464 lines
10 KiB
C
464 lines
10 KiB
C
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#ifndef __MODEL__
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#define __MODEL__
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/*
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* $Header: /H2 Mission Pack/MODEL.H 7 3/12/98 1:12p Jmonroe $
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*/
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#include "genmodel.h"
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#include "spritegn.h"
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/*
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d*_t structures are on-disk representations
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m*_t structures are in-memory
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*/
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/*
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==============================================================================
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BRUSH MODELS
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==============================================================================
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*/
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//
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// in memory representation
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//
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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typedef struct
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{
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vec3_t position;
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} mvertex_t;
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#define SIDE_FRONT 0
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#define SIDE_BACK 1
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#define SIDE_ON 2
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// plane_t structure
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// !!! if this is changed, it must be changed in asm_i386.h too !!!
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typedef struct mplane_s
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{
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vec3_t normal;
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float dist;
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byte type; // for texture axis selection and fast side tests
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byte signbits; // signx + signy<<1 + signz<<1
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byte pad[2];
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} mplane_t;
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typedef struct texture_s
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{
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char name[16];
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unsigned width, height;
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int anim_total; // total tenths in sequence ( 0 = no)
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int anim_min, anim_max; // time for this frame min <=time< max
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struct texture_s *anim_next; // in the animation sequence
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struct texture_s *alternate_anims; // bmodels in frmae 1 use these
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unsigned offsets[MIPLEVELS]; // four mip maps stored
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} texture_t;
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#define SURF_PLANEBACK 2
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#define SURF_DRAWSKY 4
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#define SURF_DRAWSPRITE 8
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#define SURF_DRAWTURB 0x10
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#define SURF_DRAWTILED 0x20
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#define SURF_DRAWBACKGROUND 0x40
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#define SURF_TRANSLUCENT 0x80
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#define SURF_DRAWBLACK 0x200
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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typedef struct
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{
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unsigned short v[2];
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unsigned int cachededgeoffset;
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} medge_t;
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typedef struct
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{
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float vecs[2][4];
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float mipadjust;
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texture_t *texture;
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int flags;
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} mtexinfo_t;
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typedef struct msurface_s
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{
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int visframe; // should be drawn when node is crossed
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int dlightframe;
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int dlightbits;
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mplane_t *plane;
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int flags;
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int firstedge; // look up in model->surfedges[], negative numbers
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int numedges; // are backwards edges
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// surface generation data
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struct surfcache_s *cachespots[MIPLEVELS];
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short texturemins[2];
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short extents[2];
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mtexinfo_t *texinfo;
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// lighting info
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byte styles[MAXLIGHTMAPS];
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byte *samples; // [numstyles*surfsize]
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} msurface_t;
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typedef struct mnode_s
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{
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// common with leaf
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int contents; // 0, to differentiate from leafs
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int visframe; // node needs to be traversed if current
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short minmaxs[6]; // for bounding box culling
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struct mnode_s *parent;
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// node specific
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mplane_t *plane;
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struct mnode_s *children[2];
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unsigned short firstsurface;
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unsigned short numsurfaces;
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} mnode_t;
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typedef struct mleaf_s
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{
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// common with node
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int contents; // wil be a negative contents number
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int visframe; // node needs to be traversed if current
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short minmaxs[6]; // for bounding box culling
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struct mnode_s *parent;
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// leaf specific
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byte *compressed_vis;
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efrag_t *efrags;
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msurface_t **firstmarksurface;
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int nummarksurfaces;
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int key; // BSP sequence number for leaf's contents
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byte ambient_sound_level[NUM_AMBIENTS];
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} mleaf_t;
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// !!! if this is changed, it must be changed in asm_i386.h too !!!
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typedef struct
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{
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dclipnode_t *clipnodes;
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mplane_t *planes;
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int firstclipnode;
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int lastclipnode;
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vec3_t clip_mins;
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vec3_t clip_maxs;
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} hull_t;
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/*
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==============================================================================
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SPRITE MODELS
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==============================================================================
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*/
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// FIXME: shorten these?
