18 #ifndef __PSMOVEMENT_H__    19 #define __PSMOVEMENT_H__    21 #include <csutil/parray.h>    22 #include <csutil/csstring.h>    23 #include <csgeom/vector3.h>   100     void SetupControls();
   106     void UpdateVelocity();
   150     bool HandleEvent(iEvent& event);
   158     const psCharMode* FindCharMode(
const char* name) 
const;
   159     const psMovement* FindMovement(
const char* name) 
const;
   163     void LockMoves(
bool v);
   173     void StopAllMovement();
   176     void StopControlledMovement();
   183     void LoadMouseSettings();
   185     void MouseLookCanAct(
bool v);
   188     void MouseLook(
bool v);
   190     void MouseLook(iEvent& ev);
   191         void UpdateMouseLook();
   195     void MouseZoom(iEvent& ev);
   199     void SetRunToPos(
psPoint& mouse);
   203     void ToggleAutoMove();
   217     bool SetRun(
bool runState);
 psVelocity & operator-=(const psVelocity &v)
 
Manages main character movements. 
 
uint32 id
ID of this movement type from server DB. 
 
csString idle_anim
Base animation for this mode. 
 
This is a player or another 'alive' entity on the client. 
 
const psCharMode * defaultmode
Default actor mode. 
 
bool IsReady()
Ready to receive events? 
 
Manages button functions and triggers. 
 
csVector3 rotate
Angular velocity. 
 
csPDelArray< psMovement > moves
All available movement types. 
 
const psCharMode * actormode
Current active mode. 
 
const psMovement * backward
 
bool onGround
Is actor on ground or airborne? 
 
void SetMouseSensY(float v)
 
A character movement and its properties. 
 
The structure of 1 queue entry (pointer to a message) 
 
uint activeMoves
Bit mask for active moves. 
 
psVelocity modifier
Velocity multiplier for this mode. 
 
uint32 id
ID of this character mode from server DB. 
 
csString name
Name of this movement. 
 
Used to save movement state to detect changes. 
 
GEMClientActor * ControlledActor()
 
psVelocity move_total
Current total of all active move velocities. 
 
psVelocity & operator=(const psVelocity &v)
 
bool ready
Have movements been setup? 
 
csVector3 move
Translational velocity. 
 
csString name
Name of this mode. 
 
psVelocity & operator/=(const psVelocity &v)
 
bool locked
Is this player allowed to move? 
 
csEventID event_mousemove
 
void SetMouseMove(bool v)
 
void SetMouseSensX(float v)
 
const psMovement * forward
 
psVelocity(csVector3 m, csVector3 r)
 
bool MoveStateChanged(psMoveState &state)
 
An entity's translational and angular velocity. 
 
A character mode and its properties. 
 
psVelocity & operator*=(const psVelocity &v)
 
void SaveMoveState(psMoveState &state)
 
csPDelArray< psCharMode > modes
All available character modes. 
 
psVelocity & operator+=(const psVelocity &v)
 
psMoveModMsg::ModType activeModType
 
psVelocity motion
Motion aplied for this movement. 
 
const char * GetModeIdleAnim(size_t id) const 
 
const psCharMode * FindCharMode(size_t id) const 
 
void SetInvertedMouse(bool v)
 
psControlManager * controls
 
GEMClientActor * actor
Actor we're moving here.