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- #ifndef __UI_PLAYERINFO_H__
- #define __UI_PLAYERINFO_H__
- #include "../game/bg_public.h"
- #include "../game/anims.h"
- //FIXME ripped from cg_local.h
- typedef struct {
- int oldFrame;
- int oldFrameTime; // time when ->oldFrame was exactly on
- int frame;
- int frameTime; // time when ->frame will be exactly on
- float backlerp;
- float yawAngle;
- qboolean yawing;
- float pitchAngle;
- qboolean pitching;
- int animationNumber; //
- animation_t *animation;
- int animationTime; // time when the first frame of the animation will be exact
- } lerpFrame_t;
- typedef struct {
- // model info
- qhandle_t legsModel;
- qhandle_t legsSkin;
- lerpFrame_t legs;
- qhandle_t torsoModel;
- qhandle_t torsoSkin;
- lerpFrame_t torso;
- qhandle_t headModel;
- qhandle_t headSkin;
- animation_t animations[MAX_ANIMATIONS];
- qhandle_t weaponModel;
- vec3_t flashDlightColor;
- int muzzleFlashTime;
- // currently in use drawing parms
- vec3_t viewAngles;
- vec3_t moveAngles;
- weapon_t currentWeapon;
- int legsAnim;
- int torsoAnim;
- // animation vars
- weapon_t weapon;
- weapon_t lastWeapon;
- weapon_t pendingWeapon;
- int weaponTimer;
- int pendingLegsAnim;
- int torsoAnimationTimer;
- int pendingTorsoAnim;
- int legsAnimationTimer;
- qboolean chat;
- qboolean looking;
- } playerInfo_t;
- void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time );
- void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model, const char* headmodel );
- void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNum, qboolean chat );
- qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName );
- #endif //__UI_PLAYERINFO_H__
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