ReGameDLL_CS/regamedll/dlls/animation.h
s1lentq 48ec89893a Reverse Hostages cs 1.6, SV_StudioSetupBones
Added project build mp.dll/cs.so
work final the reverse-engineering for CS 1.6
2015-12-06 01:58:53 +06:00

99 lines
4.7 KiB
C

/*
*
* 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