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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code 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 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __ANIM_TESTMODEL_H__
- #define __ANIM_TESTMODEL_H__
- /*
- ==============================================================================================
- idTestModel
- ==============================================================================================
- */
- class idTestModel : public idAnimatedEntity {
- public:
- CLASS_PROTOTYPE( idTestModel );
- idTestModel();
- ~idTestModel();
- void Save( idSaveGame *savefile );
- void Restore( idRestoreGame *savefile );
- void Spawn( void );
- virtual bool ShouldConstructScriptObjectAtSpawn( void ) const;
- void NextAnim( const idCmdArgs &args );
- void PrevAnim( const idCmdArgs &args );
- void NextFrame( const idCmdArgs &args );
- void PrevFrame( const idCmdArgs &args );
- void TestAnim( const idCmdArgs &args );
- void BlendAnim( const idCmdArgs &args );
- static void KeepTestModel_f( const idCmdArgs &args );
- static void TestModel_f( const idCmdArgs &args );
- static void ArgCompletion_TestModel( const idCmdArgs &args, void(*callback)( const char *s ) );
- static void TestSkin_f( const idCmdArgs &args );
- static void TestShaderParm_f( const idCmdArgs &args );
- static void TestParticleStopTime_f( const idCmdArgs &args );
- static void TestAnim_f( const idCmdArgs &args );
- static void ArgCompletion_TestAnim( const idCmdArgs &args, void(*callback)( const char *s ) );
- static void TestBlend_f( const idCmdArgs &args );
- static void TestModelNextAnim_f( const idCmdArgs &args );
- static void TestModelPrevAnim_f( const idCmdArgs &args );
- static void TestModelNextFrame_f( const idCmdArgs &args );
- static void TestModelPrevFrame_f( const idCmdArgs &args );
- private:
- idEntityPtr<idEntity> head;
- idAnimator *headAnimator;
- idAnim customAnim;
- idPhysics_Parametric physicsObj;
- idStr animname;
- int anim;
- int headAnim;
- int mode;
- int frame;
- int starttime;
- int animtime;
- idList<copyJoints_t> copyJoints;
- virtual void Think( void );
- void Event_Footstep( void );
- };
- #endif /* !__ANIM_TESTMODEL_H__*/
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