pmove: start disentangling global playermove_t state

Now only PlayerMove() within pmove.c refers to the global, the rest
get the struct passed in.

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
This commit is contained in:
Kevin Shanahan 2013-03-20 13:11:16 +10:30
parent f02bbd42aa
commit a1bc3136f7

View File

@ -103,7 +103,7 @@ The basic solid body movement clip that slides along multiple planes
#define MAX_CLIP_PLANES 5
static int
PM_FlyMove(void)
PM_FlyMove(playermove_t *pmove)
{
int bumpcount, numbumps;
vec3_t dir;
@ -121,26 +121,26 @@ PM_FlyMove(void)
numbumps = 4;
blocked = MOVE_CLIP_NONE;
VectorCopy(pmove.velocity, original_velocity);
VectorCopy(pmove.velocity, primal_velocity);
VectorCopy(pmove->velocity, original_velocity);
VectorCopy(pmove->velocity, primal_velocity);
numplanes = 0;
time_left = frametime;
for (bumpcount = 0; bumpcount < numbumps; bumpcount++) {
for (i = 0; i < 3; i++)
end[i] = pmove.origin[i] + time_left * pmove.velocity[i];
end[i] = pmove->origin[i] + time_left * pmove->velocity[i];
touchentity = PM_PlayerMove(pmove.origin, end, &trace);
touchentity = PM_PlayerMove(pmove->origin, end, &trace);
if (trace.startsolid || trace.allsolid) {
/* entity is trapped in another solid */
VectorCopy(vec3_origin, pmove.velocity);
VectorCopy(vec3_origin, pmove->velocity);
return MOVE_CLIP_FLOOR | MOVE_CLIP_WALL;
}
if (trace.fraction > 0) {
/* actually covered some distance */
VectorCopy(trace.endpos, pmove.origin);
VectorCopy(trace.endpos, pmove->origin);
numplanes = 0;
}
@ -149,8 +149,8 @@ PM_FlyMove(void)
break;
/* save entity for contact */
pmove.touchindex[pmove.numtouch] = touchentity;
pmove.numtouch++;
pmove->touchindex[pmove->numtouch] = touchentity;
pmove->numtouch++;
if (trace.plane.normal[2] > 0.7)
blocked |= MOVE_CLIP_FLOOR;
@ -162,7 +162,7 @@ PM_FlyMove(void)
/* cliped to another plane */
if (numplanes >= MAX_CLIP_PLANES) {
/* this shouldn't really happen */
VectorCopy(vec3_origin, pmove.velocity);
VectorCopy(vec3_origin, pmove->velocity);
break;
}
VectorCopy(trace.plane.normal, planes[numplanes]);
@ -172,10 +172,10 @@ PM_FlyMove(void)
* modify original_velocity so it parallels all of the clip planes
*/
for (i = 0; i < numplanes; i++) {
PM_ClipVelocity(original_velocity, planes[i], pmove.velocity, 1);
PM_ClipVelocity(original_velocity, planes[i], pmove->velocity, 1);
for (j = 0; j < numplanes; j++)
if (j != i) {
if (DotProduct(pmove.velocity, planes[j]) < 0)
if (DotProduct(pmove->velocity, planes[j]) < 0)
break; /* not ok */
}
if (j == numplanes)
@ -188,26 +188,26 @@ PM_FlyMove(void)
} else {
/* go along the crease */
if (numplanes != 2) {
VectorCopy(vec3_origin, pmove.velocity);
VectorCopy(vec3_origin, pmove->velocity);
break;
}
CrossProduct(planes[0], planes[1], dir);
d = DotProduct(dir, pmove.velocity);
VectorScale(dir, d, pmove.velocity);
d = DotProduct(dir, pmove->velocity);
VectorScale(dir, d, pmove->velocity);
}
/*
* If velocity is against the original velocity, stop dead
* to avoid tiny occilations in sloping corners
*/
if (DotProduct(pmove.velocity, primal_velocity) <= 0) {
VectorCopy(vec3_origin, pmove.velocity);
if (DotProduct(pmove->velocity, primal_velocity) <= 0) {
VectorCopy(vec3_origin, pmove->velocity);
break;
}
}
if (pmove.waterjumptime)
