CLIENT: Add FTE skel defs

SERVER: Add test IQM ledge-climb traversal
This commit is contained in:
blubs 2023-08-29 22:43:54 -07:00
parent e3dcb2aa13
commit 11004c96b5
3 changed files with 688 additions and 629 deletions

View File

@ -1179,10 +1179,28 @@ float(float modlindex, optional float useabstransforms) skel_create = #263; /* P
Allocates a new uninitiaised skeletal object, with enough bone info to animate the given model.
eg: self.skeletonobject = skel_create(self.modelindex); */
typedef struct {
int sourcemodelindex; /*frame data will be imported from this model, bones must be compatible*/
int reserved;
int firstbone;
int lastbone;
float prescale; /*0 destroys existing data, 1 retains it*/
float scale[4]; /*you'll need to do lerpfrac manually*/
int animation[4];
float animationtime[4];
/*halflife models*/
float subblend[2];
float controllers[5];
} skelblend_t;
float(float skel, entity ent, float modelindex, float retainfrac, float firstbone, float lastbone, optional float addfrac) skel_build = #264; /* Part of FTE_CSQC_SKELETONOBJECTS
Animation data (according to the entity's frame info) is pulled from the specified model and blended into the specified skeletal object.
If retainfrac is set to 0 on the first call and 1 on the others, you can blend multiple animations together according to the addfrac value. The final weight should be 1. Other values will result in scaling and/or other weirdness. You can use firstbone and lastbone to update only part of the skeletal object, to allow legs to animate separately from torso, use 0 for both arguments to specify all, as bones are 1-based. */
float(float skel, int numblends, skelblend_t *weights, int structsize) skel_build_ptr = #0:skel_build_ptr; /*
Like skel_build, but slightly simpler. */
float(float skel) skel_get_numbones = #265; /* Part of FTE_CSQC_SKELETONOBJECTS
Retrives the number of bones in the model. The valid range is 1<=bone<=numbones. */
@ -1627,6 +1645,10 @@ void(entity e, string skinfilename, optional string skindata) setcustomskin = #3
The texture is determined to be sufficient to hold the first named image, additional images can be named as extra tokens on the same line.
Use a + at the end of the line to continue reading image tokens from the next line also, the named shader must use 'map $diffuse' to read the composed texture (compatible with the defaultskin shader). */
float(string skinfilename, optional string skindata) loadcustomskin = #377;
void(entity e, float skinobj) applycustomskin = #378;
void(float skinobj) releasecustomskin = #379;
__variant*(int size) memalloc = #384; /* Part of FTE_MEMALLOC
Allocate an arbitary block of memory */

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@ -509,10 +509,6 @@ float() zombie_predraw = {
// Due to QC's limit of 8-args per vararg func, split this up into
// a few different sprintf calls.
string skin_str = "";
skin_str = sprintf("%sgeomset %d %d\n", skin_str, ZOMBIE_IQM_GEOMSET_BODY, )
string skin_str = "";
// Add in the geomset defs
skin_str = sprintf("%sgeomset %d %d\n", skin_str, ZOMBIE_IQM_GEOMSET_BODY, 0);
@ -522,7 +518,7 @@ float() zombie_predraw = {
skin_str = sprintf("%sgeomset %d %d\n", skin_str, ZOMBIE_IQM_GEOMSET_LEG_L, self.limbs_state & ZOMBIE_LIMB_STATE_LEG_L == 0);
skin_str = sprintf("%sgeomset %d %d\n", skin_str, ZOMBIE_IQM_GEOMSET_LEG_R, self.limbs_state & ZOMBIE_LIMB_STATE_LEG_R == 0);
skin_str = sprintf("%sgeomset %d %d\n", skin_str, ZOMBIE_IQM_GEOMSET_ARM_R, self.limbs_state & ZOMBIE_LIMB_STATE_ARM_R == 0);
// Add in the shader defs
// Add in the per-mesh shader defs
skin_str = sprintf("%sreplace ZombieBody %S\n", skin_str, shader_name);
skin_str = sprintf("%sreplace ZombieHead %S\n", skin_str, shader_name);
skin_str = sprintf("%sreplace ZombieArmL %S\n", skin_str, shader_name);

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