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source/graphics/Model.h
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* @param sound offset of 'sound' event, in range [0, 1] | * @param sound offset of 'sound' event, in range [0, 1] | ||||
* @return new animation, or NULL on error | * @return new animation, or NULL on error | ||||
*/ | */ | ||||
CSkeletonAnim* BuildAnimation(const VfsPath& pathname, const CStr& name, const CStr& ID, int frequency, float speed, float actionpos, float actionpos2, float soundpos); | CSkeletonAnim* BuildAnimation(const VfsPath& pathname, const CStr& name, const CStr& ID, int frequency, float speed, float actionpos, float actionpos2, float soundpos); | ||||
/** | /** | ||||
* Add a prop to the model on the given point. | * Add a prop to the model on the given point. | ||||
*/ | */ | ||||
void AddProp(const SPropPoint* point, CModelAbstract* model, CObjectEntry* objectentry, float minHeight = 0.f, float maxHeight = 0.f, bool selectable = true); | void AddProp(const SPropPoint* point, CModelAbstract* model, CObjectEntry* objectentry, float minHeight = 0.f, float maxHeight = 0.f, bool selectable = true, bool hidden = false); | ||||
/** | /** | ||||
* Add a prop to the model on the given point, and treat it as the ammo prop. | * Add a prop to the model on the given point, and treat it as the ammo prop. | ||||
* The prop will be hidden by default. | * The prop will be hidden by default. | ||||
*/ | */ | ||||
void AddAmmoProp(const SPropPoint* point, CModelAbstract* model, CObjectEntry* objectentry); | void AddAmmoProp(const SPropPoint* point, CModelAbstract* model, CObjectEntry* objectentry); | ||||
/** | /** | ||||
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Wildfire Games · Phabricator