// q3data.h #include #include #include #include #include #include "cmdlib.h" #include "scriplib.h" #include "mathlib.h" #include "polyset.h" #include "trilib.h" #include "imagelib.h" #include "threads.h" #include "l3dslib.h" #include "bspfile.h" #include "p3dlib.h" #include "3dslib.h" #include "aselib.h" #include "md3lib.h" void Cmd_ASEConvert( qboolean grabAnims, qboolean bIsGhoul2); void Cmd_ASEInitAnimGrab(void); void Cmd_ASEFinalizeAnimGrab(void); void Cmd_ASEAnimGrab(void); void Cmd_3DSConvert( void ); void Cmd_Modelname (void); void Cmd_SpriteBase (void); void Cmd_Base (void); void Cmd_Cd (void); void Cmd_Origin (void); void Cmd_ScaleUp (void); void Cmd_Frame (void); void Cmd_Modelname (void); void Cmd_SpriteShader(void); void Cmd_Skin(void); void Cmd_Skinsize (void); void FinishModel (int type); void Cmd_Grab (void); void Cmd_Raw (void); void Cmd_Mip (void); void Cmd_Environment (void); void Cmd_Colormap (void); void Cmd_File (void); void Cmd_Dir (void); void Cmd_StartWad (void); void Cmd_EndWad (void); void Cmd_Mippal (void); void Cmd_Mipdir (void); void Cmd_Video (void); void ReleaseFile (char *filename); void ReleaseShader( char *filename ); void Convert3DStoMD3( const char *filename ); void OrderMesh( int input[][3], int output[][3], int numTris, int maxVerts ); void CleanUpAfterGrabbing(); extern byte *byteimage, *lbmpalette; extern int byteimagewidth, byteimageheight; extern qboolean g_release; // don't grab, copy output data to new tree extern char g_releasedir[1024]; // c:\quake2\baseq2, etc extern qboolean g_archive; // don't grab, copy source data to new tree extern qboolean do3ds; extern char g_only[256]; // if set, only grab this cd extern qboolean g_skipmodel; // set true when a cd is not g_only extern qboolean g_verbose; extern qboolean gbKeyPress; extern char *trifileext; #define TYPE_ITEM 0 #define TYPE_PLAYER 1 #define TYPE_WEAPON 2 #define TYPE_HAND 3 #define TYPE_UNKNOWN 4 #define TYPE_GHOUL2_1FRAME 5