jkxr/Projects/Android/jni/OpenJK/codemp/ghoul2/G2.h
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

57 lines
2 KiB
C

/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#pragma once
#define BONE_ANGLES_PREMULT 0x0001
#define BONE_ANGLES_POSTMULT 0x0002
#define BONE_ANGLES_REPLACE 0x0004
//added for a trace optimization. set in routines where a bone is
//set to be transformed in any way. -rww
#define BONE_NEED_TRANSFORM 0x8000
//rww - RAGDOLL_BEGIN
#define BONE_ANGLES_RAGDOLL 0x2000 // the rag flags give more details
//rww - RAGDOLL_END
#define BONE_ANGLES_IK 0x4000 // the rag flags give more details
#define BONE_ANGLES_TOTAL ( BONE_ANGLES_PREMULT | BONE_ANGLES_POSTMULT | BONE_ANGLES_REPLACE )
#define BONE_ANIM_OVERRIDE 0x0008
#define BONE_ANIM_OVERRIDE_LOOP 0x0010
#define BONE_ANIM_OVERRIDE_FREEZE ( 0x0040 + BONE_ANIM_OVERRIDE )
#define BONE_ANIM_BLEND 0x0080
#define BONE_ANIM_TOTAL ( BONE_ANIM_OVERRIDE | BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE_FREEZE | BONE_ANIM_BLEND)
// defines to setup the
#define ENTITY_WIDTH 12
#define MODEL_WIDTH 10
#define BOLT_WIDTH 10
#define MODEL_AND ((1<<MODEL_WIDTH)-1)
#define BOLT_AND ((1<<BOLT_WIDTH)-1)
#define ENTITY_AND ((1<<ENTITY_WIDTH)-1)
#define BOLT_SHIFT 0
#define MODEL_SHIFT (BOLT_SHIFT + BOLT_WIDTH)
#define ENTITY_SHIFT (MODEL_SHIFT + MODEL_WIDTH)