VectorCopy(primal_velocity, pmove.velocity);
if (pmove->waterjumptime)
VectorCopy(primal_velocity, pmove->velocity);
return blocked;
}
@ -220,62 +220,62 @@ Player is on ground, with no upwards velocity
=============
*/
static void
PM_GroundMove(void)
PM_GroundMove(playermove_t *pmove)
{
vec3_t dest;
trace_t trace;
vec3_t original, originalvel, down, up, downvel;
float downdist, updist;
pmove.velocity[2] = 0;
if (!pmove.velocity[0] && !pmove.velocity[1] && !pmove.velocity[2])
pmove->velocity[2] = 0;
if (!pmove->velocity[0] && !pmove->velocity[1] && !pmove->velocity[2])
return;
// first try just moving to the destination
dest[0] = pmove.origin[0] + pmove.velocity[0] * frametime;
dest[1] = pmove.origin[1] + pmove.velocity[1] * frametime;
dest[2] = pmove.origin[2];
dest[0] = pmove->origin[0] + pmove->velocity[0] * frametime;
dest[1] = pmove->origin[1] + pmove->velocity[1] * frametime;
dest[2] = pmove->origin[2];
// first try moving directly to the next spot
PM_PlayerMove(pmove.origin, dest, &trace);
PM_PlayerMove(pmove->origin, dest, &trace);
if (trace.fraction == 1) {
VectorCopy(trace.endpos, pmove.origin);
VectorCopy(trace.endpos, pmove->origin);
return;
}
// try sliding forward both on ground and up 16 pixels
// take the move that goes farthest
VectorCopy(pmove.origin, original);
VectorCopy(pmove.velocity, originalvel);
VectorCopy(pmove->origin, original);
VectorCopy(pmove->velocity, originalvel);
// slide move
PM_FlyMove();
PM_FlyMove(pmove);
VectorCopy(pmove.origin, down);
VectorCopy(pmove.velocity, downvel);
VectorCopy(pmove->origin, down);
VectorCopy(pmove->velocity, downvel);
VectorCopy(original, pmove.origin);
VectorCopy(originalvel, pmove.velocity);
VectorCopy(original, pmove->origin);
VectorCopy(originalvel, pmove->velocity);
// move up a stair height
VectorCopy(pmove.origin, dest);
VectorCopy(pmove->origin, dest);
dest[2] += STEPSIZE;
PM_PlayerMove(pmove.origin, dest, &trace);
PM_PlayerMove(pmove->origin, dest, &trace);
if (!trace.startsolid && !trace.allsolid) {
VectorCopy(trace.endpos, pmove.origin);
VectorCopy(trace.endpos, pmove->origin);
}
// slide move
PM_FlyMove();
PM_FlyMove(pmove);
// press down the stepheight
VectorCopy(pmove.origin, dest);
VectorCopy(pmove->origin, dest);
dest[2] -= STEPSIZE;
PM_PlayerMove(pmove.origin, dest, &trace);
PM_PlayerMove(pmove->origin, dest, &trace);
if (trace.plane.normal[2] < 0.7)
goto usedown;
if (!trace.startsolid && !trace.allsolid) {
VectorCopy(trace.endpos, pmove.origin);
VectorCopy(trace.endpos, pmove->origin);
}
VectorCopy(pmove.origin, up);
VectorCopy(pmove->origin, up);
// decide which one went farther
downdist = (down[0] - original[0]) * (down[0] - original[0])
@ -285,10 +285,10 @@ PM_GroundMove(void)
if (downdist > updist) {
usedown:
VectorCopy(down, pmove.origin);
VectorCopy(downvel, pmove.velocity);
VectorCopy(down, pmove->origin);
VectorCopy(downvel, pmove->velocity);
} else // copy z value from slide move
pmove.velocity[2] = downvel[2];
pmove->velocity[2] = downvel[2];
// if at a dead stop, retry the move with nudges to get around lips
@ -304,7 +304,7 @@ Handles both ground friction and water friction
==================
*/
static void
PM_Friction(void)
PM_Friction(playermove_t *pmove)
{
float *vel;
float speed, newspeed, control;
