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enum { ANIM_IDLE = 0, ANIM_RUN, ANIM_ATTACK, ANIM_PAIN, ANIM_JUMP, ANIM_LAND, ANIM_FLIPOFF, ANIM_SALUTE, ANIM_TAUNT, ANIM_WAVE, ANIM_POINT, ANIM_CROUCH_IDLE, ANIM_CROUCH_WALK, ANIM_CROUCH_ATTACK, ANIM_CROUCH_PAIN, ANIM_CROUCH_DEATH, ANIM_DEATH, ANIM_LYING_DEAD, ANIM_FLAG, ANIM_GUN_IDLE, ANIM_GUN_SHOOT, ANIM_GUN_RELOAD, ANIM_GUN_THROW, ANIM_MAPMODEL, ANIM_TRIGGER, ANIM_DECAY, ANIM_ALL, NUMANIMS };
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#define ANIM_INDEX 0xFF
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#define ANIM_LOOP (1<<8)
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#define ANIM_START (1<<9)
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#define ANIM_END (1<<10)
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#define ANIM_REVERSE (1<<11)
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#define ANIM_NOINTERP (1<<12)
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#define ANIM_MIRROR (1<<13)
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#define ANIM_NOSKIN (1<<14)
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#define ANIM_TRANSLUCENT (1<<15)
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#define ANIM_PARTICLE (1<<16)
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#define ANIM_DYNALLOC (1<<17)
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struct animstate // used for animation blending of animated characters
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int anim, frame, range, basetime;
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animstate() { reset(); }
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void reset() { anim = frame = range = basetime = 0; speed = 100.0f; };
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bool operator==(const animstate &o) const { return frame==o.frame && range==o.range && basetime==o.basetime && speed==o.speed; }
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bool operator!=(const animstate &o) const { return frame!=o.frame || range!=o.range || basetime!=o.basetime || speed!=o.speed; }
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enum { MDL_MD2 = 1, MDL_MD3 };
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const char *tag, *name;
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modelattach() : tag(NULL), name(NULL), pos(NULL), m(NULL) {}
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modelattach(const char *tag, const char *name) : tag(tag), name(name), pos(NULL), m(NULL) {}
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modelattach(const char *tag, vec *pos) : tag(tag), name(NULL), pos(pos), m(NULL) {}
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bool cullface, vertexlight;
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float alphatest, translucency, scale, radius, shadowdist;
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int cachelimit, batch;
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model() : cullface(true), vertexlight(false), alphatest(0.9f), translucency(0.25f), scale(1), radius(0), shadowdist(0), translate(0, 0, 0), cachelimit(8), batch(-1) {}
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virtual bool load() = 0;
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virtual char *name() = 0;
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virtual int type() = 0;
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virtual void cleanup() = 0;
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virtual void render(int anim, int varseed, float speed, int basetime, const vec &o, float yaw, float pitch, dynent *d, modelattach *a = NULL, float scale = 1.0f) = 0;
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virtual void setskin(int tex = 0) = 0;
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virtual void genshadows(float height, float rad) {}
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virtual void rendershadow(int anim, int varseed, float speed, int basetime, const vec &o, float yaw, modelattach *a = NULL) {}
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virtual bool hasshadows() { return false; }
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virtual void startrender() {}
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virtual void endrender() {}
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struct mapmodelinfo { int rad, h, zoff; string name; model *m; };