This commit is contained in:
FluorescentCIAAfricanAmerican
2020-04-22 12:56:21 -04:00
commit 3bf9df6b27
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Dme blank/empty body part base class
//
//===========================================================================//
#include "datamodel/dmelementfactoryhelper.h"
#include "mdlobjects/dmeblankbodypart.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeBlankBodyPart, CDmeBlankBodyPart );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBlankBodyPart::OnConstruction()
{
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBlankBodyPart::OnDestruction()
{
}

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Dme version of a body group
//
//===========================================================================//
#include "mdlobjects/dmebodygroup.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "mdlobjects/dmelodlist.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeBodyGroup, CDmeBodyGroup );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeBodyGroup::OnConstruction()
{
m_BodyParts.Init( this, "bodyParts" );
}
void CDmeBodyGroup::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Finds a body part by name
//-----------------------------------------------------------------------------
CDmeLODList *CDmeBodyGroup::FindBodyPart( const char *pName )
{
int nCount = m_BodyParts.Count();
for ( int i = 0; i < nCount; ++i )
{
CDmeLODList *pLODList = CastElement< CDmeLODList >( m_BodyParts[ i ] );
if ( !pLODList )
continue;
if ( !Q_stricmp( pName, pLODList->GetName() ) )
return pLODList;
}
return NULL;
}

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Dme version of a body group list
//
//===========================================================================//
#include "mdlobjects/dmebodygrouplist.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "mdlobjects/dmebodygroup.h"
#include "mdlobjects/dmelodlist.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeBodyGroupList, CDmeBodyGroupList );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeBodyGroupList::OnConstruction()
{
m_BodyGroups.Init( this, "bodyGroups" );
}
void CDmeBodyGroupList::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Finds a body group by name
//-----------------------------------------------------------------------------
CDmeBodyGroup *CDmeBodyGroupList::FindBodyGroup( const char *pName )
{
int nCount = m_BodyGroups.Count();
for ( int i = 0; i < nCount; ++i )
{
if ( !Q_stricmp( pName, m_BodyGroups[i]->GetName() ) )
return m_BodyGroups[i];
}
return NULL;
}
//-----------------------------------------------------------------------------
// Gets the 'main' body part (used for compilation)
//-----------------------------------------------------------------------------
CDmeLODList *CDmeBodyGroupList::GetMainBodyPart()
{
if ( m_BodyGroups.Count() == 0 )
return NULL;
CDmeBodyGroup *pMainBodyGroup = FindBodyGroup( "default" );
if ( !pMainBodyGroup )
{
pMainBodyGroup = m_BodyGroups[0];
}
CDmeLODList *pLODList = CastElement< CDmeLODList >( pMainBodyGroup->FindBodyPart( "default" ) );
if ( pLODList )
return pLODList;
const int nBodypartCount = pMainBodyGroup->m_BodyParts.Count();
for ( int i = 0; i < nBodypartCount; ++i )
{
pLODList = CastElement< CDmeLODList >( pMainBodyGroup->m_BodyParts[ i ] );
if ( pLODList && pLODList->m_LODs.Count() > 0 )
return pLODList;
}
return NULL;
}

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Dme body part base class
//
//===========================================================================//
#include "datamodel/dmelementfactoryhelper.h"
#include "mdlobjects/dmebodypart.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeBodyPart, CDmeBodyPart );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBodyPart::OnConstruction()
{
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBodyPart::OnDestruction()
{
}