@ -313,11 +313,10 @@ PM_Friction(void)
vec3_t start, stop;
trace_t trace;
if (pmove.waterjumptime)
if (pmove->waterjumptime)
return;
vel = pmove.velocity;
vel = pmove->velocity;
speed = sqrt(vel[0] * vel[0] + vel[1] * vel[1] + vel[2] * vel[2]);
if (speed < 1) {
vel[0] = 0;
@ -329,9 +328,9 @@ PM_Friction(void)
/* if the leading edge is over a dropoff, increase friction */
if (onground != -1) {
start[0] = stop[0] = pmove.origin[0] + vel[0] / speed * 16;
start[1] = stop[1] = pmove.origin[1] + vel[1] / speed * 16;
start[2] = pmove.origin[2] + player_mins[2];
start[0] = stop[0] = pmove->origin[0] + vel[0] / speed * 16;
start[1] = stop[1] = pmove->origin[1] + vel[1] / speed * 16;
start[2] = pmove->origin[2] + player_mins[2];
stop[2] = start[2] - 34;
PM_PlayerMove(start, stop, &trace);
@ -370,17 +369,17 @@ PM_Accelerate
==============
*/
static void
PM_Accelerate(vec3_t wishdir, float wishspeed, float accel)
PM_Accelerate(playermove_t *pmove, vec3_t wishdir, float wishspeed, float accel)
{
int i;
float addspeed, accelspeed, currentspeed;
if (pmove.dead)
if (pmove->dead)
return;
if (pmove.waterjumptime)
if (pmove->waterjumptime)
return;
currentspeed = DotProduct(pmove.velocity, wishdir);
currentspeed = DotProduct(pmove->velocity, wishdir);
addspeed = wishspeed - currentspeed;
if (addspeed <= 0)
return;
@ -389,23 +388,24 @@ PM_Accelerate(vec3_t wishdir, float wishspeed, float accel)
accelspeed = addspeed;
for (i = 0; i < 3; i++)
pmove.velocity[i] += accelspeed * wishdir[i];
pmove->velocity[i] += accelspeed * wishdir[i];
}
static void
PM_AirAccelerate(vec3_t wishdir, float wishspeed, float accel)
PM_AirAccelerate(playermove_t *pmove, vec3_t wishdir, float wishspeed,
float accel)
{
int i;
float addspeed, accelspeed, currentspeed, wishspd = wishspeed;
if (pmove.dead)
if (pmove->dead)
return;
if (pmove.waterjumptime)
if (pmove->waterjumptime)
return;
if (wishspd > 30)
wishspd = 30;
currentspeed = DotProduct(pmove.velocity, wishdir);
currentspeed = DotProduct(pmove->velocity, wishdir);
addspeed = wishspd - currentspeed;
if (addspeed <= 0)
return;
@ -414,7 +414,7 @@ PM_AirAccelerate(vec3_t wishdir, float wishspeed, float accel)
accelspeed = addspeed;
for (i = 0; i < 3; i++)
pmove.velocity[i] += accelspeed * wishdir[i];
pmove->velocity[i] += accelspeed * wishdir[i];
}
@ -426,7 +426,7 @@ PM_WaterMove
===================
*/
static void
PM_WaterMove(void)
PM_WaterMove(playermove_t *pmove)
{
vec3_t wishvel, wishdir, start, dest;
vec3_t forward, right, up;
@ -436,15 +436,15 @@ PM_WaterMove(void)
/*
* user intentions
*/
AngleVectors(pmove.angles, forward, right, up);
VectorScale(forward, pmove.cmd.forwardmove, forward);
VectorScale(right, pmove.cmd.sidemove, right);
AngleVectors(pmove->angles, forward, right, up);
VectorScale(forward, pmove->cmd.forwardmove, forward);
VectorScale(right, pmove->cmd.sidemove, right);
VectorAdd(forward, right, wishvel);
if (!pmove.cmd.forwardmove && !pmove.cmd.sidemove && !pmove.cmd.upmove)
if (!pmove->cmd.forwardmove && !pmove->cmd.sidemove && !pmove->cmd.upmove)
wishvel[2] -= 60; /* drift towards bottom */
else
wishvel[2] += pmove.cmd.upmove;
wishvel[2] += pmove->cmd.upmove;
VectorCopy(wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
@ -458,23 +458,23 @@ PM_WaterMove(void)
/*
* water acceleration
