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git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant.ab@184 8a3a26a2-13c4-0310-b231-cf6edde360e5
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@@ -1,22 +1,22 @@
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// stdafx.h : include file for standard system include files,
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// or project specific include files that are used frequently, but
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// are changed infrequently
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//
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#if !defined(AFX_STDAFX_H__323F1140_CFC1_11D4_A457_0004AC96D4C3__INCLUDED_)
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#define AFX_STDAFX_H__323F1140_CFC1_11D4_A457_0004AC96D4C3__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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// TODO: reference additional headers your program requires here
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_STDAFX_H__323F1140_CFC1_11D4_A457_0004AC96D4C3__INCLUDED_)
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#include "libxml/parser.h"
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#include "libxml/tree.h"
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// stdafx.h : include file for standard system include files,
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// or project specific include files that are used frequently, but
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// are changed infrequently
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//
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#if !defined(AFX_STDAFX_H__323F1140_CFC1_11D4_A457_0004AC96D4C3__INCLUDED_)
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#define AFX_STDAFX_H__323F1140_CFC1_11D4_A457_0004AC96D4C3__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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// TODO: reference additional headers your program requires here
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_STDAFX_H__323F1140_CFC1_11D4_A457_0004AC96D4C3__INCLUDED_)
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#include "libxml/parser.h"
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#include "libxml/tree.h"
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@@ -1,78 +1,78 @@
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//===========================================================================
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// BSPC configuration file
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// Quake3
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//===========================================================================
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#define PRESENCE_NONE 1
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#define PRESENCE_NORMAL 2
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#define PRESENCE_CROUCH 4
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// more bounding boxes can be added if required
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// always minimize the number of bounding boxes listed here to reduce AAS file size
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// for instance if players cannot crouch then it's good to remove the bbox definition for it
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//bounding box when running/walking
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bbox //30x30x56
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{
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presencetype PRESENCE_NORMAL
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flags 0x0000
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mins {-15, -15, -24}
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maxs {15, 15, 32}
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}
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// bounding box when crouched
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bbox //30x30x40
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{
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presencetype PRESENCE_CROUCH
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flags 0x0001
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mins {-15, -15, -24}
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maxs {15, 15, 16}
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}
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// do not forget settings as they might not be defaulted correctly when this cfg is used
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settings
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{
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// physics settings
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phys_gravitydirection {0, 0, -1} // direction of gravity
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phys_friction 6 // friction
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phys_stopspeed 100 // stop speed
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phys_gravity 800 // gravity
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phys_waterfriction 1 // friction in water
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phys_watergravity 400 // gravity in water
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phys_maxvelocity 320 // maximum run speed
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phys_maxwalkvelocity 320 // maximum walk speed (set for running)
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phys_maxcrouchvelocity 100 // maximum crouch speed
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phys_maxswimvelocity 150 // maximum swim speed
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phys_walkaccelerate 100 // acceleration for walking
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phys_airaccelerate 0 // acceleration flying through the air
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phys_swimaccelerate 0 // acceleration for swimming
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phys_maxstep 18 // maximum step height
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phys_maxsteepness 0.7 // maximum floor steepness a player can walk on
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phys_maxwaterjump 19 // maximum height for an out of water jump
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phys_maxbarrier 33 // maximum barrier a player can jump onto
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phys_jumpvel 270 // jump velocity
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phys_falldelta5 40 // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c )
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phys_falldelta10 60 // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c )
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// reachability settings
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// the following are all additional travel times added
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// for certain reachabilities in 1/100th of a second
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rs_waterjump 400
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rs_teleport 50
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rs_barrierjump 100
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rs_startcrouch 300
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rs_startgrapple 500
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rs_startwalkoffledge 70
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rs_startjump 300
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rs_rocketjump 500
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rs_bfgjump 500
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rs_jumppad 250
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rs_aircontrolledjumppad 300
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rs_funcbob 300
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rs_startelevator 50
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rs_falldamage5 300 // avoid getting 5 damage
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rs_falldamage10 500 // avoid getting 10 damage
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// if != 0 then this is the maximum fall height a reachability can be created for
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rs_maxfallheight 0
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// maximum height a bot may fall down when jumping to some location
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rs_maxjumpfallheight 450
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}
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//===========================================================================
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// BSPC configuration file
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// Quake3
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//===========================================================================
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#define PRESENCE_NONE 1
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#define PRESENCE_NORMAL 2
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#define PRESENCE_CROUCH 4
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// more bounding boxes can be added if required
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// always minimize the number of bounding boxes listed here to reduce AAS file size
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// for instance if players cannot crouch then it's good to remove the bbox definition for it
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//bounding box when running/walking
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bbox //30x30x56
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{
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presencetype PRESENCE_NORMAL
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flags 0x0000
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mins {-15, -15, -24}
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maxs {15, 15, 32}
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}
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// bounding box when crouched
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bbox //30x30x40
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{
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presencetype PRESENCE_CROUCH
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flags 0x0001
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mins {-15, -15, -24}
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maxs {15, 15, 16}
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}
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// do not forget settings as they might not be defaulted correctly when this cfg is used
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settings
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{
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// physics settings
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phys_gravitydirection {0, 0, -1} // direction of gravity
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phys_friction 6 // friction
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phys_stopspeed 100 // stop speed
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phys_gravity 800 // gravity
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phys_waterfriction 1 // friction in water
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phys_watergravity 400 // gravity in water
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phys_maxvelocity 320 // maximum run speed
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phys_maxwalkvelocity 320 // maximum walk speed (set for running)
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phys_maxcrouchvelocity 100 // maximum crouch speed
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phys_maxswimvelocity 150 // maximum swim speed
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phys_walkaccelerate 100 // acceleration for walking
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phys_airaccelerate 0 // acceleration flying through the air
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phys_swimaccelerate 0 // acceleration for swimming
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phys_maxstep 18 // maximum step height
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phys_maxsteepness 0.7 // maximum floor steepness a player can walk on
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phys_maxwaterjump 19 // maximum height for an out of water jump
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phys_maxbarrier 33 // maximum barrier a player can jump onto
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phys_jumpvel 270 // jump velocity
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phys_falldelta5 40 // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c )
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phys_falldelta10 60 // falling delta for 5 damage ( see PM_CrashLand in game/bg_pmove.c )
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// reachability settings
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// the following are all additional travel times added
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// for certain reachabilities in 1/100th of a second
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rs_waterjump 400
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rs_teleport 50
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rs_barrierjump 100
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rs_startcrouch 300
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rs_startgrapple 500
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rs_startwalkoffledge 70
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rs_startjump 300
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rs_rocketjump 500
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rs_bfgjump 500
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rs_jumppad 250
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rs_aircontrolledjumppad 300
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rs_funcbob 300
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rs_startelevator 50
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rs_falldamage5 300 // avoid getting 5 damage
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rs_falldamage10 500 // avoid getting 10 damage
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// if != 0 then this is the maximum fall height a reachability can be created for
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rs_maxfallheight 0
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// maximum height a bot may fall down when jumping to some location
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rs_maxjumpfallheight 450
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}
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