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//===== Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ====
//
// Dme version of QC $BoneFlexDriver
//
//===========================================================================//
// Valve includes
#include "datamodel/dmelementfactoryhelper.h"
#include "mdlobjects/dmeBoneFlexDriver.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//===========================================================================//
// CDmeBoneFlexDriverControl
//===========================================================================//
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeBoneFlexDriverControl, CDmeBoneFlexDriverControl );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneFlexDriverControl::OnConstruction()
{
m_sFlexControllerName.Init( this, "flexControllerName" );
m_nBoneComponent.Init( this, "boneComponent" );
m_flMin.InitAndSet( this, "min", 0.0f );
m_flMax.InitAndSet( this, "max", 1.0f );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneFlexDriverControl::OnDestruction()
{
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
int CDmeBoneFlexDriverControl::SetBoneComponent( int nBoneComponent )
{
// Range [STUDIO_BONE_FLEX_TX, STUDIO_BONE_FLEX_RZ]
m_nBoneComponent = clamp( nBoneComponent, 0, 5 );
return m_nBoneComponent.Get();
}
//===========================================================================//
// CDmeBoneFlexDriver
//===========================================================================//
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeBoneFlexDriver, CDmeBoneFlexDriver );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneFlexDriver::OnConstruction()
{
m_sBoneName.Init( this, "boneName" );
m_eControlList.Init( this, "controlList" );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneFlexDriver::OnDestruction()
{
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
CDmeBoneFlexDriverControl *CDmeBoneFlexDriver::FindOrCreateControl( const char *pszControlName )
{
CDmeBoneFlexDriverControl *pDmeBoneFlexDriverControl = NULL;
for ( int i = 0; i < m_eControlList.Count(); ++i )
{
pDmeBoneFlexDriverControl = m_eControlList[i];
if ( !pDmeBoneFlexDriverControl )
continue;
if ( !Q_stricmp( pszControlName, pDmeBoneFlexDriverControl->m_sFlexControllerName.Get() ) )
return pDmeBoneFlexDriverControl;
}
pDmeBoneFlexDriverControl = CreateElement< CDmeBoneFlexDriverControl >( "", GetFileId() ); // Nameless
if ( !pDmeBoneFlexDriverControl )
return NULL;
pDmeBoneFlexDriverControl->m_sFlexControllerName = pszControlName;
m_eControlList.AddToTail( pDmeBoneFlexDriverControl );
return pDmeBoneFlexDriverControl;
}
//===========================================================================//
// CDmeBoneFlexDriverList
//===========================================================================//
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeBoneFlexDriverList, CDmeBoneFlexDriverList );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneFlexDriverList::OnConstruction()
{
m_eBoneFlexDriverList.Init( this, "boneFlexDriverList" );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneFlexDriverList::OnDestruction()
{
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
CDmeBoneFlexDriver *CDmeBoneFlexDriverList::FindOrCreateBoneFlexDriver( const char *pszBoneName )
{
CDmeBoneFlexDriver *pDmeBoneFlexDriver = NULL;
for ( int i = 0; i < m_eBoneFlexDriverList.Count(); ++i )
{
pDmeBoneFlexDriver = m_eBoneFlexDriverList[i];
if ( !pDmeBoneFlexDriver )
continue;
if ( !Q_stricmp( pszBoneName, pDmeBoneFlexDriver->m_sBoneName.Get() ) )
return pDmeBoneFlexDriver;
}
pDmeBoneFlexDriver = CreateElement< CDmeBoneFlexDriver >( "", GetFileId() ); // Nameless
if ( !pDmeBoneFlexDriver )
return NULL;
pDmeBoneFlexDriver->m_sBoneName = pszBoneName;
m_eBoneFlexDriverList.AddToTail( pDmeBoneFlexDriver );
return pDmeBoneFlexDriver;
}

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// A list of DmeBoneWeight elements, replacing QC's $WeightList
//
//===========================================================================//
#include "datamodel/dmelementfactoryhelper.h"
#include "mdlobjects/dmeboneweight.h"
#include "mdlobjects/dmebonemask.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeBoneMask, CDmeBoneMask );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneMask::OnConstruction()
{
m_BoneWeights.Init( this, "boneWeights" );
m_bDefault.InitAndSet( this, "default", false );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneMask::OnDestruction()
{
}

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// A list of DmeBoneWeight elements, replacing QC's $WeightList
//
//===========================================================================//
#include "datamodel/dmelementfactoryhelper.h"
#include "mdlobjects/dmebonemask.h"
#include "mdlobjects/dmebonemasklist.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeBoneMaskList, CDmeBoneMaskList );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneMaskList::OnConstruction()
{
m_BoneMasks.Init( this, "boneMasks" );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneMaskList::OnDestruction()
{
}

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Dme version of a bone weight as in QC $WeightList
//
//===========================================================================//
#include "datamodel/dmelementfactoryhelper.h"
#include "mdlobjects/dmeboneweight.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeBoneWeight, CDmeBoneWeight );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneWeight::OnConstruction()
{
m_flWeight.Init( this, "weight" );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneWeight::OnDestruction()
{
}

