Keys 5, 6 and 7 (in combination with the scrollwheel) can be used to alter the new entity attributes. Pressing editmeta (LCTRL by default) speeds up the scrolling. (Parts of the roll code are borrowed from Alejandro V. Garcia's commit "Model rotations, experimental" from January 2013) Note: coop edit is now broken between "next" and older clients, but I don't want to bump the protocol just yet.
321 lines
10 KiB
C
321 lines
10 KiB
C
struct md3;
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md3 *loadingmd3 = NULL;
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string md3dir;
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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 md3vertex
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{
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short vertex[3];
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short normal;
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};
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struct md3triangle
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{
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int vertexindices[3];
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};
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struct md3header
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{
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char id[4];
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int version;
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char name[64];
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int flags;
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int numframes, numtags, nummeshes, numskins;
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int ofs_frames, ofs_tags, ofs_meshes, ofs_eof; // offsets
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};
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struct md3meshheader
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{
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char id[4];
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char name[64];
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int flags;
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int numframes, numshaders, numvertices, numtriangles;
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int ofs_triangles, ofs_shaders, ofs_uv, ofs_vertices, meshsize; // offsets
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};
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struct md3 : vertmodel
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{
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md3(const char *name) : vertmodel(name) {}
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int type() { return MDL_MD3; }
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struct md3part : part
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{
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bool load(char *path)
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{
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if(filename) return true;
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stream *f = openfile(path, "rb");
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if(!f) return false;
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md3header header;
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f->read(&header, sizeof(md3header));
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lilswap(&header.version, 1);
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lilswap(&header.flags, 9);
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if(strncmp(header.id, "IDP3", 4) != 0 || header.version != 15) // header check
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{
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delete f;
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conoutf("md3: corrupted header");
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return false;
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}
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numframes = header.numframes;
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numtags = header.numtags;
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if(numtags)
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{
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tags = new tag[numframes*numtags];
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f->seek(header.ofs_tags, SEEK_SET);
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md3tag tag;
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loopi(header.numframes*header.numtags)
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{
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f->read(&tag, sizeof(md3tag));
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lilswap((float *)&tag.pos, 12);
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if(tag.name[0] && i<header.numtags) tags[i].name = newstring(tag.name);
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tags[i].pos = vec(tag.pos.y, tag.pos.x, tag.pos.z);
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memcpy(tags[i].transform, tag.rotation, sizeof(tag.rotation));
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// undo the x/y swap
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loopj(3) swap(tags[i].transform[0][j], tags[i].transform[1][j]);
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// then restore it
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loopj(3) swap(tags[i].transform[j][0], tags[i].transform[j][1]);
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}
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links = new linkedpart[numtags];
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}
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int mesh_offset = header.ofs_meshes;
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loopi(header.nummeshes)
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{
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md3meshheader mheader;
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f->seek(mesh_offset, SEEK_SET);
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f->read(&mheader, sizeof(md3meshheader));
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lilswap(&mheader.flags, 10);
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if(mheader.numtriangles <= 0)
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{
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mesh_offset += mheader.meshsize;
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continue;
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}
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mesh &m = *meshes.add(new mesh);
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m.owner = this;
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m.name = newstring(mheader.name);
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m.numtris = mheader.numtriangles;
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m.tris = new tri[m.numtris];
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f->seek(mesh_offset + mheader.ofs_triangles, SEEK_SET);
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loopj(mheader.numtriangles)
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{
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md3triangle tri;
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f->read(&tri, sizeof(md3triangle)); // read the triangles
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lilswap((int *)&tri, 3);
