29 #ifndef __ANIM_TESTMODEL_H__
30 #define __ANIM_TESTMODEL_H__
90 virtual void Think(
void );
idAnimator * headAnimator
void TestAnim(const idCmdArgs &args)
static void TestModelNextFrame_f(const idCmdArgs &args)
static void TestModelPrevAnim_f(const idCmdArgs &args)
static void TestModelNextAnim_f(const idCmdArgs &args)
static void TestBlend_f(const idCmdArgs &args)
static void TestParticleStopTime_f(const idCmdArgs &args)
static void TestAnim_f(const idCmdArgs &args)
void PrevFrame(const idCmdArgs &args)
static void ArgCompletion_TestModel(const idCmdArgs &args, void(*callback)(const char *s))
static void TestModel_f(const idCmdArgs &args)
void Restore(idRestoreGame *savefile)
idEntityPtr< idEntity > head
void Event_Footstep(void)
void Save(idSaveGame *savefile)
static void TestModelPrevFrame_f(const idCmdArgs &args)
CLASS_PROTOTYPE(idTestModel)
static void TestShaderParm_f(const idCmdArgs &args)
static void ArgCompletion_TestAnim(const idCmdArgs &args, void(*callback)(const char *s))
virtual bool ShouldConstructScriptObjectAtSpawn(void) const
void NextAnim(const idCmdArgs &args)
void BlendAnim(const idCmdArgs &args)
idList< copyJoints_t > copyJoints
static void TestSkin_f(const idCmdArgs &args)
void PrevAnim(const idCmdArgs &args)
void NextFrame(const idCmdArgs &args)
idPhysics_Parametric physicsObj
static void KeepTestModel_f(const idCmdArgs &args)