 0.5f; const float wall_friction = 0.80f; const float wall_jump_speed_up = ground_jump_speed*0.8f; const float wall_jump_speed_out = ground_jump_speed*0.8f; // Network stuff enum { OBJTYPE_NULL=0, OBJTYPE_GAME, OBJTYPE_PLAYER, OBJTYPE_PROJECTILE, OBJTYPE_POWERUP, OBJTYPE_FLAG, EVENT_EXPLOSION, EVENT_DAMAGEINDICATION, EVENT_SOUND, EVENT_SMOKE, EVENT_SPAWN, EVENT_DEATH, }; enum { MSG_NULL=0, MSG_SAY, MSG_CHAT, MSG_SETNAME, MSG_KILLMSG, MSG_SWITCHTEAM, MSG_JOIN, MSG_QUIT, MSG_EMOTICON, MSG_CHANGENAME, }; enum { EMOTE_NORMAL=0, EMOTE_PAIN, EMOTE_HAPPY, EMOTE_SURPRISE, EMOTE_ANGRY, EMOTE_BLINK, }; enum { STATE_UNKNOWN=0, STATE_PLAYING, STATE_IN_MENU, STATE_CHATTING, GAMETYPE_DM=0, GAMETYPE_TDM, GAMETYPE_CTF, }; struct player_input { int left; int right; int target_x; int target_y; int jump; int fire; int hook; int blink; int activeweapon; int state; }; struct ev_explosion { int x, y; }; struct ev_spawn { int x, y; }; struct ev_death { int x, y; }; struct ev_sound { int x, y; int sound; // if (0x80000000 flag is set -> looping) if (0x40000000 is set -> stop looping }; struct ev_damageind { int x, y; int angle; }; struct obj_game { int round_start_tick; int game_over; int sudden_death; int paused; int score_limit; int time_limit; int gametype; int teamscore[2]; }; struct obj_projectile { int type; int x, y; int vx, vy; // should be an angle instead }; struct obj_powerup { int x, y; int type; // why do we need two types? int subtype; }; struct obj_flag { int x, y; int team; int local_carry; }; struct obj_player_core { int x, y; int vx, vy; int angle; int hooked_player; int hook_state; int hook_x, hook_y; int hook_dx, hook_dy; }; struct obj_player : public obj_player_core { int local; int clientid; int state; int health; int armor; int ammocount; int weapon; // current active weapon int attacktick; // num attack ticks left of current attack int score; int latency; int latency_flux; int emote; int team; };