gtkradiant/tools/quake3/q3data/q3data.h
Forest Hale 88cea027e6 ported over the 1.5 branch version of q3map2 which is newer
made Visual Studio files work in VS2005 Express
fixed a ton of warnings in VS2005 Express
fixed some compile problems on OpenSUSE 11.0


git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@302 8a3a26a2-13c4-0310-b231-cf6edde360e5
2008-07-25 07:31:37 +00:00

99 lines
2.6 KiB
C

/*
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
// 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