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]