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typedef struct mspriteframe_s
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{
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short width;
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short height;
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//void *pcachespot; // remove?
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float up, down, left, right;
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byte pixels[4];
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} mspriteframe_t;
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typedef struct
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{
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short numframes;
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float *intervals;
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mspriteframe_t *frames[1];
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} mspritegroup_t;
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typedef struct
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{
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spriteframetype_t type;
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mspriteframe_t *frameptr;
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} mspriteframedesc_t;
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typedef struct
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{
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short type;
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short maxwidth;
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short maxheight;
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short numframes;
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float beamlength; // remove?
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//void *cachespot; // remove?
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mspriteframedesc_t frames[1];
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} msprite_t;
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/*
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==============================================================================
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ALIAS MODELS
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Alias models are position independent, so the cache manager can move them.
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==============================================================================
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*/
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typedef struct
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{
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aliasframetype_t type;
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trivertx_t bboxmin;
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trivertx_t bboxmax;
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int frame;
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char name[16];
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} maliasframedesc_t;
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typedef struct
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{
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aliasskintype_t type;
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void *pcachespot;
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int skin;
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} maliasskindesc_t;
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typedef struct
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{
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trivertx_t bboxmin;
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trivertx_t bboxmax;
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int frame;
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} maliasgroupframedesc_t;
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typedef struct
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{
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int numframes;
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int intervals;
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maliasgroupframedesc_t frames[1];
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} maliasgroup_t;
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typedef struct
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{
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int numskins;
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int intervals;
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maliasskindesc_t skindescs[1];
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} maliasskingroup_t;
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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typedef struct mtriangle_s {
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int facesfront;
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unsigned short vertindex[3];
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unsigned short stindex[3];
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} mtriangle_t;
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typedef struct {
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int model;
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int stverts;
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int skindesc;
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int triangles;
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maliasframedesc_t frames[1];
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} aliashdr_t;
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//===================================================================
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//
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// Whole model
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//
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typedef enum {mod_brush, mod_sprite, mod_alias} modtype_t;
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// EF_ changes must also be made in gl_model.h
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#define EF_ROCKET 1 // leave a trail
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#define EF_GRENADE 2 // leave a trail
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#define EF_GIB 4 // leave a trail
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#define EF_ROTATE 8 // rotate (bonus items)
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#define EF_TRACER 16 // green split trail
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#define EF_ZOMGIB 32 // small blood trail
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#define EF_TRACER2 64 // orange split trail + rotate
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#define EF_TRACER3 128 // purple trail
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#define EF_FIREBALL 256 // Yellow transparent trail in all directions
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#define EF_ICE 512 // Blue-white transparent trail, with gravity
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#define EF_MIP_MAP 1024 // This model has mip-maps
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#define EF_SPIT 2048 // Black transparent trail with negative light
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#define EF_TRANSPARENT 4096 // Transparent sprite
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#define EF_SPELL 8192 // Vertical spray of particles
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#define EF_HOLEY 16384 // Solid model with color 0
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#define EF_SPECIAL_TRANS 32768 // Translucency through the particle table
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#define EF_FACE_VIEW 65536 // Poly Model always faces you
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#define EF_VORP_MISSILE 131072 // leave a trail at top and bottom of model
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#define EF_SET_STAFF 262144 // slowly move up and left/right
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#define EF_MAGICMISSILE 524288 // a trickle of blue/white particles with gravity
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#define EF_BONESHARD 1048576 // a trickle of brown particles with gravity
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#define EF_SCARAB 2097152 // white transparent particles with little gravity
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#define EF_ACIDBALL 4194304 // Green drippy acid shit
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#define EF_BLOODSHOT 8388608 // Blood rain shot trail
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#define EF_MIP_MAP_FAR 0x1000000 // Set per frame, this model will use the far mip map
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typedef struct model_s
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{
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char name[MAX_QPATH];
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qboolean needload; // bmodels and sprites don't cache normally
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modtype_t type;
