From f9158592e1478b2013afc7041d9ed041cf2d2f4a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 13 Jan 2014 19:47:58 +1000 Subject: Update Irrlicht to 1.8.1. Include actual change markers this time. lol --- .../examples/21.Quake3Explorer/q3factory.h | 149 --------------------- 1 file changed, 149 deletions(-) delete mode 100644 libraries/irrlicht-1.8/examples/21.Quake3Explorer/q3factory.h (limited to 'libraries/irrlicht-1.8/examples/21.Quake3Explorer/q3factory.h') diff --git a/libraries/irrlicht-1.8/examples/21.Quake3Explorer/q3factory.h b/libraries/irrlicht-1.8/examples/21.Quake3Explorer/q3factory.h deleted file mode 100644 index d3c9561..0000000 --- a/libraries/irrlicht-1.8/examples/21.Quake3Explorer/q3factory.h +++ /dev/null @@ -1,149 +0,0 @@ -/*! - Model Factory. - create the additional scenenodes for ( bullets, health... ) - - Defines the Entities for Quake3 -*/ -#ifndef __QUAKE3_FACTORY__H_INCLUDED__ -#define __QUAKE3_FACTORY__H_INCLUDED__ - -using namespace irr; -using namespace scene; -using namespace gui; -using namespace video; -using namespace core; -using namespace quake3; -using namespace io; - - - -//! Defines to which group the entities belong -enum eItemGroup -{ - WEAPON, - AMMO, - ARMOR, - HEALTH, - POWERUP -}; - -//! define a supgroup for the item. for e.q the Weapons -enum eItemSubGroup -{ - SUB_NONE = 0, - GAUNTLET, - MACHINEGUN, - SHOTGUN, - GRENADE_LAUNCHER, - ROCKET_LAUNCHER, - LIGHTNING, - RAILGUN, - PLASMAGUN, - BFG, - GRAPPLING_HOOK, - NAILGUN, - PROX_LAUNCHER, - CHAINGUN, -}; - -//! aplly a special effect to the shader -enum eItemSpecialEffect -{ - SPECIAL_SFX_NONE = 0, - SPECIAL_SFX_ROTATE = 1, - SPECIAL_SFX_BOUNCE = 2, - SPECIAL_SFX_ROTATE_1 = 4, -}; - -// a List for defining a model -struct SItemElement -{ - const c8 *key; - const c8 *model[2]; - const c8 *sound; - const c8 *icon; - const c8 *pickup; - s32 value; - eItemGroup group; - eItemSubGroup sub; - u32 special; -}; - - -//! Get's an entity based on it's key -const SItemElement * getItemElement ( const stringc& key ); - -/*! - Quake3 Model Factory. - Takes the mesh buffers and creates scenenodes for their associated shaders -*/ -void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam, - IrrlichtDevice *device, - IQ3LevelMesh* mesh, - eQ3MeshIndex meshIndex, - ISceneNode *parent, - IMetaTriangleSelector *meta, - bool showShaderName - ); - - -/*! - Creates Model based on the entity list -*/ -void Q3ModelFactory ( Q3LevelLoadParameter &loadParam, - IrrlichtDevice *device, - IQ3LevelMesh* masterMesh, - ISceneNode *parent, - bool showShaderName - ); - -/*! - so we need a good starting Position in the level. - we can ask the Quake3 Loader for all entities with class_name "info_player_deathmatch" -*/ -s32 Q3StartPosition ( IQ3LevelMesh* mesh, - ICameraSceneNode* camera, - s32 startposIndex, - const vector3df &translation - ); -/*! - gets a accumulated force on a given surface -*/ -vector3df getGravity ( const c8 * surface ); - - -/* - Dynamically load the Irrlicht Library -*/ -funcptr_createDevice load_createDevice ( const c8 * filename); -funcptr_createDeviceEx load_createDeviceEx ( const c8 * filename); - - -//! Macro for save Dropping an Element -#define dropElement(x) if (x) { x->remove(); x = 0; } - - -/* - get the current collision respone camera animator -*/ -ISceneNodeAnimatorCollisionResponse* camCollisionResponse( IrrlichtDevice * device ); - -//! internal Animation -enum eTimeFireFlag -{ - FIRED = 1, -}; - -struct TimeFire -{ - u32 flags; - u32 next; - u32 delta; -}; - -void setTimeFire ( TimeFire *t, u32 delta, u32 flags = 0 ); -void checkTimeFire ( TimeFire *t, u32 listSize, u32 now ); - -#endif // __QUAKE3_FACTORY__H_INCLUDED__ - - -- cgit v1.1