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