27 #include "../client/cl_video.h"
28 #include "../client/renderer/r_image.h"
29 #include "../client/renderer/r_model.h"
44 const char* pattern =
"models/**.anm";
64 const char* pattern =
"models/**.anm";
67 const char* bloodspider[] = {
"death1",
"death2",
"death3",
"dead1",
68 "dead2",
"dead3",
"stand0",
"stand1",
"stand2",
"stand3",
"walk0",
69 "walk1",
"walk2",
"walk3",
"cstand0",
"cstand1",
"cstand2",
70 "cstand3",
"cwalk0",
"cwalk1",
"cwalk2",
"cwalk3",
"stand_menu",
72 const char* hovernet[] = {
"death1",
"dead1",
"death2",
"dead2",
"death3",
73 "dead3",
"stand0",
"walk0",
"cstand0",
"cwalk0",
"stand1",
"walk1",
74 "cstand1",
"cwalk1",
"stand2",
"walk2",
"cstand2",
"cwalk2",
75 "stand3",
"walk3",
"cstand3",
"cwalk3",
"move_rifle",
"shoot_rifle",
76 "cmove_rifle",
"cshoot_rifle",
"stand_menu",
"panic0",
nullptr };
77 const char* soldiers[] = {
"death1",
"death2",
"death3",
"dead1",
"dead2",
78 "dead3",
"stand0",
"stand1",
"stand2",
"stand3",
"walk0",
"walk1",
79 "walk2",
"walk3",
"cstand0",
"cstand1",
"cstand2",
"cstand3",
80 "cwalk0",
"cwalk1",
"cwalk2",
"cwalk3",
"stand_menu",
"panic0",
81 "move_rifle",
"shoot_rifle",
"cmove_rifle",
"cshoot_rifle",
82 "move_biggun",
"shoot_biggun",
"cmove_biggun",
"cshoot_biggun",
83 "move_melee",
"shoot_melee",
"cmove_melee",
"cshoot_melee",
84 "stand_still",
"move_pistol",
"shoot_pistol",
"cmove_pistol",
85 "cshoot_pistol",
"move_pistol_d",
"shoot_pistol_d",
86 "cmove_pistol_d",
"cshoot_pistol_d",
"move_grenade",
87 "shoot_grenade",
"cmove_grenade",
"cshoot_grenade",
"move_item",
88 "shoot_item",
"cmove_item",
"cshoot_item",
"move_rpg",
"shoot_rpg",
89 "cmove_rpg",
"cshoot_rpg",
nullptr };
90 const char* civilians[] = {
"death1",
"dead1",
"death2",
"dead2",
"death3",
91 "dead3",
"stand0",
"walk0",
"panic0",
"stand1",
"stand2",
92 "stand_menu",
"stand_still",
nullptr };
99 const char** animList;
102 else if (
Q_strstart(filename,
"models/civilians/"))
103 animList = civilians;
104 else if (
Q_strstart(filename,
"models/aliens/bloodspider"))
105 animList = bloodspider;
106 else if (
Q_strstart(filename,
"models/aliens/hovernet"))
108 else if (
Q_strstart(filename,
"models/aliens/"))
114 if (
Q_strstart(filename,
"models/soldiers/ugv_"))
117 if (
Q_strstart(filename,
"models/aliens/alientank/"))
120 if (animList !=
nullptr) {
125 Com_Printf(
"load character anim file: %s\n", filename);
128 while (*animList !=
nullptr) {
135 ASSERT_FALSE(i == mod.
num_anims) <<
"anm file " << filename <<
" does not contain the needed animation definition " << *animList;
const char * FS_NextFileFromFileList(const char *files)
Returns the next file that is found in the virtual filesystem identified by the given file pattern...
memPool_t * vid_modelPool
void Com_Printf(const char *const fmt,...)
int FS_BuildFileList(const char *fileList)
Build a filelist.
TEST_F(RendererTest, LoadAllAnimationFiles)
#define Mem_CreatePool(name)
char const * Q_strstart(char const *str, char const *start)
Matches the start of a string.
#define Mem_DeletePool(pool)
void R_ModLoadAnims(mAliasModel_t *mod, const char *animname)
static void TearDownTestCase()
static void SetUpTestCase()