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https://github.com/blendogames/quadrilateralcowboy.git
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96 lines
3.5 KiB
C
96 lines
3.5 KiB
C
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __ANIM_TESTMODEL_H__
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#define __ANIM_TESTMODEL_H__
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/*
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==============================================================================================
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idTestModel
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==============================================================================================
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*/
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class idTestModel : public idAnimatedEntity {
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public:
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CLASS_PROTOTYPE( idTestModel );
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idTestModel();
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~idTestModel();
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void Save( idSaveGame *savefile );
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void Restore( idRestoreGame *savefile );
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void Spawn( void );
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virtual bool ShouldConstructScriptObjectAtSpawn( void ) const;
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void NextAnim( const idCmdArgs &args );
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void PrevAnim( const idCmdArgs &args );
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void NextFrame( const idCmdArgs &args );
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void PrevFrame( const idCmdArgs &args );
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void TestAnim( const idCmdArgs &args );
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void BlendAnim( const idCmdArgs &args );
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static void KeepTestModel_f( const idCmdArgs &args );
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static void TestModel_f( const idCmdArgs &args );
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static void ArgCompletion_TestModel( const idCmdArgs &args, void(*callback)( const char *s ) );
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static void TestSkin_f( const idCmdArgs &args );
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static void TestShaderParm_f( const idCmdArgs &args );
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static void TestParticleStopTime_f( const idCmdArgs &args );
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static void TestAnim_f( const idCmdArgs &args );
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static void ArgCompletion_TestAnim( const idCmdArgs &args, void(*callback)( const char *s ) );
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static void TestBlend_f( const idCmdArgs &args );
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static void TestModelNextAnim_f( const idCmdArgs &args );
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static void TestModelPrevAnim_f( const idCmdArgs &args );
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static void TestModelNextFrame_f( const idCmdArgs &args );
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static void TestModelPrevFrame_f( const idCmdArgs &args );
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private:
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idEntityPtr<idEntity> head;
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idAnimator *headAnimator;
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idAnim customAnim;
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idPhysics_Parametric physicsObj;
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idStr animname;
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int anim;
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int headAnim;
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int mode;
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int frame;
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int starttime;
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int animtime;
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idList<copyJoints_t> copyJoints;
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virtual void Think( void );
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void Event_Footstep( void );
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};
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#endif /* !__ANIM_TESTMODEL_H__*/
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