// leave this as first line for PCH reasons... // #include "../server/exe_headers.h" #ifndef __Q_SHARED_H #include "../game/q_shared.h" #endif #if !defined(TR_LOCAL_H) #include "../renderer/tr_local.h" #endif #if !defined(G2_H_INC) #include "G2.h" #endif //===================================================================================================================== // Bolt List handling routines - so entities can attach themselves to any part of the model in question // Given a bone number, see if that bone is already in our bone list int G2_Find_Bolt_Bone_Num(boltInfo_v &bltlist, const int boneNum) { int i; // look through entire list for(i=0; i= slist.size()) { return -1; } // look through entire list - see if it's already there first for(i=0; imdxm->animIndex); int i, x, surfNum = -1; mdxaSkel_t *skel; mdxaSkelOffsets_t *offsets; mdxmHierarchyOffsets_t *surfOffsets; boltInfo_t tempBolt; int flags; surfOffsets = (mdxmHierarchyOffsets_t *)((byte*)mod_m->mdxm + sizeof(mdxmHeader_t)); // first up, we'll search for that which this bolt names in all the surfaces surfNum = G2_IsSurfaceLegal((void*)mod_m, boneName, &flags); // did we find it as a surface? if (surfNum != -1) { // look through entire list - see if it's already there first for(i=0; imdxa + sizeof(mdxaHeader_t)); // walk the entire list of bones in the gla file for this model and see if any match the name of the bone we want to find for (x=0; x< mod_a->mdxa->numBones; x++) { skel = (mdxaSkel_t *)((byte *)mod_a->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[x]); // if name is the same, we found it if (!stricmp(skel->name, boneName)) { break; } } // check to see we did actually make a match with a bone in the model if (x == mod_a->mdxa->numBones) { // didn't find it? Error //assert(0&&x == mod_a->mdxa->numBones); #if _DEBUG G2_Bolt_Not_Found(boneName,fileName); #endif return -1; } // look through entire list - see if it's already there first for(i=0; i-1; i--) { if ((bltlist[i].surfaceNumber == -1) && (bltlist[i].boneNumber == -1)) { newSize = i; } // once we hit one that isn't a -1, we are done. else { break; } } // do we need to resize? if (newSize != bltlist.size()) { // yes, so lets do it bltlist.resize(newSize); } } return qtrue; } assert(0); // no return qfalse; } // set the bolt list to all unused so the bone transformation routine ignores it. void G2_Init_Bolt_List(boltInfo_v &bltlist) { bltlist.clear(); } // remove any bolts that reference original surfaces, generated surfaces, or bones that aren't active anymore void G2_RemoveRedundantBolts(boltInfo_v &bltlist, surfaceInfo_v &slist, int *activeSurfaces, int *activeBones) { G2_FindOverrideSurface(-1, slist); //reset the quick surface override lookup; // walk the bolt list for (int i=0; i