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Initial Prey Game integration support.
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// Copyright (C) 2004 Id Software, Inc.
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//
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#ifndef __ANIM_TESTMODEL_H__
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#define __ANIM_TESTMODEL_H__
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/*
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==============================================================================================
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idTestModel
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==============================================================================================
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*/
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class idTestModel : public idAnimatedEntity {
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public:
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CLASS_PROTOTYPE( idTestModel );
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idTestModel();
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~idTestModel();
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void Save( idSaveGame *savefile );
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void Restore( idRestoreGame *savefile );
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void Spawn( void );
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virtual bool ShouldConstructScriptObjectAtSpawn( void ) const;
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void NextAnim( const idCmdArgs &args );
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void PrevAnim( const idCmdArgs &args );
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void NextFrame( const idCmdArgs &args );
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void PrevFrame( const idCmdArgs &args );
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void TestAnim( const idCmdArgs &args );
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void BlendAnim( const idCmdArgs &args );
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static void KeepTestModel_f( const idCmdArgs &args );
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static void TestModel_f( const idCmdArgs &args );
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static void ArgCompletion_TestModel( const idCmdArgs &args, void(*callback)( const char *s ) );
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static void TestSkin_f( const idCmdArgs &args );
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static void TestShaderParm_f( const idCmdArgs &args );
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static void TestParticleStopTime_f( const idCmdArgs &args );
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static void TestAnim_f( const idCmdArgs &args );
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static void ArgCompletion_TestAnim( const idCmdArgs &args, void(*callback)( const char *s ) );
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static void TestBlend_f( const idCmdArgs &args );
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static void TestModelNextAnim_f( const idCmdArgs &args );
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static void TestModelPrevAnim_f( const idCmdArgs &args );
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static void TestModelNextFrame_f( const idCmdArgs &args );
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static void TestModelPrevFrame_f( const idCmdArgs &args );
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private:
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idEntityPtr<idEntity> head;
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idAnimator *headAnimator;
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idAnim customAnim;
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idPhysics_Parametric physicsObj;
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idStr animname;
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int anim;
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int headAnim;
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int mode;
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int frame;
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int starttime;
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int animtime;
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idList<copyJoints_t> copyJoints;
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virtual void Think( void );
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void Event_Footstep( void );
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};
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#endif /* !__ANIM_TESTMODEL_H__*/
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