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📄 modpublicvars.bas

📁 一个游戏的原代码
💻 BAS
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Attribute VB_Name = "Mod_PublicVars"
Option Explicit

'// DirectX8 Vars & constants
Public D3DX As New D3DX8
Public d3d As New Cls_DirectX3D8

Public MemMgr As New Cls_MemoryMgr

'// Custom vertex type representing a point on the screen
Public Type VERTEX
    vecPos As D3DVECTOR
    vecNorm As D3DVECTOR
    tex As D3DVECTOR2
End Type

'The vertex size
Public Const MYVERTEX_SIZE As Long = 32
'// Describe the features in the flexible vertex format
Public Const D3DFVF_MYVERTEX As Long = (D3DFVF_XYZ Or D3DFVF_TEX1 Or D3DFVF_NORMAL)

'// Model header
Public Type udtModelHeader
    Identity As String * 4  '// Identifies as Quake 3 MD3 header  (IDP3)
    Version As Long         '// Should always be 15
    filename As String * 68 '// The name of this file
    NumOfBoneFrames As Long '// The number of bone frames
    NumOfTags As Long       '// The number of tag's
    NumOfMeshes As Long     '// The number of individual meshes
    MaxSkins As Long        '// Maximum number of unique skins
    HeaderLength As Long    '// The file size of this header
    Tag_Start As Long       '// Start position of tag structure
    Tag_End As Long         '// End position of tag structures
    FileSize As Long        '// The size of this file
End Type

'// Mesh header
Public Type udtMeshHeader
    ID As String * 4        '// Identity must be 'IDP3'
    MeshName As String * 68 '// Name of this mesh
    NumOfMeshFrames As Long '// Number of mesh frames in this mesh
    NumOfSkin As Long       '// Number of skins in this mesh
    NumOfVertex As Long     '// Number of vertices this mesh
    NumOfTriangle As Long   '// Number of triangles this mesh
    Triangle_Start As Long  '// Start position of the triangle structures
    HeaderSize As Long      '// Size of the mesh header in bytes
    TexVec_Start As Long    '// Start position of the texvec structure, relative to start of mesh header
    Vertex_Start As Long    '// Start position of the vertex data, relative to mesh header
    MeshSize As Long        '// Size of this mesh in bytes
End Type

'// The Tag structure
Public Type udtTags
    TagName As String * 64      '// Tag name ie TAG_TORSO
    TagTranslation(2) As Single '// x,y & z translation matrix
    TagRotation(2, 2) As Single '// x,y & z rotation matrix
End Type

'// The Bone Frame structure (Not used as far as we can ascertain.)
Public Type udtBoneFrames
    Mins(2) As Single
    Maxs(2) As Single
    Position(2) As Single
    Scale As Single
    Creator(15) As Byte
End Type

'// The Triangles structure
Public Type udtTriangles
    Triangles(2) As Long
End Type

'// The Vertices and Normal index structure
Public Type udtVertsNorms
    Vertices(2) As Integer
    Normal(1) As Byte
End Type

'// Reference type for the individual mesh frames
Public Type udtFrameVerts
    Frame() As udtVertsNorms
    VertCount As Long
End Type

'// The Texture cooridinate structure U & V values
Public Type udtTexCoords
    Texture As D3DVECTOR2
End Type

'// For identifying Tag links between model parts
Public Type udtTag
    TagName As String
    TagIndex() As Integer '// Unlikely MD3 will have more than 32,000 tags
End Type

'//// Custom MD3 mesh type
Public Type udtMD3Mesh
    MD3MeshHeader As udtMeshHeader
    
    MD3SkinNames() As String
    MD3Triangles() As udtTriangles
    MD3Frames() As udtFrameVerts
    MD3TexCoords() As D3DVECTOR2
    MD3VertexBuffer() As Direct3DVertexBuffer8
End Type


Public Type udtDXVerts
    MD3Verts() As VERTEX
End Type

Public Type udtFrameNo
    MD3FrameVerts() As udtDXVerts
End Type



'//// Custom MD3 Model type
Public Type udtMD3Model
    MD3Header As udtModelHeader
    
    MD3BoneFrames() As udtBoneFrames
    MD3Tags() As udtTags
    MD3Meshes() As udtMD3Mesh
    MD3Vertices() As udtFrameNo
    MD3LinkTags() As udtTag
End Type



Public Const BOTH_DEATH1 = 0
Public Const BOTH_DEAD1 = 1
Public Const BOTH_DEATH2 = 2
Public Const BOTH_DEAD2 = 3
Public Const BOTH_DEATH3 = 4
Public Const BOTH_DEAD3 = 5
Public Const TORSO_GESTURE = 6
Public Const TORSO_ATTACK = 7
Public Const TORSO_ATTACK2 = 8
Public Const TORSO_DROP = 9
Public Const TORSO_RAISE = 10
Public Const TORSO_STAND = 11
Public Const TORSO_STAND2 = 12
Public Const LEGS_WALKCR = 13
Public Const LEGS_WALK = 14
Public Const LEGS_RUN = 15
Public Const LEGS_BACK = 16
Public Const LEGS_SWIM = 17
Public Const LEGS_JUMP = 18
Public Const LEGS_LAND = 19
Public Const LEGS_JUMPB = 20
Public Const LEGS_LANDB = 21
Public Const LEGS_IDLE = 22
Public Const LEGS_IDLECR = 23
Public Const LEGS_TURN = 24
Public Const MAX_ANIMATIONS = 25


'// define constants
Public Const PI As Single = 3.141592654

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