*/
PM_Accelerate(wishdir, wishspeed, movevars.wateraccelerate);
PM_Accelerate(pmove, wishdir, wishspeed, movevars.wateraccelerate);
/*
* assume it is a stair or a slope, so press down from stepheight above
*/
VectorMA(pmove.origin, frametime, pmove.velocity, dest);
VectorMA(pmove->origin, frametime, pmove->velocity, dest);
VectorCopy(dest, start);
start[2] += STEPSIZE + 1;
PM_PlayerMove(start, dest, &trace);
if (!trace.startsolid && !trace.allsolid) {
/* walked up the step */
/* FIXME: check steep slope? */
VectorCopy(trace.endpos, pmove.origin);
VectorCopy(trace.endpos, pmove->origin);
return;
}
PM_FlyMove();
PM_FlyMove(pmove);
}
@ -485,16 +485,16 @@ PM_AirMove
===================
*/
static void
PM_AirMove(void)
PM_AirMove(playermove_t *pmove)
{
int i;
vec3_t wishvel, wishdir;
vec3_t forward, right, up;
vec_t wishspeed;
const vec_t fmove = pmove.cmd.forwardmove;
const vec_t smove = pmove.cmd.sidemove;
const vec_t fmove = pmove->cmd.forwardmove;
const vec_t smove = pmove->cmd.sidemove;
AngleVectors(pmove.angles, forward, right, up);
AngleVectors(pmove->angles, forward, right, up);
forward[2] = 0;
right[2] = 0;
@ -517,20 +517,20 @@ PM_AirMove(void)
}
if (onground != -1) {
pmove.velocity[2] = 0;
PM_Accelerate(wishdir, wishspeed, movevars.accelerate);
pmove.velocity[2] -=
pmove->velocity[2] = 0;
PM_Accelerate(pmove, wishdir, wishspeed, movevars.accelerate);
pmove->velocity[2] -=
movevars.entgravity * movevars.gravity * frametime;
PM_GroundMove();
PM_GroundMove(pmove);
} else {
/* not on ground, so little effect on velocity */
PM_AirAccelerate(wishdir, wishspeed, movevars.accelerate);
PM_AirAccelerate(pmove, wishdir, wishspeed, movevars.accelerate);
/* add gravity */
pmove.velocity[2] -=
pmove->velocity[2] -=
movevars.entgravity * movevars.gravity * frametime;
PM_FlyMove();
PM_FlyMove(pmove);
}
}
@ -542,7 +542,7 @@ PM_CatagorizePosition
=============
*/
static void
PM_CatagorizePosition(void)
PM_CatagorizePosition(playermove_t *pmove)
{
vec3_t point;
int cont;
@ -553,26 +553,26 @@ PM_CatagorizePosition(void)
// is on ground
// see if standing on something solid
point[0] = pmove.origin[0];
point[1] = pmove.origin[1];
point[2] = pmove.origin[2] - 1;
if (pmove.velocity[2] > 180) {
point[0] = pmove->origin[0];
point[1] = pmove->origin[1];
point[2] = pmove->origin[2] - 1;
if (pmove->velocity[2] > 180) {
onground = -1;
} else {
groundentity = PM_PlayerMove(pmove.origin, point, &trace);
groundentity = PM_PlayerMove(pmove->origin, point, &trace);
if (trace.plane.normal[2] < 0.7)
onground = -1; // too steep
else
onground = groundentity;
if (onground != -1) {
pmove.waterjumptime = 0;
pmove->waterjumptime = 0;
if (!trace.startsolid && !trace.allsolid)
VectorCopy(trace.endpos, pmove.origin);
VectorCopy(trace.endpos, pmove->origin);
}
// standing on an entity other than the world
if (groundentity > 0) {
pmove.touchindex[pmove.numtouch] = groundentity;
pmove.numtouch++;
pmove->touchindex[pmove->numtouch] = groundentity;
pmove->numtouch++;
}
}
@ -582,17 +582,17 @@ PM_CatagorizePosition(void)
waterlevel = 0;
watertype = CONTENTS_EMPTY;
point[2] = pmove.origin[2] + player_mins[2] + 1;
point[2] = pmove->origin[2] + player_mins[2] + 1;
cont = PM_PointContents(point);
if (cont <= CONTENTS_WATER) {
watertype = cont;