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Dme version of a collisionmodel
//
//===========================================================================//
#include "mdlobjects/dmecollisionmodel.h"
#include "datamodel/dmelementfactoryhelper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeCollisionModel, CDmeCollisionModel );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeCollisionModel::OnConstruction()
{
m_flMass.Init( this, "mass" );
m_bAutomaticMassComputation.Init( this, "automaticMassComputation" );
m_flInertia.Init( this, "inertia" );
m_flDamping.Init( this, "damping" );
m_flRotationalDamping.Init( this, "rotationalDamping" );
m_flDrag.Init( this, "drag" );
m_flRollingDrag.Init( this, "rollingDrag" );
m_nMaxConvexPieces.Init( this, "maxConvexPieces" );
m_bRemove2D.Init( this, "remove2d" );
m_bConcavePerJoint.Init( this, "concavePerJoint" );
m_flWeldPositionTolerance.Init( this, "weldPositionTolerance" );
m_flWeldNormalTolerance.Init( this, "weldNormalTolerance" );
m_bConcave.Init( this, "concave" );
m_bForceMassCenter.Init( this, "forceMassCenter" );
m_vecMassCenter.Init( this, "massCenter" );
m_bNoSelfCollisions.Init( this, "noSelfCollisions" );
m_bAssumeWorldSpace.Init( this, "assumeWorldSpace" );
m_SurfaceProperty.InitAndSet( this, "surfaceProperty", "default" );
}
void CDmeCollisionModel::OnDestruction()
{
}

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mdlobjects/dmehitbox.cpp Normal file
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Dme version of a hitbox
//
//===========================================================================//
#include "mdlobjects/dmehitbox.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "tier2/renderutils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeHitbox, CDmeHitbox );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeHitbox::OnConstruction()
{
m_SurfaceProperty.Init( this, "surfaceProperty" );
m_Group.Init( this, "groupName" );
m_Bone.Init( this, "boneName" );
m_vecMins.Init( this, "minBounds" );
m_vecMaxs.Init( this, "maxBounds" );
m_RenderColor.InitAndSet( this, "renderColor", Color( 255, 255, 255, 64 ) );
}
void CDmeHitbox::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Rendering method for the dag
//-----------------------------------------------------------------------------
void CDmeHitbox::Draw( const matrix3x4_t &shapeToWorld, CDmeDrawSettings *pDrawSettings /* = NULL */ )
{
Vector vecOrigin;
QAngle angles;
MatrixAngles( shapeToWorld, angles, vecOrigin );
RenderBox( vecOrigin, angles, m_vecMins, m_vecMaxs, m_RenderColor, true );
}

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Dme version of a hitbox set
//
//===========================================================================//
#include "mdlobjects/dmehitboxset.h"
#include "datamodel/dmelementfactoryhelper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeHitboxSet, CDmeHitboxSet );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeHitboxSet::OnConstruction()
{
m_Hitboxes.Init( this, "hitboxes" );
}
void CDmeHitboxSet::OnDestruction()
{
}

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mdlobjects/dmelod.cpp Normal file
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Dme version of a hitbox
//
//===========================================================================//
#include "mdlobjects/dmelod.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "movieobjects/dmemodel.h"
#include "movieobjects/dmedag.h"
#include "movieobjects/dmecombinationoperator.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeLOD, CDmeLOD );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeLOD::OnConstruction()
{
m_Model.Init( this, "model" );
m_Skeleton.Init( this, "skeleton" );
m_CombinationOperator.Init( this, "combinationOperator" );
m_flSwitchMetric.Init( this, "switchMetric" );
m_bNoFlex.Init( this, "noFlex" );
m_bIsShadowLOD.Init( this, "isShadowLOD" );
}
void CDmeLOD::OnDestruction()
{
}

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mdlobjects/dmelodlist.cpp Normal file
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Dme version of a hitbox
//
//===========================================================================//
#include "mdlobjects/dmelodlist.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "mdlobjects/dmelod.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeLODList, CDmeLODList );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeLODList::OnConstruction()
{
m_LODs.Init( this, "lods" );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeLODList::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Returns the number of LODs in this body part, can be 0
//-----------------------------------------------------------------------------
int CDmeLODList::LODCount() const
{
return m_LODs.Count();
}
//-----------------------------------------------------------------------------
// Returns the root LOD. This is the one with the switch metric 0
//-----------------------------------------------------------------------------
CDmeLOD* CDmeLODList::GetRootLOD()
{
int nCount = m_LODs.Count();
int nMinIndex = -1;
float flMinMetric = FLT_MAX;
for ( int i = 0; i < nCount; ++i )
{
if ( m_LODs[i]->m_flSwitchMetric < flMinMetric )
{
nMinIndex = i;
flMinMetric = m_LODs[i]->m_flSwitchMetric;
if ( flMinMetric == 0.0f )
break;
}
}
return ( nMinIndex >= 0 ) ? m_LODs[nMinIndex] : NULL;
}
//-----------------------------------------------------------------------------
// Returns the shadow LOD
//-----------------------------------------------------------------------------
CDmeLOD* CDmeLODList::GetShadowLOD()
{
int nCount = m_LODs.Count();
for ( int i = 0; i < nCount; ++i )
{
if ( m_LODs[i]->m_bIsShadowLOD )
return m_LODs[i];
}
return NULL;
}

