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fcf9beae6a
Credit to Plagman for the idea and doing the work on the game side, which is included in this commit. (Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.) git-svn-id: https://svn.eduke32.com/eduke32@3116 1a8010ca-5511-0410-912e-c29ae57300e0
92 lines
2.7 KiB
C
92 lines
2.7 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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.
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See the 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, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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*/
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//-------------------------------------------------------------------------
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/////////////////////////////////////////////////////////////////////////////
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//
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// ANIMLIB.H
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//
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/////////////////////////////////////////////////////////////////////////////
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#ifndef _animlib_public_
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#define _animlib_public_
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#ifdef EXTERNC
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{
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#endif
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//****************************************************************************
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//
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// ANIM_LoadAnim ()
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//
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// Setup internal anim data structure
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//
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//****************************************************************************
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void ANIM_LoadAnim(char * buffer);
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//****************************************************************************
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//
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// ANIM_FreeAnim ()
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//
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// Free up internal anim data structure
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//
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//****************************************************************************
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void ANIM_FreeAnim(void);
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//****************************************************************************
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//
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// ANIM_NumFrames ()
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//
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// returns the number of frames in the current anim
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//
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//****************************************************************************
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int32_t ANIM_NumFrames(void);
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//****************************************************************************
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//
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// ANIM_DrawFrame ()
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//
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// Draw the frame to a returned buffer
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//
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//****************************************************************************
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uint8_t * ANIM_DrawFrame(int32_t framenumber);
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//****************************************************************************
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//
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// ANIM_GetPalette ()
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//
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// return the palette of the anim
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//****************************************************************************
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uint8_t * ANIM_GetPalette(void);
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#ifdef EXTERNC
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};
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#endif
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#endif
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