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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@25 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
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#include "cube.h"
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// loading and rendering code for the MD3 model format
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// parts of the code are from gamedev.net
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const int FIRSTMD3 = 20;
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int nummodels = 0;
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int numskins = 0;
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struct vec2
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{
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float x, y;
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};
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struct md3header
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{
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char fileID[4];
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int version;
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char filename[68];
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int numFrames, numTags, numMeshes;
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int maxSkins;
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int headersize;
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int tagStart, tagEnd;
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int filesize;
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};
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struct md3meshinfo
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{
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char meshId[4];
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char name[68];
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int numMeshFrames, numSkins, numVertices, numTriangles;
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int triStart;
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int headersize;
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int uvStart;
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int vertexStart;
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int meshSize;
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};
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struct md3tag
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{
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char name[64];
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vec pos;
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float rotation[3][3];
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};
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struct md3bone
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{
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float mins[3], maxs[3];
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float position[3];
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float scale;
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char creator[16];
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};
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struct md3triangle
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{
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signed short vertex[3];
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unsigned char normal[2];
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};
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struct md3face
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{
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int vertexindices[3];
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};
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struct md3texcoord
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{
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float texturecoord[2];
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};
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struct md3skin
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{
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char name[68];
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};
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struct md3tface
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{
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int vertindex[3];
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int coordindex[3];
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};
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struct md3animinfo
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{
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int startframe;
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int endframe;
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bool loop;
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int fps;
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};
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struct md3object
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{
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int numVerts, numFaces, numTexVertex;
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int tex;
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char name[255];
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vec *verts;
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vec *normals;
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vec2 *texVerts;
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md3tface *faces;
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int numTags;//EDIT: AH
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};
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struct md3model
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{
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vector<md3object> objects;
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vector<md3animinfo> animations;
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md3model **links;
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md3tag *tags;
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int numTags;
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/* int curAnim, curFrame, nextFrame;
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int lastTime; */
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md3state *animstate;
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bool loaded;
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int modelnum;
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float scale;
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bool load(char *mdlpath);
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void link(md3model *link, char *tag);
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void render();
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void draw(float x, float y, float z, float yaw, float pitch, float rad);
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md3model();
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~md3model();
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};
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md3model::md3model()
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{
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loaded = false;
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scale = 0.08f;
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};
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md3model::~md3model()
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{
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loopv(objects){
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if(objects[i].verts) delete [] objects[i].verts;
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if(objects[i].normals) delete [] objects[i].normals;
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if(objects[i].texVerts) delete [] objects[i].texVerts;
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if(objects[i].faces) delete [] objects[i].faces;
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};
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if(links) free(links);
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if(tags) delete [] tags;
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};
