/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition 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(); virtual bool ShouldConstructScriptObjectAtSpawn() 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 Event_Footstep(); }; #endif /* !__ANIM_TESTMODEL_H__*/