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mdlobjects/dmemdllist.cpp Normal file
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// A general list element for the MDL pipeline
//
//===========================================================================//
#include "datamodel/dmelementfactoryhelper.h"
#include "mdlobjects/dmemdllist.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeMdlList, CDmeMdlList );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeMdlList::OnConstruction()
{
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeMdlList::OnDestruction()
{
}

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Dme representation of QC: $sequence
//
//===========================================================================//
#include "datamodel/dmelementfactoryhelper.h"
#include "movieobjects/dmeanimationlist.h"
#include "movieobjects/dmechannel.h"
#include "movieobjects/dmedag.h"
#include "mdlobjects/dmesequence.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeSequence, CDmeSequence );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeSequence::OnConstruction()
{
m_Skeleton.Init( this, "skeleton" );
m_AnimationList.Init( this, "animationList" );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeSequence::OnDestruction()
{
}

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// A list of DmeSequences's
//
//===========================================================================//
#include "datamodel/dmelementfactoryhelper.h"
#include "mdlobjects/dmesequence.h"
#include "mdlobjects/dmesequencelist.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeSequenceList, CDmeSequenceList );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeSequenceList::OnConstruction()
{
m_Sequences.Init( this, "sequences" );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeSequenceList::OnDestruction()
{
}

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mdlobjects/mdlobjects.vpc Normal file
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//-----------------------------------------------------------------------------
// MDLOBJECTS.VPC
//
// Project Script
//-----------------------------------------------------------------------------
$Macro SRCDIR ".."
$Include "$SRCDIR\vpc_scripts\source_lib_base.vpc"
$Configuration
{
$Compiler
{
$PreprocessorDefinitions "$BASE;MDLOBJECTS_LIB"
}
}
$Project "mdlobjects"
{
$Folder "Header Files"
{
}
$Folder "Source Files"
{
$File "dmebodygroup.cpp"
$File "dmebodygrouplist.cpp"
$File "dmecollisionmodel.cpp"
$File "dmehitbox.cpp"
$File "dmehitboxset.cpp"
$File "dmebodypart.cpp"
$File "dmeblankbodypart.cpp"
$File "dmelod.cpp"
$File "dmelodlist.cpp"
$File "dmemdllist.cpp"
$File "dmeboneweight.cpp"
$File "dmebonemask.cpp"
$File "dmebonemasklist.cpp"
$File "dmesequence.cpp"
$File "dmesequencelist.cpp"
$File "dmeboneflexdriver.cpp"
}
$Folder "Interface"
{
$File "$SRCDIR\public\mdlobjects\dmebodygroup.h"
$File "$SRCDIR\public\mdlobjects\dmebodygrouplist.h"
$File "$SRCDIR\public\mdlobjects\dmecollisionmodel.h"
$File "$SRCDIR\public\mdlobjects\dmehitbox.h"
$File "$SRCDIR\public\mdlobjects\dmehitboxset.h"
$File "$SRCDIR\public\mdlobjects\dmebodypart.h"
$File "$SRCDIR\public\mdlobjects\dmeblankbodypart.h"
$File "$SRCDIR\public\mdlobjects\dmelod.h"
$File "$SRCDIR\public\mdlobjects\dmelodlist.h"
$File "$SRCDIR\public\mdlobjects\dmemdllist.h"
$File "$SRCDIR\public\mdlobjects\dmeboneweight.h"
$File "$SRCDIR\public\mdlobjects\dmebonemask.h"
$File "$SRCDIR\public\mdlobjects\dmebonemasklist.h"
$File "$SRCDIR\public\mdlobjects\dmesequence.h"
$File "$SRCDIR\public\mdlobjects\dmesequencelist.h"
$File "$SRCDIR\public\mdlobjects\mdlobjects.h"
}
$Folder "external"
{
$File "$SRCDIR\public\mdlobjects\dmeboneflexdriver.h"
}
}