#include <libguile.h>
#include "animated-mesh-md2.h"
-extern "C" {
-
- 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);
- if (!strcmp (flag, "stand"))
- {
- return irr::scene::EMAT_STAND;
- }
- else if (!strcmp (flag, "run"))
- {
- return irr::scene::EMAT_RUN;
- }
- else if (!strcmp (flag, "attack"))
- {
- return irr::scene::EMAT_ATTACK;
- }
- else if (!strcmp (flag, "pain-a"))
- {
- return irr::scene::EMAT_PAIN_A;
- }
- else if (!strcmp (flag, "pain-b"))
- {
- return irr::scene::EMAT_PAIN_B;
- }
- else if (!strcmp (flag, "pain-c"))
- {
- return irr::scene::EMAT_PAIN_C;
- }
- else if (!strcmp (flag, "jump"))
- {
- return irr::scene::EMAT_JUMP;
- }
- else if (!strcmp (flag, "flip"))
- {
- return irr::scene::EMAT_FLIP;
- }
- else if (!strcmp (flag, "salute"))
- {
- return irr::scene::EMAT_SALUTE;
- }
- else if (!strcmp (flag, "fallback"))
- {
- return irr::scene::EMAT_FALLBACK;
- }
- else if (!strcmp (flag, "wave"))
- {
- return irr::scene::EMAT_WAVE;
- }
- else if (!strcmp (flag, "point"))
- {
- return irr::scene::EMAT_POINT;
- }
- else if (!strcmp (flag, "crouch-stand"))
- {
- return irr::scene::EMAT_CROUCH_STAND;
- }
- else if (!strcmp (flag, "crouch-walk"))
- {
- return irr::scene::EMAT_CROUCH_WALK;
- }
- else if (!strcmp (flag, "crouch-attack"))
- {
- return irr::scene::EMAT_CROUCH_ATTACK;
- }
- else if (!strcmp (flag, "crouch-pain"))
- {
- return irr::scene::EMAT_CROUCH_PAIN;
- }
- else if (!strcmp (flag, "crouch-death"))
- {
- return irr::scene::EMAT_CROUCH_DEATH;
- }
- else if (!strcmp (flag, "death-fallback"))
- {
- return irr::scene::EMAT_DEATH_FALLBACK;
- }
- else if (!strcmp (flag, "death-fallforward"))
- {
- return irr::scene::EMAT_DEATH_FALLFORWARD;
- }
- else if (!strcmp (flag, "death-fallbackslow"))
- {
- return irr::scene::EMAT_DEATH_FALLBACKSLOW;
- }
- else if (!strcmp (flag, "boom"))
- {
- return irr::scene::EMAT_BOOM;
- }
- else
- {
- scm_error (scm_arg_type_key, NULL, "Wrong MD2 animation type: ~S",
- scm_list_1 (md2_animation_type), scm_list_1 (md2_animation_type));
- }
- }
-
+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);
+ if (!strcmp (flag, "stand"))
+ {
+ return irr::scene::EMAT_STAND;
+ }
+ else if (!strcmp (flag, "run"))
+ {
+ return irr::scene::EMAT_RUN;
+ }
+ else if (!strcmp (flag, "attack"))
+ {
+ return irr::scene::EMAT_ATTACK;
+ }
+ else if (!strcmp (flag, "pain-a"))
+ {
+ return irr::scene::EMAT_PAIN_A;
+ }
+ else if (!strcmp (flag, "pain-b"))
+ {
+ return irr::scene::EMAT_PAIN_B;
+ }
+ else if (!strcmp (flag, "pain-c"))
+ {
+ return irr::scene::EMAT_PAIN_C;
+ }
+ else if (!strcmp (flag, "jump"))
+ {
+ return irr::scene::EMAT_JUMP;
+ }
+ else if (!strcmp (flag, "flip"))
+ {
+ return irr::scene::EMAT_FLIP;
+ }
+ else if (!strcmp (flag, "salute"))
+ {
+ return irr::scene::EMAT_SALUTE;
+ }
+ else if (!strcmp (flag, "fallback"))
+ {
+ return irr::scene::EMAT_FALLBACK;
+ }
+ else if (!strcmp (flag, "wave"))
+ {
+ return irr::scene::EMAT_WAVE;
+ }
+ else if (!strcmp (flag, "point"))
+ {
+ return irr::scene::EMAT_POINT;
+ }
+ else if (!strcmp (flag, "crouch-stand"))
+ {
+ return irr::scene::EMAT_CROUCH_STAND;
+ }
+ else if (!strcmp (flag, "crouch-walk"))
+ {
+ return irr::scene::EMAT_CROUCH_WALK;
+ }
+ else if (!strcmp (flag, "crouch-attack"))
+ {
+ return irr::scene::EMAT_CROUCH_ATTACK;
+ }
+ else if (!strcmp (flag, "crouch-pain"))
+ {
+ return irr::scene::EMAT_CROUCH_PAIN;
+ }
+ else if (!strcmp (flag, "crouch-death"))
+ {
+ return irr::scene::EMAT_CROUCH_DEATH;
+ }
+ else if (!strcmp (flag, "death-fallback"))
+ {
+ return irr::scene::EMAT_DEATH_FALLBACK;
+ }
+ else if (!strcmp (flag, "death-fallforward"))
+ {
+ return irr::scene::EMAT_DEATH_FALLFORWARD;
+ }
+ else if (!strcmp (flag, "death-fallbackslow"))
+ {
+ return irr::scene::EMAT_DEATH_FALLBACKSLOW;
+ }
+ else if (!strcmp (flag, "boom"))
+ {
+ return irr::scene::EMAT_BOOM;
+ }
+ else
+ {
+ scm_error (scm_arg_type_key, NULL, "Wrong MD2 animation type: ~S",
+ scm_list_1 (md2_animation_type), scm_list_1 (md2_animation_type));
+ }
}