mirror of
https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
57 lines
2 KiB
C
57 lines
2 KiB
C
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#pragma once
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#define BONE_ANGLES_PREMULT 0x0001
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#define BONE_ANGLES_POSTMULT 0x0002
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#define BONE_ANGLES_REPLACE 0x0004
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//added for a trace optimization. set in routines where a bone is
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//set to be transformed in any way. -rww
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#define BONE_NEED_TRANSFORM 0x8000
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//rww - RAGDOLL_BEGIN
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#define BONE_ANGLES_RAGDOLL 0x2000 // the rag flags give more details
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//rww - RAGDOLL_END
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#define BONE_ANGLES_IK 0x4000 // the rag flags give more details
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#define BONE_ANGLES_TOTAL ( BONE_ANGLES_PREMULT | BONE_ANGLES_POSTMULT | BONE_ANGLES_REPLACE )
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#define BONE_ANIM_OVERRIDE 0x0008
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#define BONE_ANIM_OVERRIDE_LOOP 0x0010
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#define BONE_ANIM_OVERRIDE_FREEZE ( 0x0040 + BONE_ANIM_OVERRIDE )
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#define BONE_ANIM_BLEND 0x0080
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#define BONE_ANIM_TOTAL ( BONE_ANIM_OVERRIDE | BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE_FREEZE | BONE_ANIM_BLEND)
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// defines to setup the
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#define ENTITY_WIDTH 12
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#define MODEL_WIDTH 10
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#define BOLT_WIDTH 10
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#define MODEL_AND ((1<<MODEL_WIDTH)-1)
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#define BOLT_AND ((1<<BOLT_WIDTH)-1)
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#define ENTITY_AND ((1<<ENTITY_WIDTH)-1)
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#define BOLT_SHIFT 0
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#define MODEL_SHIFT (BOLT_SHIFT + BOLT_WIDTH)
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#define ENTITY_SHIFT (MODEL_SHIFT + MODEL_WIDTH)
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