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bool md3model::load(char *mdlpath)
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{
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loaded = false;
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if(!mdlpath) return false;
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FILE *f = fopen(mdlpath, "rb");
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if(!f) { conoutf("could not load md3 model: %s", (int)mdlpath); return false; };
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md3header header;
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fread(&header, 1, sizeof(header), f);
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char *id = header.fileID;
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if(id[0] != 'I' || id[1] != 'D' || id[2] != 'P' || header.version != 15) { // check the header
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conoutf("wrong header in md3 model: %s", (int)mdlpath);
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return false;
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};
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md3bone *bones = new md3bone[header.numFrames]; // read bones
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fread(bones, sizeof(md3bone), header.numFrames, f);
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delete [] bones;
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tags = new md3tag[header.numFrames * header.numTags]; // read tags
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fread(tags, sizeof(md3tag), header.numFrames * header.numTags, f);
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numTags = header.numTags;
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links = (md3model **) malloc(sizeof(md3model) * header.numTags); // alloc mem for the links
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loopi(header.numTags) links[i] = NULL;
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long meshOffset = ftell(f);
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md3meshinfo meshHeader;
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loopj(header.numMeshes) // go through all sub objects
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{
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fseek(f, meshOffset, SEEK_SET); // read header
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fread(&meshHeader, sizeof(md3meshinfo), 1, f);
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md3skin *skins = new md3skin[meshHeader.numSkins];
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md3texcoord *texcoords = new md3texcoord[meshHeader.numVertices];
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md3face *triangles = new md3face[meshHeader.numTriangles];
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md3triangle *vertices = new md3triangle[meshHeader.numVertices * meshHeader.numMeshFrames];
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fread(skins, sizeof(md3skin), meshHeader.numSkins, f); // read skin information
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fseek(f, meshOffset + meshHeader.triStart, SEEK_SET); // read triangles/face data
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fread(triangles, sizeof(md3face), meshHeader.numTriangles, f);
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fseek(f, meshOffset + meshHeader.uvStart, SEEK_SET); // read UV data
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fread(texcoords, sizeof(md3texcoord), meshHeader.numVertices, f);
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fseek(f, meshOffset + meshHeader.vertexStart, SEEK_SET); // read vertex/face index information
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fread(vertices, sizeof(md3triangle), meshHeader.numMeshFrames * meshHeader.numVertices, f);
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md3object currentMesh = {0};
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strcpy(currentMesh.name, meshHeader.name);
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currentMesh.numVerts = meshHeader.numVertices;
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currentMesh.numTexVertex = meshHeader.numVertices;
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currentMesh.numFaces = meshHeader.numTriangles;
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currentMesh.verts = new vec[currentMesh.numVerts * meshHeader.numMeshFrames];
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currentMesh.texVerts = new vec2 [currentMesh.numVerts];
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currentMesh.faces = new md3tface [currentMesh.numFaces];
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loopi(currentMesh.numVerts * meshHeader.numMeshFrames)
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{
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currentMesh.verts[i].x = vertices[i].vertex[0] / 64.0f;
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currentMesh.verts[i].y = vertices[i].vertex[1] / 64.0f;
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currentMesh.verts[i].z = vertices[i].vertex[2] / 64.0f;
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}
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loopi(currentMesh.numTexVertex)
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{
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currentMesh.texVerts[i].x = texcoords[i].texturecoord[0];
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currentMesh.texVerts[i].y = -texcoords[i].texturecoord[1];
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}
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loopi(currentMesh.numFaces)
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{
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currentMesh.faces[i].vertindex[0] = triangles[i].vertexindices[0];
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currentMesh.faces[i].vertindex[1] = triangles[i].vertexindices[1];
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currentMesh.faces[i].vertindex[2] = triangles[i].vertexindices[2];
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currentMesh.faces[i].coordindex[0] = triangles[i].vertexindices[0];
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currentMesh.faces[i].coordindex[1] = triangles[i].vertexindices[1];
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currentMesh.faces[i].coordindex[2] = triangles[i].vertexindices[2];
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}
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objects.add(currentMesh);
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delete [] skins;
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delete [] texcoords;
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delete [] triangles;
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delete [] vertices;
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meshOffset += meshHeader.meshSize;
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};
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loaded = true;
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return true;
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};
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void md3model::link(md3model *link, char *tag)
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{
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loopi(numTags)
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if(strcmp(tags[i].name, tag) == 0)
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{
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links[i] = link;
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return;
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};
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};
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void modulo(int a, int b)
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{
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conoutf("%i", a % b);
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};
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COMMAND(modulo, ARG_2INT);
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void md3model::render()
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{
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int startfrm = 0;
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int endfrm = 1;
