#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 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; virtual void Think( void ); void Event_Footstep( void ); }; #endif /* !__ANIM_TESTMODEL_H__*/