mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 14:51:40 +00:00
- fix error in last commit, >> should be <<
This commit is contained in:
parent
bac12948e5
commit
e2a9208c56
1 changed files with 15 additions and 15 deletions
|
@ -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);
|
||||
|
|
Loading…
Reference in a new issue