17 #define MAX_TRIGGERED_ANIMATIONS 15
26 #define TRIGGER_TYPE_NONE -1 // No animation
27 #define TRIGGER_TYPE_INITIAL 0 // This is just the position the subobject should be placed in
28 #define TRIGGER_TYPE_DOCKING_STAGE_1 1 // Before you dock
29 #define TRIGGER_TYPE_DOCKING_STAGE_2 2 // Before you dock
30 #define TRIGGER_TYPE_DOCKING_STAGE_3 3 // Before you dock
31 #define TRIGGER_TYPE_DOCKED 4 // As you dock
32 #define TRIGGER_TYPE_PRIMARY_BANK 5 // Primary banks
33 #define TRIGGER_TYPE_SECONDARY_BANK 6 // Secondary banks
34 #define TRIGGER_TYPE_DOCK_BAY_DOOR 7 // Fighter bays
35 #define TRIGGER_TYPE_AFTERBURNER 8 // Afterburner -C
36 #define TRIGGER_TYPE_TURRET_FIRING 9 // Turret shooting -C
37 #define TRIGGER_TYPE_SCRIPTED 10 // Triggered exclusively by scripting...maybe SEXPs? -C
38 #define TRIGGER_TYPE_TURRET_FIRED 11 // Triggered after a turret has fired -The E
40 #define MAX_TRIGGER_ANIMATION_TYPES 12
52 #define ANIMATION_SUBTYPE_ALL INT_MAX
103 int current_snd_index;
183 #endif // _MODELANIM_H
bool model_anim_pop_and_start_type(int stack_unique_id)
void model_anim_submodel_trigger_rotate(model_subsystem *psub, ship_subsys *ss)
void apply_trigger_angles(angles *submodel_angles)
void model_anim_handle_multiplayer(ship *shipp)
void set_to_final(queued_animation *q)
#define MAX_TRIGGER_ANIMATION_TYPES
void model_anim_fix_reverse_times(ship_info *sip)
int model_anim_get_time_type(ship_subsys *pss, int animation_type, int subtype)
struct stack_item stack_item
bool model_anim_start_type(ship_subsys *pss, int animation_type, int subtype, int direction, bool instant=false)
SCP_vector< stack_item > animation_stack
bool model_anim_push_and_start_type(int stack_unique_id, ship *shipp, int animation_type, int subtype, int direction, bool instant=false)
#define MAX_TRIGGERED_ANIMATIONS
void set_to_initial(queued_animation *q)
int model_anim_match_type(char *p)
char * Animation_type_names[MAX_TRIGGER_ANIMATION_TYPES]
SCP_map< int, animation_stack > Animation_map
GLdouble GLdouble GLdouble GLdouble q
void queued_animation_init(queued_animation *qa)
void queued_animation_correct(queued_animation *qa)
void add_queue(queued_animation *new_queue, int dir)
void model_anim_set_initial_states(ship *shipp)
SCP_vector< triggered_rotation > Triggered_rotations
void start(queued_animation *q)
char sub_name[NAME_LENGTH]