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//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include <assert.h>
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#include "hud.h"
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#include "cl_util.h"
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#include "const.h"
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#include "com_model.h"
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#include "studio.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "dlight.h"
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#include "triangleapi.h"
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#include <stdio.h>
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#include <string.h>
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#include <memory.h>
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#include <cmath>
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#include "studio_util.h"
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#include "r_studioint.h"
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#include "StudioModelRenderer.h"
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#include "GameStudioModelRenderer.h"
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//
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// Override the StudioModelRender virtual member functions here to implement custom bone
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// setup, blending, etc.
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//
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// Global engine <-> studio model rendering code interface
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extern engine_studio_api_t IEngineStudio;
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// The renderer object, created on the stack.
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CGameStudioModelRenderer g_StudioRenderer;
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/*
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====================
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CGameStudioModelRenderer
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====================
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*/
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CGameStudioModelRenderer::CGameStudioModelRenderer( void )
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{
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}
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////////////////////////////////////
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// Hooks to class implementation
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////////////////////////////////////
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/*
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====================
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R_StudioDrawPlayer
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====================
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*/
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int R_StudioDrawPlayer( int flags, entity_state_t *pplayer )
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{
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return g_StudioRenderer.StudioDrawPlayer( flags, pplayer );
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}
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/*
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====================
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R_StudioDrawModel
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====================
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*/
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int R_StudioDrawModel( int flags )
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{
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return g_StudioRenderer.StudioDrawModel( flags );
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}
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/*
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====================
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R_StudioInit
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====================
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*/
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void R_StudioInit( void )
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{
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g_StudioRenderer.Init();
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}
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// The simple drawing interface we'll pass back to the engine
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r_studio_interface_t studio =
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{
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STUDIO_INTERFACE_VERSION,
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R_StudioDrawModel,
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R_StudioDrawPlayer,
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};
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/*
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====================
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HUD_GetStudioModelInterface
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Export this function for the engine to use the studio renderer class to render objects.
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====================
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*/
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extern "C" int DLLEXPORT HUD_GetStudioModelInterface( int version, struct r_studio_interface_s **ppinterface, struct engine_studio_api_s *pstudio )
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{
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if ( version != STUDIO_INTERFACE_VERSION )
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return 0;
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// Point the engine to our callbacks
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*ppinterface = &studio;
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// Copy in engine helper functions
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memcpy( &IEngineStudio, pstudio, sizeof( IEngineStudio ) );
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// Initialize local variables, etc.
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R_StudioInit();
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// Success
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return 1;
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}
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