gtkradiant/tools/quake3/q3data/q3data.h

79 lines
1.8 KiB
C
Raw Normal View History

// q3data.h
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <string.h>
#include <sys/stat.h>
#include "../common/cmdlib.h"
#include "scriplib.h"
#include "mathlib.h"
#include "polyset.h"
#include "trilib.h"
#include "imagelib.h"
#include "qthreads.h"
#include "l3dslib.h"
#include "bspfile.h"
#include "p3dlib.h"
#include "3dslib.h"
#include "aselib.h"
#include "md3lib.h"
void Cmd_ASEConvert( qboolean grabAnims );
void Cmd_3DSConvert( void );
void Cmd_Modelname (void);
void Cmd_SpriteBase (void);
void Cmd_Base (void);
void Cmd_Cd (void);
void Cmd_Origin (void);
void Cmd_ScaleUp (void);
void Cmd_Frame (void);
void Cmd_Modelname (void);
void Cmd_SpriteShader(void);
void Cmd_Skin(void);
void Cmd_Skinsize (void);
void FinishModel (int type);
void Cmd_Grab (void);
void Cmd_Raw (void);
void Cmd_Mip (void);
void Cmd_Environment (void);
void Cmd_Colormap (void);
void Cmd_File (void);
void Cmd_Dir (void);
void Cmd_StartWad (void);
void Cmd_EndWad (void);
void Cmd_Mippal (void);
void Cmd_Mipdir (void);
void Cmd_Video (void);
void ReleaseFile (char *filename);
void ReleaseShader( char *filename );
void Convert3DStoMD3( const char *filename );
void OrderMesh( int input[][3], int output[][3], int numTris );
extern byte *byteimage, *lbmpalette;
extern int byteimagewidth, byteimageheight;
extern qboolean g_release; // don't grab, copy output data to new tree
extern char g_releasedir[1024]; // c:\quake2\baseq2, etc
extern qboolean g_archive; // don't grab, copy source data to new tree
extern qboolean do3ds;
extern char g_only[256]; // if set, only grab this cd
extern qboolean g_skipmodel; // set true when a cd is not g_only
extern qboolean g_verbose;
extern char *trifileext;
#define TYPE_ITEM 0
#define TYPE_PLAYER 1
#define TYPE_WEAPON 2
#define TYPE_HAND 3
#define TYPE_UNKNOWN 4