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code/ui/ui_playerinfo.h
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74
code/ui/ui_playerinfo.h
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#ifndef __UI_PLAYERINFO_H__
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#define __UI_PLAYERINFO_H__
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#include "../game/bg_public.h"
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#include "../game/anims.h"
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//FIXME ripped from cg_local.h
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typedef struct {
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int oldFrame;
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int oldFrameTime; // time when ->oldFrame was exactly on
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int frame;
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int frameTime; // time when ->frame will be exactly on
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float backlerp;
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float yawAngle;
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qboolean yawing;
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float pitchAngle;
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qboolean pitching;
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int animationNumber; //
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animation_t *animation;
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int animationTime; // time when the first frame of the animation will be exact
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} lerpFrame_t;
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typedef struct {
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// model info
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qhandle_t legsModel;
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qhandle_t legsSkin;
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lerpFrame_t legs;
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qhandle_t torsoModel;
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qhandle_t torsoSkin;
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lerpFrame_t torso;
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qhandle_t headModel;
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qhandle_t headSkin;
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animation_t animations[MAX_ANIMATIONS];
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qhandle_t weaponModel;
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vec3_t flashDlightColor;
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int muzzleFlashTime;
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// currently in use drawing parms
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vec3_t viewAngles;
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vec3_t moveAngles;
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weapon_t currentWeapon;
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int legsAnim;
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int torsoAnim;
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// animation vars
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weapon_t weapon;
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weapon_t lastWeapon;
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weapon_t pendingWeapon;
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int weaponTimer;
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int pendingLegsAnim;
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int torsoAnimationTimer;
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int pendingTorsoAnim;
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int legsAnimationTimer;
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qboolean chat;
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qboolean looking;
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} playerInfo_t;
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void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time );
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void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model, const char* headmodel );
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void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNum, qboolean chat );
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qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName );
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#endif //__UI_PLAYERINFO_H__
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