jediacademy/codemp/ghoul2/G2.h

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2013-04-04 22:35:38 +00:00
#if defined (_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif
#if !defined(G2_H_INC)
#define G2_H_INC
#define BONE_ANGLES_PREMULT 0x0001
#define BONE_ANGLES_POSTMULT 0x0002
#define BONE_ANGLES_REPLACE 0x0004
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//added for a trace optimization. set in routines where a bone is
//set to be transformed in any way. -rww
#define BONE_NEED_TRANSFORM 0x8000
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//rww - RAGDOLL_BEGIN
#define BONE_ANGLES_RAGDOLL 0x2000 // the rag flags give more details
//rww - RAGDOLL_END
#define BONE_ANGLES_IK 0x4000 // the rag flags give more details
#define BONE_ANGLES_TOTAL ( BONE_ANGLES_PREMULT | BONE_ANGLES_POSTMULT | BONE_ANGLES_REPLACE )
#define BONE_ANIM_OVERRIDE 0x0008
#define BONE_ANIM_OVERRIDE_LOOP 0x0010
#define BONE_ANIM_OVERRIDE_FREEZE ( 0x0040 + BONE_ANIM_OVERRIDE )
#define BONE_ANIM_BLEND 0x0080
#define BONE_ANIM_TOTAL ( BONE_ANIM_OVERRIDE | BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE_FREEZE | BONE_ANIM_BLEND)
// defines to setup the
#define ENTITY_WIDTH 12
#define MODEL_WIDTH 10
#define BOLT_WIDTH 10
#define MODEL_AND ((1<<MODEL_WIDTH)-1)
#define BOLT_AND ((1<<BOLT_WIDTH)-1)
#define ENTITY_AND ((1<<ENTITY_WIDTH)-1)
#define BOLT_SHIFT 0
#define MODEL_SHIFT (BOLT_SHIFT + BOLT_WIDTH)
#define ENTITY_SHIFT (MODEL_SHIFT + MODEL_WIDTH)
#endif // G2_H_INC