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boltons.h
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#ifndef __BOLTONS_H__
#define __BOLTONS_H__
#define MAX_GAME_BOLTONS 64
typedef struct boltOn_s
{//a tagged object
char name[32]; //If there is a name, it is considered active (look up in boltOns.cfg)
modelInfo_t model;
targetModel_t targetModel;// name of object to attach to
char targetTag[20];// name of tag on target object to attach to
vec3_t angleOffsets;// angle offsets to apply when attaching to target object's tag
vec3_t originOffsets;// angle offsets to apply when attaching to target object's tag
} boltOn_t;
extern boltOn_t knownBoltOns[MAX_GAME_BOLTONS];
extern int numBoltOns;
extern void G_RegisterBoltOns(void);
//extern byte G_AddBoltOn( gentity_t *ent, const char *boltOnName );
//extern void G_RemoveBoltOn( gentity_t *ent, const char *boltOnName );
//extern void Q3_SetActiveBoltOn( int entID, const char *boltOnName );
//extern void Q3_SetActiveBoltOnStartFrame( int entID, int startFrame );
//extern void Q3_SetActiveBoltOnEndFrame( int entID, int endFrame );
//extern void Q3_SetActiveBoltOnAnimLoop( int entID, qboolean loopAnim );
extern void G_DropBoltOn( gentity_t *ent, const char *boltOnName );
extern byte G_BoltOnNumberForName( gentity_t *ent, const char *boltOnName );
extern void G_InitBoltOnData ( gentity_t *ent );
#endif// #ifndef __BOLTONS_H__