#ifndef __BOLTONS_H__ #define __BOLTONS_H__ #define MAX_GAME_BOLTONS 64 typedef struct boltOn_s {//a tagged object char name[32]; //If there is a name, it is considered active (look up in boltOns.cfg) modelInfo_t model; targetModel_t targetModel;// name of object to attach to char targetTag[20];// name of tag on target object to attach to vec3_t angleOffsets;// angle offsets to apply when attaching to target object's tag vec3_t originOffsets;// angle offsets to apply when attaching to target object's tag } boltOn_t; extern boltOn_t knownBoltOns[MAX_GAME_BOLTONS]; extern int numBoltOns; extern void G_RegisterBoltOns(void); extern byte G_AddBoltOn( gentity_t *ent, const char *boltOnName ); extern void G_RemoveBoltOn( gentity_t *ent, const char *boltOnName ); //extern void Q3_SetActiveBoltOn( int entID, const char *boltOnName ); extern void Q3_SetActiveBoltOnStartFrame( int entID, int startFrame ); extern void Q3_SetActiveBoltOnEndFrame( int entID, int endFrame ); //extern void Q3_SetActiveBoltOnAnimLoop( int entID, qboolean loopAnim ); extern void G_DropBoltOn( gentity_t *ent, const char *boltOnName ); extern byte G_BoltOnNumberForName( gentity_t *ent, const char *boltOnName ); extern void G_InitBoltOnData ( gentity_t *ent ); #endif// #ifndef __BOLTONS_H__