/* * * This program 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 2 of the License, or (at * your option) any later version. * * This program 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 this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #ifndef ANIMATION_H #define ANIMATION_H #ifdef _WIN32 #pragma once #endif #define ANIM_SWIM_1 8 #define ANIM_SWIM_2 9 #define ANIM_FIRST_DEATH_SEQUENCE 101 #include "com_model.h" #include "studio.h" #include "r_studioint.h" int ExtractBbox(void *pmodel, int sequence, float *mins, float *maxs); int LookupActivity(void *pmodel, entvars_t *pev, int activity); int LookupActivityHeaviest(void *pmodel, entvars_t *pev, int activity); NOXREF void GetEyePosition(void *pmodel, float *vecEyePosition); int LookupSequence(void *pmodel, const char *label); int IsSoundEvent(int eventNumber); NOXREF void SequencePrecache(void *pmodel, const char *pSequenceName); void GetSequenceInfo(void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed); int GetSequenceFlags(void *pmodel, entvars_t *pev); int GetAnimationEvent(void *pmodel, entvars_t *pev, MonsterEvent_t *pMonsterEvent, float flStart, float flEnd, int index); float SetController(void *pmodel, entvars_t *pev, int iController, float flValue); float SetBlending(void *pmodel, entvars_t *pev, int iBlender, float flValue); int FindTransition(void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir); void SetBodygroup(void *pmodel, entvars_t *pev, int iGroup, int iValue); int GetBodygroup(void *pmodel, entvars_t *pev, int iGroup); C_DLLEXPORT int Server_GetBlendingInterface(int version, struct sv_blending_interface_s **ppinterface, struct engine_studio_api_s *pstudio, float *rotationmatrix, float *bonetransform); void AngleQuaternion(vec_t *angles, vec_t *quaternion); void QuaternionSlerp(vec_t *p, vec_t *q, float t, vec_t *qt); NOBODY void QuaternionMatrix(vec_t *quaternion, float (*matrix)[4]); mstudioanim_t *StudioGetAnim(model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc); mstudioanim_t *LookupAnimation(model_t *model, mstudioseqdesc_t *pseqdesc, int index); void StudioCalcBoneAdj(float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen); void StudioCalcBoneQuaterion(int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q); void StudioCalcBonePosition(int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *pos); void StudioSlerpBones(vec4_t *q1, float pos1[][3], vec4_t *q2, float pos2[][3], float s); void StudioCalcRotations(mstudiobone_t *pbones, int *chain, int chainlength, float *adj, float pos[128][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f, float s); void ConcatTransforms(float in1[3][4], float in2[3][4], float out[3][4]); void SV_StudioSetupBones(model_t *pModel, float frame, int sequence, const vec_t *angles, const vec_t *origin, const byte *pcontroller, const byte *pblending, int iBone, const edict_t *pEdict); #ifdef HOOK_GAMEDLL #define svBlending (*psvBlending) #define IEngineStudio (*pIEngineStudio) #define g_pstudiohdr (*pg_pstudiohdr) #define g_pRotationMatrix (*pg_pRotationMatrix) #define g_pBoneTransform (*pg_pBoneTransform) #define omega (*pomega) #define cosom (*pcosom) #define sinom (*psinom) #define sclp (*psclp) #define sclq (*psclq) #endif // HOOK_GAMEDLL extern struct sv_blending_interface_s svBlending; extern server_studio_api_t IEngineStudio; extern studiohdr_t *g_pstudiohdr; extern float (*g_pRotationMatrix)[3][4]; extern float (*g_pBoneTransform)[128][3][4]; extern float omega; extern float cosom; extern float sinom; extern float sclp; extern float sclq; #endif // ANIMATION_H