/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . 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. 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. =========================================================================== */ #ifndef __ANIM_TESTMODEL_H__ #define __ANIM_TESTMODEL_H__ /* ============================================================================================== idTestModel ============================================================================================== */ class idTestModel : public idAnimatedEntity { public: CLASS_PROTOTYPE( idTestModel ); idTestModel(); ~idTestModel(); void Save( idSaveGame *savefile ); void Restore( idRestoreGame *savefile ); void Spawn( void ); virtual bool ShouldConstructScriptObjectAtSpawn( void ) const; void NextAnim( const idCmdArgs &args ); void PrevAnim( const idCmdArgs &args ); void NextFrame( const idCmdArgs &args ); void PrevFrame( const idCmdArgs &args ); void TestAnim( const idCmdArgs &args ); void BlendAnim( const idCmdArgs &args ); static void KeepTestModel_f( const idCmdArgs &args ); static void TestModel_f( const idCmdArgs &args ); static void ArgCompletion_TestModel( const idCmdArgs &args, void(*callback)( const char *s ) ); static void TestSkin_f( const idCmdArgs &args ); static void TestShaderParm_f( const idCmdArgs &args ); static void TestParticleStopTime_f( const idCmdArgs &args ); static void TestAnim_f( const idCmdArgs &args ); static void ArgCompletion_TestAnim( const idCmdArgs &args, void(*callback)( const char *s ) ); static void TestBlend_f( const idCmdArgs &args ); static void TestModelNextAnim_f( const idCmdArgs &args ); static void TestModelPrevAnim_f( const idCmdArgs &args ); static void TestModelNextFrame_f( const idCmdArgs &args ); static void TestModelPrevFrame_f( const idCmdArgs &args ); private: idEntityPtr head; idAnimator *headAnimator; idAnim customAnim; idPhysics_Parametric physicsObj; idStr animname; int anim; int headAnim; int mode; int frame; int starttime; int animtime; idList copyJoints; virtual void Think( void ); void Event_Footstep( void ); }; #endif /* !__ANIM_TESTMODEL_H__*/