23#include "physics/KinematicCharacterController.h"
24#include "scene/Component.h"
52 [[nodiscard]]
bool GetAutoHop()
const {
return m_autoHop; }
62 void ApplyFriction(
f32 deltaTime);
64 void Accelerate(
const vec3 &wishDir,
f32 wishSpeed,
f32 accel,
f32 deltaTime);
76 bool m_autoHop =
true;
79 bool m_jumpHeldLast =
false;
81 std::unique_ptr<KinematicCharacterController> m_kinematicController;
Engine-wide compile-time tunables and ANSI colour codes.
constexpr mnd::f32 kQuakeAirAccel
sv_airaccelerate (HL1 = 10; Q3 = 1).
constexpr mnd::f32 kDefaultJumpSpeed
constexpr mnd::f32 kDefaultMouseSensitivity
constexpr mnd::f32 kDefaultMoveSpeed
constexpr mnd::f32 kQuakeGroundAccel
sv_accelerate.
constexpr mnd::f32 kQuakeAirCap
constexpr mnd::f32 kQuakeFriction
sv_friction.
Engine-wide primitive type aliases and GLM math imports.
void SetMoveSpeed(f32 speed)
void Update(f32 deltaTime) override
f32 GetSensitivity() const
f32 GetGroundAccel() const
void SetGroundAccel(f32 v)
void SetSensitivity(f32 s)
#define COMPONENT(ComponentClass)
glm::vec3 vec3
3-component float vector (e.g. world position, RGB colour, normals).
float f32
32-bit IEEE float — the standard GL scalar type.