waterlevel = 1;
point[2] = pmove.origin[2] + (player_mins[2] + player_maxs[2]) * 0.5;
point[2] = pmove->origin[2] + (player_mins[2] + player_maxs[2]) * 0.5;
cont = PM_PointContents(point);
if (cont <= CONTENTS_WATER) {
waterlevel = 2;
point[2] = pmove.origin[2] + 22;
point[2] = pmove->origin[2] + 22;
cont = PM_PointContents(point);
if (cont <= CONTENTS_WATER)
waterlevel = 3;
@ -607,18 +607,18 @@ JumpButton
=============
*/
static void
JumpButton(void)
JumpButton(playermove_t *pmove)
{
if (pmove.dead) {
if (pmove->dead) {
/* don't jump again until released */
pmove.oldbuttons |= BUTTON_JUMP;
pmove->oldbuttons |= BUTTON_JUMP;
return;
}
if (pmove.waterjumptime) {
pmove.waterjumptime -= frametime;
if (pmove.waterjumptime < 0)
pmove.waterjumptime = 0;
if (pmove->waterjumptime) {
pmove->waterjumptime -= frametime;
if (pmove->waterjumptime < 0)
pmove->waterjumptime = 0;
return;
}
@ -626,11 +626,11 @@ JumpButton(void)
/* swimming, not jumping */
onground = -1;
if (watertype == CONTENTS_WATER)
pmove.velocity[2] = 100;
pmove->velocity[2] = 100;
else if (watertype == CONTENTS_SLIME)
pmove.velocity[2] = 80;
pmove->velocity[2] = 80;
else
pmove.velocity[2] = 50;
pmove->velocity[2] = 50;
return;
}
@ -639,14 +639,14 @@ JumpButton(void)
return;
/* don't pogo stick */
if (pmove.oldbuttons & BUTTON_JUMP)
if (pmove->oldbuttons & BUTTON_JUMP)
return;
onground = -1;
pmove.velocity[2] += 270;
pmove->velocity[2] += 270;
/* don't jump again until released */
pmove.oldbuttons |= BUTTON_JUMP;
pmove->oldbuttons |= BUTTON_JUMP;
}
/*
@ -655,25 +655,25 @@ CheckWaterJump
=============
*/
static void
CheckWaterJump(void)
CheckWaterJump(playermove_t *pmove)
{
vec3_t spot;
int cont;
vec3_t forward, right, up;
if (pmove.waterjumptime)
if (pmove->waterjumptime)
return;
// ZOID, don't hop out if we just jumped in
if (pmove.velocity[2] < -180)
if (pmove->velocity[2] < -180)
return; // only hop out if we are moving up
// see if near an edge
AngleVectors(pmove.angles, forward, right, up);
AngleVectors(pmove->angles, forward, right, up);
forward[2] = 0;
VectorNormalize(forward);
VectorMA(pmove.origin, 24, forward, spot);
VectorMA(pmove->origin, 24, forward, spot);
spot[2] += 8;
cont = PM_PointContents(spot);
if (cont != CONTENTS_SOLID)
@ -683,10 +683,10 @@ CheckWaterJump(void)
if (cont != CONTENTS_EMPTY)
return;
// jump out of water
VectorScale(forward, 50, pmove.velocity);
pmove.velocity[2] = 310;
pmove.waterjumptime = 2; // safety net
pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released
VectorScale(forward, 50, pmove->velocity);
pmove->velocity[2] = 310;
pmove->waterjumptime = 2; // safety net
pmove->oldbuttons |= BUTTON_JUMP; // don't jump again until released
}
/*
@ -699,36 +699,30 @@ allow for the cut precision of the net coordinates
=================
*/
static void
NudgePosition(void)
NudgePosition(playermove_t *pmove)
{
vec3_t base;
int x, y, z;
int i;
static int sign[3] = { 0, -1, 1 };
VectorCopy(pmove.origin, base);
VectorCopy(pmove->origin, base);
for (i = 0; i < 3; i++)
pmove.origin[i] = ((int)(pmove.origin[i] * 8)) * 0.125;
// pmove.origin[2] += 0.124;
// if (pmove.dead)
// return; // might be a squished point, so don'y bother
// if (PM_TestPlayerPosition (pmove.origin) )
// return;
pmove->origin[i] = ((int)(pmove->origin[i] * 8)) * 0.125;