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loopk(3) m.tris[j].vert[k] = (ushort)tri.vertexindices[k];
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}
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m.numverts = mheader.numvertices;
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m.tcverts = new tcvert[m.numverts];
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f->seek(mesh_offset + mheader.ofs_uv , SEEK_SET);
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f->read(m.tcverts, 2*sizeof(float)*m.numverts); // read the UV data
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lilswap(&m.tcverts[0].u, 2*m.numverts);
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m.verts = new vec[numframes*m.numverts + 1];
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f->seek(mesh_offset + mheader.ofs_vertices, SEEK_SET);
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loopj(numframes*mheader.numvertices)
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{
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md3vertex v;
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f->read(&v, sizeof(md3vertex)); // read the vertices
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lilswap((short *)&v, 4);
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m.verts[j].x = v.vertex[1]/64.0f;
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m.verts[j].y = v.vertex[0]/64.0f;
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m.verts[j].z = v.vertex[2]/64.0f;
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}
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mesh_offset += mheader.meshsize;
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}
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delete f;
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filename = newstring(path);
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return true;
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}
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void begingenshadow()
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{
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matrixpos = 0;
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matrixstack[0].identity();
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matrixstack[0].rotate_around_z(180*RAD);
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}
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};
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void render(int anim, int varseed, float speed, int basetime, const vec &o, float roll, float yaw, float pitch, dynent *d, modelattach *a, float scale)
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{
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if(!loaded) return;
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if(a) for(int i = 0; a[i].tag; i++)
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{
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vertmodel *m = (vertmodel *)a[i].m;
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if(!m)
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{
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if(a[i].pos) link(NULL, a[i].tag);
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continue;
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}
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part *p = m->parts[0];
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if(link(p, a[i].tag, a[i].pos)) p->index = parts.length()+i;
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}
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if(!cullface) glDisable(GL_CULL_FACE);
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else if(anim&ANIM_MIRROR) glCullFace(GL_BACK);
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if(stenciling)
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{
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shadowdir = vec(0, 1/SQRT2, -1/SQRT2);
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shadowdir.rotate_around_z((-shadowyaw-yaw-180.0f)*RAD);
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shadowdir.rotate_around_y(-pitch*RAD);
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shadowdir.rotate_around_x(-roll*RAD);
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(shadowpos = shadowdir).mul(shadowdist);
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}
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modelpos = o;
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modelroll = roll;
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modelyaw = yaw;
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modelpitch = pitch;
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matrixpos = 0;
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matrixstack[0].identity();
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matrixstack[0].translate(o);
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matrixstack[0].rotate_around_z((yaw+180)*RAD);
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matrixstack[0].rotate_around_y(-pitch*RAD);
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matrixstack[0].rotate_around_x(roll*RAD);
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if(anim&ANIM_MIRROR || scale!=1) matrixstack[0].scale(scale, anim&ANIM_MIRROR ? -scale : scale, scale);
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parts[0]->render(anim, varseed, speed, basetime, d);
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if(!cullface) glEnable(GL_CULL_FACE);
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else if(anim&ANIM_MIRROR) glCullFace(GL_FRONT);
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if(a) for(int i = 0; a[i].tag; i++) link(NULL, a[i].tag);
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if(d) d->lastrendered = lastmillis;
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}
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void rendershadow(int anim, int varseed, float speed, int basetime, const vec &o, float yaw, modelattach *a)
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{
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if(parts.length()>1) return;
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parts[0]->rendershadow(anim, varseed, speed, basetime, o, yaw);
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}
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bool load()
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{
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if(loaded) return true;
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formatstring(md3dir)("packages/models/%s", loadname);
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const char *pname = parentdir(loadname);
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defformatstring(cfgname)("packages/models/%s/md3.cfg", loadname);
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loadingmd3 = this;
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per_idents = false;
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neverpersist = true;
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if(execfile(cfgname) && parts.length()) // configured md3, will call the md3* commands below
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{
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neverpersist = false;
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per_idents = true;
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loadingmd3 = NULL;
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if(parts.empty()) return false;
