#include "uniquake.h" #include "../Quake/quakedef.h" typedef struct unity_gamecalls_s { void *target; void(*SetEntityModel)(void *target, int entityNum, const char *modelName); void(*SetEntityTransform)(void *target, int entityNum, vec3_t origin, vec3_t angles); void(*RemoveEntity)(void *target, int entityNum); void(*UpdateEntityAnimation)(void *target, int entityNum, int pose1, int pose2, float blend); void(*SetEntitySkin)(void *target, int entityNum, int skinNum); } unity_gamecalls_t; const unity_gamecalls_t *unity_gamecalls; void UQ_Game_SetEntityModel(int entityNum, const char *modelName) { unity_gamecalls->SetEntityModel(unity_gamecalls->target, entityNum, modelName); } void UQ_Game_SetEntityTransform(int entityNum, vec3_t origin, vec3_t angles) { unity_gamecalls->SetEntityTransform(unity_gamecalls->target, entityNum, origin, angles); } void UQ_Game_RemoveEntity(int entityNum) { unity_gamecalls->RemoveEntity(unity_gamecalls->target, entityNum); } void UQ_Game_UpdateEntityAnimation(int entityNum, int pose1, int pose2, float blend) { unity_gamecalls->UpdateEntityAnimation(unity_gamecalls->target, entityNum, pose1, pose2, blend); } void UQ_Game_SetEntitySkin(int entityNum, int skinNum) { unity_gamecalls->SetEntitySkin(unity_gamecalls->target, entityNum, skinNum); }