/*
* Load model from file (.mdl)
*/
-static void player_load_model( const char *name )
+static void player_load_model( const char *name, int replace_mode )
{
char buf[64];
return;
}
- struct player_model temp;
-
- mdl_unpack_glmesh( src, &temp.mesh );
- skeleton_setup( &temp.sk, src );
+ mesh_free( &player.mdl.mesh );
+ mdl_unpack_glmesh( src, &player.mdl.mesh );
- /*
- * Link animations
- */
- struct _load_anim
+ if( !replace_mode )
{
- const char *name;
- struct skeleton_anim **anim;
- }
- anims[] = {
- { "pose_stand", &temp.anim_stand },
- { "pose_highg", &temp.anim_highg },
- { "pose_slide", &temp.anim_slide },
- { "pose_air", &temp.anim_air },
- { "push", &temp.anim_push },
- { "push_reverse", &temp.anim_push_reverse },
- { "ollie", &temp.anim_ollie },
- { "ollie_reverse",&temp.anim_ollie_reverse },
- { "grabs", &temp.anim_grabs },
- { "walk", &temp.anim_walk },
- { "run", &temp.anim_run },
- { "idle_cycle", &temp.anim_idle },
- { "jump", &temp.anim_jump }
- };
-
- for( int i=0; i<vg_list_size(anims); i++ )
- {
- *anims[i].anim = skeleton_get_anim( &temp.sk, anims[i].name );
-
- if( !(*anims[i].anim) )
+ if( !skeleton_setup( &player.mdl.sk, src ) )
{
- vg_error( "Animation '%s' is missing from character '%s'\n",
- anims[i].name, name );
- vg_free( src );
- return;
+ vg_error( "Model: %s\n", buf );
+ vg_fatal_exit_loop( "No skeleton" );
}
- }
- /*
- * Link bones
- */
- struct _load_bone
- {
- const char *name;
- u32 *bone_id;
- }
- bones[] = {
- { "hips", &temp.id_hip },
- { "hand.IK.L", &temp.id_ik_hand_l },
- { "hand.IK.R", &temp.id_ik_hand_r },
- { "elbow.L", &temp.id_ik_elbow_l },
- { "elbow.R", &temp.id_ik_elbow_r },
- { "head", &temp.id_head }
- };
-
- for( int i=0; i<vg_list_size(bones); i++ )
- {
- *bones[i].bone_id = skeleton_bone_id( &temp.sk, bones[i].name );
+ /*
+ * Link animations
+ */
+ struct _load_anim
+ {
+ const char *name;
+ struct skeleton_anim **anim;
+ }
+ anims[] = {
+ { "pose_stand", &player.mdl.anim_stand },
+ { "pose_highg", &player.mdl.anim_highg },
+ { "pose_slide", &player.mdl.anim_slide },
+ { "pose_air", &player.mdl.anim_air },
+ { "push", &player.mdl.anim_push },
+ { "push_reverse", &player.mdl.anim_push_reverse },
+ { "ollie", &player.mdl.anim_ollie },
+ { "ollie_reverse",&player.mdl.anim_ollie_reverse },
+ { "grabs", &player.mdl.anim_grabs },
+ { "walk", &player.mdl.anim_walk },
+ { "run", &player.mdl.anim_run },
+ { "idle_cycle", &player.mdl.anim_idle },
+ { "jump", &player.mdl.anim_jump }
+ };
+
+ for( int i=0; i<vg_list_size(anims); i++ )
+ {
+ *anims[i].anim = skeleton_get_anim( &player.mdl.sk, anims[i].name );
+
+ if( !(*anims[i].anim) )
+ {
+ vg_error( "Animation '%s' is missing from character '%s'\n",
+ anims[i].name, name );
+ vg_free( src );
+ return;
+ }
+ }
- if( !(*bones[i].bone_id) )
+ /*
+ * Link bones
+ */
+ struct _load_bone
{
- vg_error( "Required bone '%s' is missing from character '%s'\n",
- bones[i].name, name );
- vg_free( src );
- return;
+ const char *name;
+ u32 *bone_id;
}
+ bones[] = {
+ { "hips", &player.mdl.id_hip },
+ { "hand.IK.L", &player.mdl.id_ik_hand_l },
+ { "hand.IK.R", &player.mdl.id_ik_hand_r },
+ { "elbow.L", &player.mdl.id_ik_elbow_l },
+ { "elbow.R", &player.mdl.id_ik_elbow_r },
+ { "head", &player.mdl.id_head }
+ };
+
+ for( int i=0; i<vg_list_size(bones); i++ )
+ {
+ *bones[i].bone_id = skeleton_bone_id( &player.mdl.sk, bones[i].name );
+
+ if( !(*bones[i].bone_id) )
+ {
+ vg_error( "Required bone '%s' is missing from character '%s'\n",
+ bones[i].name, name );
+ vg_free( src );
+ return;
+ }
+ }
+
+ player_init_ragdoll( src );
}
- /* swap temp into actual model */
- mesh_free( &player.mdl.mesh );
- player.mdl = temp;
- player_init_ragdoll( src );
vg_free( src );
}