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int numframes;
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synctype_t synctype;
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int flags;
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//
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// volume occupied by the model
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//
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vec3_t mins, maxs;
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float radius;
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//
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// brush model
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//
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int firstmodelsurface, nummodelsurfaces;
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int numsubmodels;
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dmodel_t *submodels;
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int numplanes;
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mplane_t *planes;
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int numleafs; // number of visible leafs, not counting 0
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mleaf_t *leafs;
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int numvertexes;
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mvertex_t *vertexes;
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int numedges;
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medge_t *edges;
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int numnodes;
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mnode_t *nodes;
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int numtexinfo;
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mtexinfo_t *texinfo;
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int numsurfaces;
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msurface_t *surfaces;
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int numsurfedges;
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int *surfedges;
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int numclipnodes;
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dclipnode_t *clipnodes;
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int nummarksurfaces;
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msurface_t **marksurfaces;
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hull_t hulls[MAX_MAP_HULLS];
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int numtextures;
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texture_t **textures;
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byte *visdata;
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byte *lightdata;
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char *entities;
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//
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// additional model data
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//
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cache_user_t cache; // only access through Mod_Extradata
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} model_t;
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//============================================================================
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void Mod_Init (void);
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void Mod_ClearAll (void);
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model_t *Mod_ForName (char *name, qboolean crash);
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void *Mod_Extradata (model_t *mod); // handles caching
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void Mod_TouchModel (char *name);
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mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
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byte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
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/*
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* $Log: /H2 Mission Pack/MODEL.H $
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*
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* 7 3/12/98 1:12p Jmonroe
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* removed strcmp from render code
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*
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* 6 3/10/98 6:42p Jmonroe
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* first pass of new model fmt, fully in view render needs work
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*
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* 5 2/26/98 9:19p Jmonroe
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* shortened memory struct for sprites, added sprite orientation code in
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* gl (need to test)
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*
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* 4 2/20/98 12:18p Jmonroe
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* changed modelgen.h to genmodel.h
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*
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* 20 9/18/97 2:34p Rlove
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*
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* 19 9/17/97 1:27p Rlove
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*
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* 18 9/17/97 11:11a Rlove
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*
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* 17 7/15/97 4:09p Rjohnson
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* New particle effect
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*
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* 16 6/12/97 6:42a Rlove
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* Smoke entities are being deleted (before they weren't)
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*
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* 15 5/28/97 3:54p Rjohnson
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* Effect to make a model always face you
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*
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* 14 5/22/97 5:56p Rjohnson
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* New translucency effect
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*
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* 13 4/03/97 10:40a Rjohnson
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* Added a translucent flag for surfaces
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*
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* 12 3/28/97 5:28p Rjohnson
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* Updates to the transparency for the models
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*
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* 11 3/07/97 1:50p Rjohnson
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* Id Updates
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*
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* 10 3/07/97 12:06p Rjohnson
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* Added new spell particle effect
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*
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* 9 2/20/97 12:13p Rjohnson
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* Code fixes for id update
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*
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* 8 2/11/97 1:15p Rjohnson
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* Added transparent sprites
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*
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* 7 1/02/97 11:16a Rjohnson
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* Christmas work - added adaptive time, game delays, negative light,
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* particle effects, etc
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*
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* 6 12/12/96 12:09p Rjohnson
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* Removed model distance define
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*
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* 5 12/12/96 9:42a Ggribb
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* added mip mapped monsters
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*
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* 4 12/11/96 3:54p Rjohnson
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* Negated mean of mip map flag
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*
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* 3 12/11/96 10:44a Rjohnson
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* Added the ice and no mip-mapping defines
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*
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* 2 12/06/96 2:00p Rjohnson
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* New particle type for the fireball
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*/
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#endif // __MODEL__
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