git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@38 e016b1c5-ed68-44aa-a2f7-31cac88cffde
460 lines
14 KiB
C++
460 lines
14 KiB
C++
// code for loading, linking and rendering md3 models
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// See http://www.draekko.org/documentation/md3format.html for informations about the md3 format
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#include "cube.h"
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const int FIRSTMD3 = 20;
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enum { MDL_LOWER = 0, MDL_UPPER, MDL_HEAD };
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#define MD3_DEFAULT_SCALE 0.08f
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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 md3tag
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{
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char name[64];
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float pos[3];
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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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signed short vertex[3];
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uchar normal[2];
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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 md3animinfo
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{
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int start;
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int end;
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bool loop;
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int fps;
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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 md3mesh
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{
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char name[64];
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md3triangle *triangles;
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vec *vertices;
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vec2 *uv;
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int numtriangles, numvertices; // numvertices == numUV
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int tex;
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};
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struct md3model
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{
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vector<md3mesh> meshes;
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vector<md3animinfo> animations;
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md3state *animstate;
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md3model **links;
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md3tag *tags;
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int numframes, numtags;
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bool loaded;
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vec scale;
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bool link(md3model *link, char *tag);
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bool load(char *path);
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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.x = scale.y = scale.z = MD3_DEFAULT_SCALE;
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animstate = NULL;
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};
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md3model::~md3model()
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{
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loopv(meshes){
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if(meshes[i].vertices) delete [] meshes[i].vertices;
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if(meshes[i].triangles) delete [] meshes[i].triangles;
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if(meshes[i].uv) delete [] meshes[i].uv;
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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::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 true;
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};
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return false;
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};
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bool md3model::load(char *path)
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{
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if(!path) return false;
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FILE *f = fopen(path, "rb");
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if(!f) fatal("could not load md3 model: %s", path);
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md3header header;
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fread(&header, sizeof(md3header), 1, f);
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if(header.id[0] != 'I' || header.id[1] != 'D' || header.id[2] != 'P' || header.id[3] != '3' || header.version != 15) // header check
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fatal("corruped header in md3 model: %s", path);
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tags = new md3tag[header.numframes * header.numtags];
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fseek(f, header.ofs_tags, SEEK_SET);
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fread(tags, sizeof(md3tag), header.numframes * header.numtags, f);
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numframes = header.numframes;
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numtags = header.numtags;
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links = (md3model **) malloc(sizeof(md3model) * header.numtags);
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loopi(header.numtags) links[i] = NULL;
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int mesh_offset = ftell(f);
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loopi(header.nummeshes)
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{
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md3mesh mesh;
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md3meshheader mheader;
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fseek(f, mesh_offset, SEEK_SET);
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fread(&mheader, sizeof(md3meshheader), 1, f);
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strn0cpy(mesh.name, mheader.name, 64);
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mesh.triangles = new md3triangle[mheader.numtriangles];
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fseek(f, mesh_offset + mheader.ofs_triangles, SEEK_SET);
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fread(mesh.triangles, sizeof(md3triangle), mheader.numtriangles, f); // read the triangles
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mesh.numtriangles = mheader.numtriangles;
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mesh.uv = new vec2[mheader.numvertices];
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fseek(f, mesh_offset + mheader.ofs_uv , SEEK_SET);
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fread(mesh.uv, sizeof(vec2), mheader.numvertices, f); // read the UV data
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md3vertex *vertices = new md3vertex[mheader.numframes * mheader.numvertices];
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fseek(f, mesh_offset + mheader.ofs_vertices, SEEK_SET);
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fread(vertices, sizeof(md3vertex), mheader.numframes * mheader.numvertices, f); // read the vertices
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mesh.vertices = new vec[mheader.numframes * mheader.numvertices]; // transform to our own structure
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loopj(mheader.numframes * mheader.numvertices)
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{
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mesh.vertices[j].x = vertices[j].vertex[0] / 64.0f;
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mesh.vertices[j].y = vertices[j].vertex[1] / 64.0f;
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mesh.vertices[j].z = vertices[j].vertex[2] / 64.0f;
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};
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mesh.numvertices = mheader.numvertices;
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meshes.add(mesh);
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mesh_offset += mheader.meshsize;
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delete [] vertices;
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};
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loaded = true;
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return true;
