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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
99 lines
3.6 KiB
C++
99 lines
3.6 KiB
C++
/*
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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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#include "physics/Physics_Parametric.h"
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#include "Entity.h"
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#include "Actor.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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