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#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, float frameNum);
} 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, float frameNum)
{
unity_gamecalls->UpdateEntityAnimation(unity_gamecalls->target, entityNum, frameNum);
}