git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@956 e016b1c5-ed68-44aa-a2f7-31cac88cffde
46 lines
1.9 KiB
C
46 lines
1.9 KiB
C
enum { ANIM_IDLE = 0, ANIM_RUN, ANIM_ATTACK, ANIM_PAIN, ANIM_JUMP, ANIM_LAND, ANIM_FLIPOFF, ANIM_SALUTE, ANIM_TAUNT, ANIM_WAVE, ANIM_POINT, ANIM_CROUCH_IDLE, ANIM_CROUCH_WALK, ANIM_CROUCH_ATTACK, ANIM_CROUCH_PAIN, ANIM_CROUCH_DEATH, ANIM_DEATH, ANIM_LYING_DEAD, ANIM_FLAG, ANIM_GUN_IDLE, ANIM_GUN_SHOOT, ANIM_GUN_RELOAD, ANIM_GUN_THROW, ANIM_MAPMODEL, ANIM_TRIGGER, ANIM_ALL, NUMANIMS };
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#define ANIM_INDEX 0xFF
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#define ANIM_LOOP (1<<8)
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#define ANIM_START (1<<9)
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#define ANIM_END (1<<10)
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#define ANIM_REVERSE (1<<11)
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#define ANIM_NOINTERP (1<<12)
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#define ANIM_MIRROR (1<<13)
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#define ANIM_NOSKIN (1<<14)
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struct animstate // used for animation blending of animated characters
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{
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int anim, frame, range, basetime;
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float speed;
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animstate() : anim(0), frame(0), range(0), basetime(0), speed(100.0f) { }
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bool operator==(const animstate &o) const { return frame==o.frame && range==o.range && basetime==o.basetime && speed==o.speed; }
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bool operator!=(const animstate &o) const { return frame!=o.frame || range!=o.range || basetime!=o.basetime || speed!=o.speed; }
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};
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enum { MDL_MD2 = 1, MDL_MD3 };
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struct dynent;
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struct model
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{
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float scale;
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vec translate;
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model() : scale(1), translate(0, 0, 0) {}
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virtual ~model() {}
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virtual void render(int anim, int varseed, float speed, int basetime, float x, float y, float z, float yaw, float pitch, dynent *d, model *vwepmdl = NULL, float scale = 1.0f) = 0;
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virtual void setskin(int tex = 0) = 0;
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virtual bool load() = 0;
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virtual char *name() = 0;
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virtual int type() = 0;
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virtual void genshadows(float height, float rad) {}
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virtual void rendershadow(int anim, int varseed, float speed, int basetime, const vec &o, float yaw, model *vwepmdl = NULL) {}
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virtual bool hasshadows() { return false; }
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};
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struct mapmodelinfo { int rad, h, zoff; string name; model *m; };
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