class WalkTest : public SysSystemDriver
char* auto_script
csVector3 pos
csVector3 angle
csVector3 angle_velocity
csCollider* legs
float cfg_jumpspeed
float cfg_walk_accelerate
float cfg_walk_maxspeed
float cfg_walk_brake
float cfg_rotate_accelerate
float cfg_rotate_maxspeed
float cfg_rotate_brake
float cfg_look_accelerate
float cfg_body_height
float cfg_body_width
float cfg_body_depth
float cfg_eye_offset
float cfg_legs_width
float cfg_legs_depth
float cfg_legs_offset
bool player_spawned
static bool move_3d
bool do_edges
csWorld* world
LanguageLayer* layer
csView* view
csSprite2D* cslogo
InfiniteMaze* infinite_maze
HugeRoom* huge_room
csSoundBuffer* wMissile_boom
bool do_fps
csLight* selected_light
csPolygon3D* selected_polygon
csWireFrameCam* wf
int map_mode
float timeFPS
WalkTest()
~WalkTest()
virtual void NextFrame(long elapsed_time, long current_time)
void PrepareFrame(long elapsed_time, long current_time)
void DrawFrame(long elapsed_time, long current_time)
virtual bool ParseArg(int argc, char* argv[], int& i)
virtual void Help()
virtual void InitWorld(csWorld* world, csCamera* )
virtual void EndWorld(void)
virtual void CreateColliders(void)
void strafe(float speed, int keep_old)
void step(float speed, int keep_old)
void rotate(float speed, int keep_old)
void look(float speed, int keep_old)
void imm_forward(float speed, bool slow, bool fast)
void handle_key_forward(float speed, bool shift, bool alt, bool ctrl)
void handle_key_backwards(float speed, bool shift, bool alt, bool ctrl)
void handle_key_left(float speed, bool shift, bool alt, bool ctrl)
void handle_key_right(float speed, bool shift, bool alt, bool ctrl)
void handle_key_pgup(float, bool shift, bool alt, bool ctrl)
void handle_key_pgdn(float, bool shift, bool alt, bool ctrl)
void eatkeypress(int status, int key, bool shift, bool alt, bool ctrl)
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