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Justin Marshall 8c4a087aa9 Filesystem update.
2026-05-09 07:54:14 -07:00

65 lines
2.4 KiB
C++

/*
===========================================================================
IceTech GPL Source Code
Copyright (C) 2026 Justin Marshall
This file is part of the IceTech GPL Source Code (?IceTech Source Code?).
IceTech 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.
IceTech 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 IceTech Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the IceTech 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 IceTech 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 Justin Marshall, justinmarshall20@gmail.com
===========================================================================
*/
#ifndef __DECLSKIN_H__
#define __DECLSKIN_H__
/*
===============================================================================
idDeclSkin
===============================================================================
*/
typedef struct {
const idMaterial * from; // 0 == any unmatched shader
const idMaterial * to;
} skinMapping_t;
class idDeclSkin : public idDecl {
public:
virtual size_t Size( void ) const;
virtual bool SetDefaultText( void );
virtual const char * DefaultDefinition( void ) const;
virtual bool Parse( const char *text, const int textLength );
virtual void FreeData( void );
virtual const idMaterial * RemapShaderBySkin( const idMaterial *shader ) const;
// model associations are just for the preview dialog in the editor
const int GetNumModelAssociations() const;
const char * GetAssociatedModel( int index ) const;
private:
idList<skinMapping_t> mappings;
idStrList associatedModels;
};
#endif /* !__DECLSKIN_H__ */