public cSpriteQuake(int modelIndex) { _modelfilename = Framework.models.getModelFileName(modelIndex); _skinfilename = Framework.models.getSkinFileName(modelIndex); _dt = 0.02f; _framerate = 3.5f; _correctionpercents = Framework.models.getCorrectionPercents(modelIndex); _pModel = new cMD2Model(); /* allocate memory for model objects and load it. */ bool success = _pModel.Load(_modelfilename, _skinfilename); if (!success) { _pModel = null; MessageBox.Show("Unable to load one or both of: " + _modelfilename + " " + _skinfilename); return; } _lastModelState = _modelState = State.Run; // set model state to RUN, Giavinh had IDLE. /* Normally our sprites of this type will be figurines that "stand" on the * critter's central point. */ Radius = _radius; /* Match the appearance to the _radius parameter, that is, * Make _spriteattitude.scalefactor() * _pModel->boundingbox.radius() = _radius. * The _correctionpercents are used here as well. */ fixResourceID(); }
public virtual void interpolateAndRender(cMD2Model pmodel, vector_t [] vlist, int startframe, int endframe, float interpolationpercent) { }
public virtual void selectSkinTexture(cMD2Model pmodel) { }