quake4-sdk/source/game/anim/Anim_Testmodel.h

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2007-06-15 00:00:00 +00:00
#ifndef __ANIM_TESTMODEL_H__
#define __ANIM_TESTMODEL_H__
/*
==============================================================================================
idTestModel
==============================================================================================
*/
class idTestModel : public idAnimatedEntity {
public:
CLASS_PROTOTYPE( idTestModel );
idTestModel();
~idTestModel();
void Save( idSaveGame *savefile );
void Restore( idRestoreGame *savefile );
void Spawn( void );
virtual bool ShouldConstructScriptObjectAtSpawn( void ) const;
void NextAnim( const idCmdArgs &args );
void PrevAnim( const idCmdArgs &args );
void NextFrame( const idCmdArgs &args );
void PrevFrame( const idCmdArgs &args );
void TestAnim( const idCmdArgs &args );
void BlendAnim( const idCmdArgs &args );
static void KeepTestModel_f( const idCmdArgs &args );
static void TestModel_f( const idCmdArgs &args );
static void ArgCompletion_TestModel( const idCmdArgs &args, void(*callback)( const char *s ) );
static void TestSkin_f( const idCmdArgs &args );
static void TestShaderParm_f( const idCmdArgs &args );
static void TestParticleStopTime_f( const idCmdArgs &args );
static void TestAnim_f( const idCmdArgs &args );
static void ArgCompletion_TestAnim( const idCmdArgs &args, void(*callback)( const char *s ) );
static void TestBlend_f( const idCmdArgs &args );
static void TestModelNextAnim_f( const idCmdArgs &args );
static void TestModelPrevAnim_f( const idCmdArgs &args );
static void TestModelNextFrame_f( const idCmdArgs &args );
static void TestModelPrevFrame_f( const idCmdArgs &args );
private:
// RAVEN BEGIN
// ddynerman: new head system
idEntityPtr<idAFAttachment> head;
// RAVEN END
idAnimator *headAnimator;
idAnim customAnim;
idPhysics_Parametric physicsObj;
idStr animname;
int anim;
int headAnim;
int mode;
int frame;
int starttime;
int animtime;
idList<copyJoints_t> copyJoints;
virtual void Think( void );
void Event_Footstep( void );
};
#endif /* !__ANIM_TESTMODEL_H__*/