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float t = 0.0f;
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md3state *a = animstate;
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md3animinfo *anim = NULL;
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if(animations.length())
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{
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anim = &animations[a->anim];
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if(a->frm < anim->startframe || a->frm > anim->endframe)
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{
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a->frm = anim->startframe;
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a->lastTime = lastmillis;
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};
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startfrm = anim->startframe;
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endfrm = anim->endframe;
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}
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int nextfrm = (a->frm + 1) % endfrm;
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if(nextfrm == 0)
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{
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if(anim && anim->loop) nextfrm = startfrm;
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else
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a->lastTime = lastmillis;
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};
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int elapsedtime = 0;
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if(animations.length())
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{
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elapsedtime = lastmillis - a->lastTime;
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t = (float) elapsedtime / (1000 / anim->fps);
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if(t >= 1.0f)
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{
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a->frm = nextfrm;
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a->lastTime = lastmillis;
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};
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};
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printf("anim:%d\tfrm:%d\tt:%f\n", a->anim, a->frm, t);
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loopv(objects)
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{
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md3object *obj = &objects[i];
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int currentIndex = a->frm * obj->numVerts;
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int nextIndex = nextfrm * obj->numVerts;
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glBindTexture(GL_TEXTURE_2D, obj->tex + FIRSTMD3);
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glBegin(GL_TRIANGLES);
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loopj(obj->numFaces)
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{
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loop(whichVertex, 3)
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{
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int index = obj->faces[j].vertindex[whichVertex];
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if(obj->texVerts)
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glTexCoord2f(obj->texVerts[index].x, -obj->texVerts[index].y);
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vec point1 = obj->verts[ currentIndex + index ];
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vec point2 = obj->verts[ nextIndex + index];
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glVertex3f(point1.x + t * (point2.x - point1.x),
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point1.y + t * (point2.y - point1.y),
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point1.z + t * (point2.z - point1.z));
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}
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}
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glEnd();
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}
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#define ip(r, c,n) (r) = (c) + t * ((n) - (c))
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#define ip_vec(c,n) ip(c.x,c.x,n.x); ip(c.y,c.y,n.y); ip(c.z,c.z,n.z);
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loopi(numTags)
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{
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md3model *link = links[i];
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if(!link) continue;
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vec pos = tags[a->frm * numTags + i].pos;
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vec nextpos = tags[nextfrm * numTags + i].pos;
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ip_vec(pos, nextpos);
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float rot[3][3];
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loop(j, 3) loop(k, 3) ip(rot[j][k], tags[a->frm * numTags + i].rotation[j][k], tags[nextfrm * numTags + i].rotation[j][k]);
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GLfloat matrix[16];
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matrix[0] = rot[0][0];
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matrix[1] = rot[0][1];
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matrix[2] = rot[0][2];
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matrix[3] = 0;
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matrix[4] = rot[1][0];
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matrix[5] = rot[1][1];
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matrix[6] = rot[1][2];
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matrix[7] = 0;
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matrix[8] = rot[2][0];
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matrix[9] = rot[2][1];
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matrix[10]= rot[2][2];
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matrix[11]= 0;
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matrix[12] = pos.x;
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matrix[13] = pos.y;
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matrix[14] = pos.z;
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matrix[15] = 1;
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glPushMatrix();
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glMultMatrixf(matrix);
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link->render();
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glPopMatrix();
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};
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};
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void md3model::draw(float x, float y, float z, float yaw, float pitch, float rad)
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{
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if(!loaded || objects.length() <= 0) return;
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//if(isoccluded(player1->o.x, player1->o.y, x-rad, z-rad, rad*2)) return;
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glPushMatrix();
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int ix = (int)x;
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int iy = (int)z;
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vec light = { 1.0f, 1.0f, 1.0f };
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if(!OUTBORD(ix, iy))
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{
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sqr *s = S(ix,iy);
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float ll = 256.0f; // 0.96f;
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float of = 0.0f; // 0.1f;
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light.x = 0.75f * s->r/ll+of;
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light.y = 0.75f * s->g/ll+of;
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light.z = 0.75f * s->b/ll+of;
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};
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glColor3fv((float *)&light);
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glTranslatef(x, y, z); // avoid models above ground
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glRotatef(yaw+180, 0, -1, 0);
