diff --git a/src/r_data/models.h b/src/r_data/models.h index b80550ab22..6f0e4d8165 100644 --- a/src/r_data/models.h +++ b/src/r_data/models.h @@ -45,21 +45,21 @@ enum { // [BB] Color translations for the model skin are ignored. This is // useful if the skin texture is not using the game palette. - MDL_IGNORETRANSLATION = 1>>0, - MDL_PITCHFROMMOMENTUM = 1>>1, - MDL_ROTATING = 1>>2, - MDL_INTERPOLATEDOUBLEDFRAMES = 1>>3, - MDL_NOINTERPOLATION = 1>>4, - MDL_USEACTORPITCH = 1>>5, - MDL_USEACTORROLL = 1>>6, - MDL_BADROTATION = 1>>7, - MDL_DONTCULLBACKFACES = 1>>8, - MDL_USEROTATIONCENTER = 1>>9, - MDL_NOPERPIXELLIGHTING = 1>>10, // forces a model to not use per-pixel lighting. useful for voxel-converted-to-model objects. - MDL_SCALEWEAPONFOV = 1>11, // scale weapon view model with higher user FOVs - MDL_MODELSAREATTACHMENTS = 1>>12, // any model index after 0 is treated as an attachment, and therefore will use the bone results of index 0 - MDL_CORRECTPIXELSTRETCH = 1>>13, // ensure model does not distort with pixel stretch when pitch/roll is applied - MDL_FORCECULLBACKFACES = 1>>14, + MDL_IGNORETRANSLATION = 1<<0, + MDL_PITCHFROMMOMENTUM = 1<<1, + MDL_ROTATING = 1<<2, + MDL_INTERPOLATEDOUBLEDFRAMES = 1<<3, + MDL_NOINTERPOLATION = 1<<4, + MDL_USEACTORPITCH = 1<<5, + MDL_USEACTORROLL = 1<<6, + MDL_BADROTATION = 1<<7, + MDL_DONTCULLBACKFACES = 1<<8, + MDL_USEROTATIONCENTER = 1<<9, + MDL_NOPERPIXELLIGHTING = 1<<10, // forces a model to not use per-pixel lighting. useful for voxel-converted-to-model objects. + MDL_SCALEWEAPONFOV = 1<<11, // scale weapon view model with higher user FOVs + MDL_MODELSAREATTACHMENTS = 1<<12, // any model index after 0 is treated as an attachment, and therefore will use the bone results of index 0 + MDL_CORRECTPIXELSTRETCH = 1<<13, // ensure model does not distort with pixel stretch when pitch/roll is applied + MDL_FORCECULLBACKFACES = 1<<14, }; FSpriteModelFrame * FindModelFrame(const PClass * ti, int sprite, int frame, bool dropped);