mirror of
https://github.com/ptitSeb/Serious-Engine
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90 lines
3.1 KiB
C++
90 lines
3.1 KiB
C++
/*
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* This file is generated by Entity Class Compiler, (c) CroTeam 1997-98
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*/
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#ifndef _EntitiesMP_ModelHolder3_INCLUDED
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#define _EntitiesMP_ModelHolder3_INCLUDED 1
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#include <EntitiesMP/ModelDestruction.h>
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#include <EntitiesMP/AnimationChanger.h>
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#include <EntitiesMP/BloodSpray.h>
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extern DECL_DLL CEntityPropertyEnumType SkaCustomShadingType_enum;
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enum SkaCustomShadingType {
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SCST_NONE = 0,
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SCST_CONSTANT_SHADING = 1,
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SCST_FULL_CUSTOMIZED = 2,
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};
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DECL_DLL inline void ClearToDefault(SkaCustomShadingType &e) { e = (SkaCustomShadingType)0; } ;
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extern DECL_DLL CEntityPropertyEnumType SkaShadowType_enum;
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enum SkaShadowType {
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SST_NONE = 0,
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SST_CLUSTER = 1,
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SST_POLYGONAL = 2,
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};
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DECL_DLL inline void ClearToDefault(SkaShadowType &e) { e = (SkaShadowType)0; } ;
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extern "C" DECL_DLL CDLLEntityClass CModelHolder3_DLLClass;
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class CModelHolder3 : public CRationalEntity {
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public:
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virtual const CTString &GetName(void) const { return m_strName; };
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virtual const CTString &GetDescription(void) const { return m_strDescription; };
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DECL_DLL virtual void SetDefaultProperties(void);
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CTFileName m_fnModel;
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FLOAT m_fStretchAll;
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ANGLE3D m_vStretchXYZ;
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CTString m_strName;
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CTString m_strDescription;
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BOOL m_bColliding;
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enum SkaShadowType m_stClusterShadows;
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BOOL m_bBackground;
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BOOL m_bTargetable;
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enum SkaCustomShadingType m_cstCustomShading;
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ANGLE3D m_aShadingDirection;
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COLOR m_colLight;
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COLOR m_colAmbient;
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BOOL m_bActive;
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FLOAT m_fClassificationStretch;
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FLOAT m_fMaxTessellationLevel;
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#line 121 "D:/SE1_GPL/Sources/EntitiesMP/ModelHolder3.es"
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BOOL FillEntityStatistics(EntityStats * pes);
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#line 140 "D:/SE1_GPL/Sources/EntitiesMP/ModelHolder3.es"
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FLOAT3D GetClassificationBoxStretch(void);
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#line 147 "D:/SE1_GPL/Sources/EntitiesMP/ModelHolder3.es"
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FLOAT GetMaxTessellationLevel(void);
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#line 154 "D:/SE1_GPL/Sources/EntitiesMP/ModelHolder3.es"
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void ReceiveDamage(CEntity * penInflictor,enum DamageType dmtType,
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#line 155 "D:/SE1_GPL/Sources/EntitiesMP/ModelHolder3.es"
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FLOAT fDamageAmmount,const FLOAT3D & vHitPoint,const FLOAT3D & vDirection);
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#line 302 "D:/SE1_GPL/Sources/EntitiesMP/ModelHolder3.es"
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void * GetEntityInfo(void);
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#line 317 "D:/SE1_GPL/Sources/EntitiesMP/ModelHolder3.es"
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BOOL IsTargetable(void)const;
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#line 374 "D:/SE1_GPL/Sources/EntitiesMP/ModelHolder3.es"
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BOOL AdjustShadingParameters(FLOAT3D & vLightDirection,COLOR & colLight,COLOR & colAmbient);
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#line 454 "D:/SE1_GPL/Sources/EntitiesMP/ModelHolder3.es"
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void MirrorAndStretch(FLOAT fStretch,BOOL bMirrorX);
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#line 464 "D:/SE1_GPL/Sources/EntitiesMP/ModelHolder3.es"
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void StretchModel(void);
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#line 500 "D:/SE1_GPL/Sources/EntitiesMP/ModelHolder3.es"
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void InitModelHolder(void);
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#define STATE_CModelHolder3_Die 0x00f20000
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BOOL
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#line 605 "D:/SE1_GPL/Sources/EntitiesMP/ModelHolder3.es"
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Die(const CEntityEvent &__eeInput);
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#define STATE_CModelHolder3_Main 1
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BOOL
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#line 662 "D:/SE1_GPL/Sources/EntitiesMP/ModelHolder3.es"
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Main(const CEntityEvent &__eeInput);
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BOOL H0x00f20001_Main_01(const CEntityEvent &__eeInput);
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BOOL H0x00f20002_Main_02(const CEntityEvent &__eeInput);
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};
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#endif // _EntitiesMP_ModelHolder3_INCLUDED
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