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loopv(parts) if(!parts[i]->filename) return false;
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}
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else // md3 without configuration, try default tris and skin
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{
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per_idents = false;
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loadingmd3 = NULL;
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md3part &mdl = *new md3part;
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parts.add(&mdl);
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mdl.model = this;
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mdl.index = 0;
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defformatstring(name1)("packages/models/%s/tris.md3", loadname);
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if(!mdl.load(path(name1)))
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{
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formatstring(name1)("packages/models/%s/tris.md3", pname); // try md3 in parent folder (vert sharing)
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if(!mdl.load(path(name1))) return false;
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};
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Texture *skin;
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loadskin(loadname, pname, skin);
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loopv(mdl.meshes) mdl.meshes[i]->skin = skin;
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if(skin==notexture) conoutf("could not load model skin for %s", name1);
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}
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loopv(parts) parts[i]->scaleverts(scale/16.0f, vec(translate.x, -translate.y, translate.z));
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radius = calcradius();
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if(shadowdist) calcneighbors();
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calcbbs();
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return loaded = true;
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}
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};
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void md3load(char *model)
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{
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if(!loadingmd3) { conoutf("not loading an md3"); return; };
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filtertext(model, model, FTXT__MEDIAFILEPATH);
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defformatstring(filename)("%s/%s", md3dir, model);
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md3::md3part &mdl = *new md3::md3part;
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loadingmd3->parts.add(&mdl);
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mdl.model = loadingmd3;
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mdl.index = loadingmd3->parts.length()-1;
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if(!mdl.load(path(filename))) conoutf("could not load %s", filename); // ignore failure
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}
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void md3skin(char *objname, char *skin)
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{
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filtertext(skin, skin, FTXT__MEDIAFILEPATH);
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if(!loadingmd3 || loadingmd3->parts.empty()) { conoutf("not loading an md3"); return; };
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md3::part &mdl = *loadingmd3->parts.last();
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bool used = false;
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loopv(mdl.meshes)
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{
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md3::mesh &m = *mdl.meshes[i];
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if(!strcmp(objname, "*") || !strcmp(m.name, objname))
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{
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defformatstring(spath)("%s/%s", md3dir, skin);
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m.skin = textureload(spath);
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used = true;
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}
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}
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if(!used)
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{
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defformatstring(s)(", possibilities are: *");
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loopv(mdl.meshes) concatformatstring(s, "|%s", mdl.meshes[i]->name);
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conoutf("mesh \"%s\" not found in model %s, skin %s not loaded%s", objname, loadingmd3->loadname, skin, mdl.meshes.length() ? s : "");
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}
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}
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void md3anim(char *anim, int *startframe, int *range, float *speed)
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{
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if(!loadingmd3 || loadingmd3->parts.empty()) { conoutf("not loading an md3"); return; };
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int num = findanim(anim);
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if(num<0) { conoutf("could not find animation %s", anim); return; };
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loadingmd3->parts.last()->setanim(num, *startframe, *range, *speed);
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}
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void md3link(int *parent, int *child, char *tagname)
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{
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if(!loadingmd3) { conoutf("not loading an md3"); return; };
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if(!loadingmd3->parts.inrange(*parent) || !loadingmd3->parts.inrange(*child)) { conoutf("no models loaded to link"); return; }
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if(!loadingmd3->parts[*parent]->link(loadingmd3->parts[*child], tagname)) conoutf("could not link model %s", loadingmd3->loadname);
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}
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void md3emit(char *tag, int *type, int *arg1, int *arg2)
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{
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if(!loadingmd3 || loadingmd3->parts.empty()) { conoutf("not loading an md3"); return; };
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md3::part &mdl = *loadingmd3->parts.last();
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if(!mdl.addemitter(tag, *type, *arg1, *arg2)) { conoutf("could not find tag %s", tag); return; }
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}
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COMMAND(md3load, "s");
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COMMAND(md3skin, "ss");
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COMMAND(md3anim, "siif");
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COMMAND(md3link, "iis");
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COMMAND(md3emit, "siii");
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