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