/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. RTCW MP Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with RTCW MP Source Code. If not, see . In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /***************************************************************************** * name: be_aas_main.h * * desc: AAS * * *****************************************************************************/ #ifdef AASINTERN extern aas_t( *aasworld ); //AAS error message void QDECL AAS_Error( char *fmt, ... ); //set AAS initialized void AAS_SetInitialized( void ); //setup AAS with the given number of entities and clients int AAS_Setup( void ); //shutdown AAS void AAS_Shutdown( void ); //start a new map int AAS_LoadMap( const char *mapname ); //start a new time frame int AAS_StartFrame( float time ); #endif //AASINTERN //returns true if AAS is initialized int AAS_Initialized( void ); //returns true if the AAS file is loaded int AAS_Loaded( void ); //returns the model name from the given index char *AAS_ModelFromIndex( int index ); //returns the index from the given model name int AAS_IndexFromModel( char *modelname ); //returns the current time float AAS_Time( void ); // Ridah void AAS_SetCurrentWorld( int index ); // done.