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glRotatef(pitch, 0, 0, 1);
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glRotatef(-90, 1, 0, 0);
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glScalef( scale, scale, scale);
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glTranslatef( 0.0f, 0.0f, 24.0f );
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render();
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glPopMatrix();
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};
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void md3setanim(dynent *d, int anim)
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{
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if(anim <= BOTH_DEAD3) // assign to both, legs and torso
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{
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d->animstate[MDL_LOWER].anim = anim;
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d->animstate[MDL_UPPER].anim = anim;
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}
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else if(anim <= TORSO_STAND2)
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d->animstate[MDL_UPPER].anim = anim;
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else
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d->animstate[MDL_LOWER].anim = anim - 7;
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};
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vector<md3model *> playermodels;
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vector<md3model *> weaponmodels;
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vector<md3animinfo> tmp_animations;
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char basedir[_MAXDEFSTR]; // necessary for relative path's
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void md3skin(char *objname, char *skin) // called by the {lower|upper|head}.cfg (originally .skin in Q3A)
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{
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md3model *mdl = playermodels.last();
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loopv(mdl->objects)
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{
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md3object *obj = &mdl->objects[i];
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if(strcmp(obj->name, objname) == 0)
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{
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int xs, ys;
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sprintf_sd(path)("%s/%s", basedir, skin); // 'skin' is a relative url
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installtex(FIRSTMD3 + numskins, path, xs, ys);
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obj->tex = numskins;
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numskins++;
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};
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};
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};
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COMMAND(md3skin, ARG_2STR);
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void md3animation(char *firstframe, char *numframes, char *loopingframes, char *fps) /* configurable animations - use hardcoded instead ? */
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{
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md3animinfo &a = tmp_animations.add();
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a.startframe = atoi(firstframe);
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a.endframe = a.startframe + atoi(numframes);
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(atoi(loopingframes) > 0) ? a.loop = true : a.loop = false;
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a.fps = atoi(fps);
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};
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COMMAND(md3animation, ARG_5STR);
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/*
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void rendermd3(char *mdl, float x, float y, float z, float yaw, float pitch, float rad)
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{
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if(playermodels.length()) playermodels[MDL_LOWER]->draw(x, y, z, yaw, pitch, rad);
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};*/
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VAR(anim, 0, 0, 1000);
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void rendermd3player(dynent *d)
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{
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if(playermodels.length() >= 3 && d->mdl[MDL_LOWER] == 0)
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{
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loopi(3) playermodels[d->mdl[i]]->animstate = &d->animstate[i]; // get d's current frame
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md3setanim(d, anim);
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int n;
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float mz = d->o.z-d->eyeheight+1.55f;
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/*if(d->state==CS_DEAD)
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{
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md3setanim(d, BOTH_DEATH1 + rnd(2) * 2);
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//mdl = (((int)d>>6)&1)+1;
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//mz = d->o.z-d->eyeheight+0.2f;
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//scale = 1.2f;
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}
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else if(d->state==CS_EDITING) { md3setanim(d, TORSO_STAND); }
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else if(d->state==CS_LAGGED) { md3setanim(d, LEGS_IDLE); md3setanim(d, TORSO_GESTURE); }
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else if(d->monsterstate==M_ATTACKING) { n = 8; }
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else if(d->monsterstate==M_PAIN) { n = 10; }
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else if((!d->move && !d->strafe) || !d->moving) { md3setanim(d, LEGS_IDLE); md3setanim(d, TORSO_STAND); }
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else if(!d->onfloor && d->timeinair>100) { md3setanim(d, LEGS_JUMP ); }
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else { n = 14; }; */
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|
||||
playermodels[d->mdl[MDL_LOWER]]->draw(d->o.x, mz, d->o.y, d->yaw+90, d->pitch, d->radius);
|
||||
};
|
||||
};
|
||||
|
||||
void testrender(float x, float y, float z, float yaw, float pitch, float radius)
|
||||
{
|
||||
if(playermodels.length())
|
||||
{
|
||||
playermodels[0]->draw(x, z, y, yaw+90, pitch, radius);
|
||||
};
|
||||
};
|
||||
|
||||
md3model *loadmd3(char *path) // loads a single md3 model and the skins for its objects (cfg file)
|
||||
{
|
||||
md3model *mdl = new md3model();
|
||||
playermodels.add(mdl);
|
||||
sprintf_sd(mdl_path)("%s.md3", path);
|
||||
sprintf_sd(cfg_path)("%s.cfg", path);
|
||||
playermodels.last()->load(mdl_path);
|
||||
exec(cfg_path);
|
||||
return playermodels.last();
|
||||
};
|
||||
|
||||
char pl_objects[3][6] = {"lower", "upper", "head"};
|
||||
|
||||
void loadplayermdl(char *model)
|
||||
{
|
||||
tmp_animations.setsize(0);
|
||||
sprintf(basedir, "packages/models/playermodels/%s", model);
|
||||
md3model *mdls[3];
|
||||
loopi(3) // load lower,upper and head objects
|
||||
{
|
||||
sprintf_sd(path)("%s/%s", basedir, pl_objects[i]);
|
||||
mdls[i] = loadmd3(path);
|
||||
};
|
||||
mdls[MDL_LOWER]->link(mdls[MDL_UPPER], "tag_torso");
|
||||
mdls[MDL_UPPER]->link(mdls[MDL_HEAD], "tag_head");
|
||||
sprintf_sd(modelcfg)("%s/model.cfg", basedir);
|
||||
exec(modelcfg); // load animations to tmp_animation
|
||||
loopv(tmp_animations) // assign the loaded animations to the lower,upper or head model
|
||||
{
|
||||
md3animinfo &anim = tmp_animations[i];
|
||||
if(i <= BOTH_DEAD3)
|
||||
{
|
||||
mdls[MDL_UPPER]->animations.add(anim);
|
||||
mdls[MDL_LOWER]->animations.add(anim);
|
||||
}
|
||||
else if(i <= TORSO_STAND2)
|
||||
mdls[MDL_UPPER]->animations.add(anim);
|
||||
else if(i <= LEGS_TURN)
|
||||
mdls[MDL_LOWER]->animations.add(anim);
|
||||
};
|
||||
};
|
||||
|
||||
COMMAND(loadplayermdl, ARG_1STR);
|
||||
Reference in New Issue
Block a user