for (z = 0; z <= 2; z++) {
for (x = 0; x <= 2; x++) {
for (y = 0; y <= 2; y++) {
pmove.origin[0] = base[0] + (sign[x] * 1.0 / 8);
pmove.origin[1] = base[1] + (sign[y] * 1.0 / 8);
pmove.origin[2] = base[2] + (sign[z] * 1.0 / 8);
if (PM_TestPlayerPosition(pmove.origin))
pmove->origin[0] = base[0] + (sign[x] * 1.0 / 8);
pmove->origin[1] = base[1] + (sign[y] * 1.0 / 8);
pmove->origin[2] = base[2] + (sign[z] * 1.0 / 8);
if (PM_TestPlayerPosition(pmove->origin))
return;
}
}
}
VectorCopy(base, pmove.origin);
VectorCopy(base, pmove->origin);
// Con_DPrintf ("NudgePosition: stuck\n");
}
@ -738,7 +732,7 @@ SpectatorMove
===============
*/
static void
SpectatorMove(void)
SpectatorMove(playermove_t *pmove)
{
int i;
vec_t speed, drop, friction, control, newspeed;
@ -746,13 +740,13 @@ SpectatorMove(void)
vec3_t wishvel, wishdir;
vec3_t forward, right, up;
const vec_t fmove = pmove.cmd.forwardmove;
const vec_t smove = pmove.cmd.sidemove;
const vec_t fmove = pmove->cmd.forwardmove;
const vec_t smove = pmove->cmd.sidemove;
/* Friction */
speed = Length(pmove.velocity);
speed = Length(pmove->velocity);
if (speed < 1) {
VectorCopy(vec3_origin, pmove.velocity);
VectorCopy(vec3_origin, pmove->velocity);
} else {
drop = 0;
@ -766,17 +760,17 @@ SpectatorMove(void)
newspeed = 0;
newspeed /= speed;
VectorScale(pmove.velocity, newspeed, pmove.velocity);
VectorScale(pmove->velocity, newspeed, pmove->velocity);
}
/* Acceleration */
AngleVectors(pmove.angles, forward, right, up);
AngleVectors(pmove->angles, forward, right, up);
VectorNormalize(forward);
VectorNormalize(right);
for (i = 0; i < 3; i++)
wishvel[i] = forward[i] * fmove + right[i] * smove;
wishvel[2] += pmove.cmd.upmove;
wishvel[2] += pmove->cmd.upmove;
VectorCopy(wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
@ -789,7 +783,7 @@ SpectatorMove(void)
wishspeed = movevars.spectatormaxspeed;
}
currentspeed = DotProduct(pmove.velocity, wishdir);
currentspeed = DotProduct(pmove->velocity, wishdir);
addspeed = wishspeed - currentspeed;
if (addspeed <= 0)
return;
@ -797,10 +791,10 @@ SpectatorMove(void)
if (accelspeed > addspeed)
accelspeed = addspeed;
VectorMA(pmove.velocity, accelspeed, wishdir, pmove.velocity);
VectorMA(pmove->velocity, accelspeed, wishdir, pmove->velocity);
/* Move */
VectorMA(pmove.origin, frametime, pmove.velocity, pmove.origin);
VectorMA(pmove->origin, frametime, pmove->velocity, pmove->origin);
}
/*
@ -820,36 +814,36 @@ PlayerMove(void)
pmove.numtouch = 0;
if (pmove.spectator) {
SpectatorMove();
SpectatorMove(&pmove);
return;
}
NudgePosition();
NudgePosition(&pmove);
/* take angles directly from command */
VectorCopy(pmove.cmd.angles, pmove.angles);
/* set onground, watertype, and waterlevel */
PM_CatagorizePosition();
PM_CatagorizePosition(&pmove);
if (waterlevel == 2)
CheckWaterJump();
CheckWaterJump(&pmove);
if (pmove.velocity[2] < 0)
pmove.waterjumptime = 0;
if (pmove.cmd.buttons & BUTTON_JUMP)
JumpButton();
JumpButton(&pmove);
else
pmove.oldbuttons &= ~BUTTON_JUMP;
PM_Friction();
PM_Friction(&pmove);
if (waterlevel >= 2)
PM_WaterMove();
PM_WaterMove(&pmove);
else
PM_AirMove();
PM_AirMove(&pmove);
/* set onground, watertype, and waterlevel for final spot */
PM_CatagorizePosition();
PM_CatagorizePosition(&pmove);
}