jedioutcast/CODEmp/ghoul2/g2.h

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2013-04-04 14:52:42 +00:00
#pragma once
#if !defined(G2_H_INC)
#define G2_H_INC
#define BONE_ANGLES_PREMULT 0x0001
#define BONE_ANGLES_POSTMULT 0x0002
#define BONE_ANGLES_REPLACE 0x0004
#define BONE_ANGLES_REPLACE_TO_ANIM 0x0400
#define BONE_ANGLES_TOTAL ( BONE_ANGLES_PREMULT | BONE_ANGLES_POSTMULT | BONE_ANGLES_REPLACE | BONE_ANGLES_REPLACE_TO_ANIM )
#define BONE_ANIM_OVERRIDE 0x0008
#define BONE_ANIM_OVERRIDE_LOOP 0x0010
#define BONE_ANIM_OVERRIDE_DEFAULT ( 0x0020 + BONE_ANIM_OVERRIDE )
#define BONE_ANIM_OVERRIDE_FREEZE ( 0x0040 + BONE_ANIM_OVERRIDE )
#define BONE_ANIM_BLEND 0x0080
#define BONE_ANIM_BLEND_FROM_PARENT 0x0100
#define BONE_ANIM_BLEND_TO_PARENT 0x0200
#define BONE_ANIM_TOTAL ( BONE_ANIM_OVERRIDE | BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE_DEFAULT | BONE_ANIM_OVERRIDE_FREEZE | BONE_ANIM_BLEND | BONE_ANIM_BLEND_TO_PARENT | BONE_ANIM_BLEND_FROM_PARENT )
// 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