#include <libguile.h>
#include "animated-mesh-md2.h"
-irr::scene::EMD2_ANIMATION_TYPE
+using namespace irr;
+
+scene::EMD2_ANIMATION_TYPE
scm_to_md2_animation_type (SCM md2_animation_type)
{
- char* flag = scm_to_utf8_stringn (scm_symbol_to_string (md2_animation_type), NULL);
+ char* flag = scm_to_utf8_string (scm_symbol_to_string (md2_animation_type));
if (!strcmp (flag, "stand"))
{
- return irr::scene::EMAT_STAND;
+ return scene::EMAT_STAND;
}
else if (!strcmp (flag, "run"))
{
- return irr::scene::EMAT_RUN;
+ return scene::EMAT_RUN;
}
else if (!strcmp (flag, "attack"))
{
- return irr::scene::EMAT_ATTACK;
+ return scene::EMAT_ATTACK;
}
else if (!strcmp (flag, "pain-a"))
{
- return irr::scene::EMAT_PAIN_A;
+ return scene::EMAT_PAIN_A;
}
else if (!strcmp (flag, "pain-b"))
{
- return irr::scene::EMAT_PAIN_B;
+ return scene::EMAT_PAIN_B;
}
else if (!strcmp (flag, "pain-c"))
{
- return irr::scene::EMAT_PAIN_C;
+ return scene::EMAT_PAIN_C;
}
else if (!strcmp (flag, "jump"))
{
- return irr::scene::EMAT_JUMP;
+ return scene::EMAT_JUMP;
}
else if (!strcmp (flag, "flip"))
{
- return irr::scene::EMAT_FLIP;
+ return scene::EMAT_FLIP;
}
else if (!strcmp (flag, "salute"))
{
- return irr::scene::EMAT_SALUTE;
+ return scene::EMAT_SALUTE;
}
else if (!strcmp (flag, "fallback"))
{
- return irr::scene::EMAT_FALLBACK;
+ return scene::EMAT_FALLBACK;
}
else if (!strcmp (flag, "wave"))
{
- return irr::scene::EMAT_WAVE;
+ return scene::EMAT_WAVE;
}
else if (!strcmp (flag, "point"))
{
- return irr::scene::EMAT_POINT;
+ return scene::EMAT_POINT;
}
else if (!strcmp (flag, "crouch-stand"))
{
- return irr::scene::EMAT_CROUCH_STAND;
+ return scene::EMAT_CROUCH_STAND;
}
else if (!strcmp (flag, "crouch-walk"))
{
- return irr::scene::EMAT_CROUCH_WALK;
+ return scene::EMAT_CROUCH_WALK;
}
else if (!strcmp (flag, "crouch-attack"))
{
- return irr::scene::EMAT_CROUCH_ATTACK;
+ return scene::EMAT_CROUCH_ATTACK;
}
else if (!strcmp (flag, "crouch-pain"))
{
- return irr::scene::EMAT_CROUCH_PAIN;
+ return scene::EMAT_CROUCH_PAIN;
}
else if (!strcmp (flag, "crouch-death"))
{
- return irr::scene::EMAT_CROUCH_DEATH;
+ return scene::EMAT_CROUCH_DEATH;
}
else if (!strcmp (flag, "death-fallback"))
{
- return irr::scene::EMAT_DEATH_FALLBACK;
+ return scene::EMAT_DEATH_FALLBACK;
}
else if (!strcmp (flag, "death-fallforward"))
{
- return irr::scene::EMAT_DEATH_FALLFORWARD;
+ return scene::EMAT_DEATH_FALLFORWARD;
}
else if (!strcmp (flag, "death-fallbackslow"))
{
- return irr::scene::EMAT_DEATH_FALLBACKSLOW;
+ return scene::EMAT_DEATH_FALLBACKSLOW;
}
else if (!strcmp (flag, "boom"))
{
- return irr::scene::EMAT_BOOM;
+ return scene::EMAT_BOOM;
}
else
{