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};
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VAR(anim, 0, 0, 100);
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void md3model::render()
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{
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if(!loaded || meshes.length() <= 0) return;
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float t = 0.0f;
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int nextfrm;
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md3state *a = animstate;
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if(a && animations.length() > a->anim)
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{
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md3animinfo *info = &animations[a->anim];
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if(a->frm < info->start || a->frm > info->end) // we switched to a new animation, jump to the start
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a->frm = info->start;
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t = (float) (lastmillis - a->lastTime) / (1000.0f / info->fps); // t has a value from 0.0f to 1.0f - used for interpolation
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if(t >= 1.0f) // jump to the next keyframe
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{
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a->frm++;
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a->lastTime = lastmillis;
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t = 0.0f;
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};
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if(a->frm >= info->end)
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{
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if(info->loop)
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a->frm = info->start;
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else
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{
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a->frm = info->end;
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t = 0.0f; // stops the animation
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};
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};
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}
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else
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{
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a = new md3state();
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a->frm = 0;
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}
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a->frm = anim; //fixme
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nextfrm = a->frm + 1;
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#define interpolate(p1,p2) ((p1) + t * ((p2) - (p1)))
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loopv(meshes)
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{
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md3mesh *mesh = &meshes[i];
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glBindTexture(GL_TEXTURE_2D, FIRSTMD3 + mesh->tex);
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glBegin(GL_TRIANGLES);
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loopj(mesh->numtriangles) // triangles
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{
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loopk(3) // vertices
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{
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int index = mesh->triangles[j].vertexindices[k];
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vec *point1 = &mesh->vertices[index + a->frm * mesh->numvertices];
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vec *point2 = &mesh->vertices[index + nextfrm * mesh->numvertices];
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if(mesh->uv)
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glTexCoord2f(mesh->uv[index].x, mesh->uv[index].y);
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glVertex3f( interpolate(point1->x, point2->x),
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interpolate(point1->y, point2->y),
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interpolate(point1->z, point2->z));
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};
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};
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glEnd();
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};
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loopi(numtags) // render the linked models - interpolate rotation and position of the 'link-tags'
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{
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md3model *link = links[i];
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if(!link) continue;
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GLfloat matrix[16] = {0}; // fixme: un-obfuscate it!
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loopj(3) matrix[j] = interpolate(tags[a->frm * numtags + i].rotation[0][j], tags[nextfrm * numtags + i].rotation[0][j]); // rotation
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loopj(3) matrix[4 + j] = interpolate(tags[a->frm * numtags + i].rotation[1][j], tags[nextfrm * numtags + i].rotation[1][j]);
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loopj(3) matrix[8 + j] = interpolate(tags[a->frm * numtags + i].rotation[2][j], tags[nextfrm * numtags + i].rotation[2][j]);
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loopj(3) matrix[12 + j] = interpolate(tags[a->frm * numtags + i].pos[j] , tags[nextfrm * numtags + i].pos[j]); // position
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matrix[15] = 1.0f;
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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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glPushMatrix();
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glTranslatef(x, y, z);
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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, 0, 1, 0);
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glRotatef(-90, 1, 0, 0);
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glScalef( scale.x, scale.y, scale.z);
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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 *> models;
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vector<md3animinfo> tmp_animations;
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int firstweapon = -1;
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int numskins = 0;
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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 = models.last();
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loopv(mdl->meshes)
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{
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md3mesh *mesh = &mdl->meshes[i];
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if(strcmp(mesh->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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mesh->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 *first, char *nums, char *loopings, 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.start = atoi(first);
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a.end = a.start + atoi(nums) - 1;
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(atoi(loopings) > 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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void loadplayermdl(char *model)
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{
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char pl_objects[3][6] = {"lower", "upper", "head"};
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tmp_animations.setsize(0);
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sprintf(basedir, "packages/models/players/%s", model);
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md3model *mdls[3];
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loopi(3) // load lower,upper and head models
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{
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sprintf_sd(path)("%s/%s", basedir, pl_objects[i]);
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mdls[i] = new md3model();
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models.add(mdls[i]);
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sprintf_sd(mdl_path)("%s.md3", path);
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sprintf_sd(cfg_path)("%s.cfg", path);
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mdls[i]->load(mdl_path);
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exec(cfg_path);
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};
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mdls[MDL_LOWER]->link(mdls[MDL_UPPER], "tag_torso");
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mdls[MDL_UPPER]->link(mdls[MDL_HEAD], "tag_head");
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sprintf_sd(modelcfg)("%s/animation.cfg", basedir);
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exec(modelcfg); // load animations to tmp_animation
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int skip_gap = tmp_animations[LEGS_WALKCR].start - tmp_animations[TORSO_GESTURE].start;
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for(int i = LEGS_WALKCR; i < tmp_animations.length(); i++) // the upper and lower mdl frames are independent
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{
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tmp_animations[i].start -= skip_gap;
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tmp_animations[i].end -= skip_gap;
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};
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loopv(tmp_animations) // assign the loaded animations to the lower,upper or head model
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{
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md3animinfo &anim = tmp_animations[i];
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if(i <= BOTH_DEAD3)
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{
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mdls[MDL_UPPER]->animations.add(anim);
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mdls[MDL_LOWER]->animations.add(anim);
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}
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else if(i <= TORSO_STAND2)
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mdls[MDL_UPPER]->animations.add(anim);
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else if(i <= LEGS_TURN)
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mdls[MDL_LOWER]->animations.add(anim);
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};
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};
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COMMAND(loadplayermdl, ARG_1STR);
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enum {MDL_GUN_IDLE, MDL_GUN_RELOAD, NUM_MDL_GUN};
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/*md3animinfo weaponsanim[] = { {0, 8, 8, 25},
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{8, 15, 0, 25},
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{16,25, 0, 25} };*/
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md3animinfo weaponsanim[] = { {0, 8, 8, 25},
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{8, 25, 0, 25} };
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void loadweapons()
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{
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firstweapon = models.length();
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loopi(NUMGUNS)
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{
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sprintf(basedir, "packages/models/weapons/%s", hudgunnames[i]);
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md3model *mdl = new md3model();
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models.add(mdl);
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sprintf_sd(mdl_path)("%s/tris_high.md3", basedir);
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sprintf_sd(cfg_path)("%s/default.skin", basedir);
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mdl->load(mdl_path);
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exec(cfg_path);
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loopj(NUM_MDL_GUN) mdl->animations.add(weaponsanim[j]);
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}
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};
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COMMAND(loadweapons, ARG_NONE);
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void rendermd3gun()
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{
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if(firstweapon >= 0)
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{
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md3model *weapon = models[firstweapon + player1->gunselect];
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int rtime = reloadtime(player1->gunselect);
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if(player1->reloading)
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{
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weapon->animstate = new md3state();
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weapon->animstate->anim = MDL_GUN_RELOAD;
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}
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else
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{
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weapon->animstate = new md3state();
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weapon->animstate->anim = MDL_GUN_IDLE;
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};
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float kick = 0.0f;
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if(player1->gunselect==player1->lastattackgun)
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{
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int percent_done = (lastmillis-player1->lastaction)*100/reloadtime(player1->gunselect);
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if(percent_done > 100) percent_done = 100.0;
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// f(x) = -sin(x-1.5)^3
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kick = -sin(pow((1.5f/100*percent_done)-1.5f,3));
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};
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vdist(dist, unitv, player1->o, worldpos);
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vdiv(unitv, dist);
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float k_rot = kick_rot(player1->gunselect)*kick;
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float k_back = kick_back(player1->gunselect)*kick/10;
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weapon->draw(player1->o.x-unitv.x*k_back, player1->o.z-unitv.z*k_back, player1->o.y-unitv.y*k_back, player1->yaw + 90, player1->pitch+k_rot, 1.0f);
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};
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};
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void rendermd3player(dynent *d)
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{
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if(models.length() >= 3)
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{
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loopi(3) models[i]->animstate = &d->animstate[i];
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float mz = d->o.z-d->eyeheight+1.55f;
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if(d->state == CS_DEAD) { md3setanim(d, BOTH_DEATH1); }
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else if(d->state == CS_EDITING) { md3setanim(d, LEGS_IDLECR); md3setanim(d, TORSO_GESTURE); }
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else if(d->state == CS_LAGGED) { md3setanim(d, LEGS_IDLECR); md3setanim(d, TORSO_DROP); }
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else
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{
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if(!d->onfloor && d->timeinair>100) { md3setanim(d, LEGS_JUMP); }
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else if((!d->move && !d->strafe)) { md3setanim(d, LEGS_IDLE); }
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else { md3setanim(d, LEGS_RUN); }
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if(d->attacking) { md3setanim(d, TORSO_ATTACK2); }
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else { md3setanim(d, TORSO_STAND); }
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};
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if(d->gunselect >= models.length())
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models[MDL_UPPER]->link(NULL, "tag_weapon"); // no weapon model
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else
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models[MDL_UPPER]->link(models[d->gunselect], "tag_weapon"); // show current weapon
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models[MDL_LOWER]->draw(d->o.x, mz, d->o.y, d->yaw+90, d->pitch/2, d->radius);
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};
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};
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