bool brushesSelected = Scene_countSelectedBrushes( GlobalSceneGraph() ) != 0;
+ //is important to have retexturing here; if doing in the end, undo doesn't succeed;
+ if ( string_compare_nocase_n( name, "trigger_", 8 ) == 0 && brushesSelected ){
+ const char* shader = g_pGameDescription->getKeyValue( "shader_trigger" );
+ if ( shader && *shader ){
+ Scene_PatchSetShader_Selected( GlobalSceneGraph(), shader );
+ Scene_BrushSetShader_Selected( GlobalSceneGraph(), shader );
+ }
+ else{
+ Scene_PatchSetShader_Selected( GlobalSceneGraph(), "textures/common/trigger" );
+ Scene_BrushSetShader_Selected( GlobalSceneGraph(), "textures/common/trigger" );
+ }
+ }
+
if ( !( entityClass->fixedsize || isModel ) && !brushesSelected ) {
globalErrorStream() << "failed to create a group entity - no brushes are selected\n";
return;
Node_getEntity( node )->setKeyValue( "model", model );
}
}
-
- if ( string_compare_nocase_n( name, "trigger_", 8 ) == 0 && brushesSelected ){
- const char* shader = g_pGameDescription->getKeyValue( "shader_trigger" );
- if ( shader && *shader ){
- Scene_PatchSetShader_Selected( GlobalSceneGraph(), shader );
- Scene_BrushSetShader_Selected( GlobalSceneGraph(), shader );
- }
- else{
- Scene_PatchSetShader_Selected( GlobalSceneGraph(), "textures/common/trigger" );
- Scene_BrushSetShader_Selected( GlobalSceneGraph(), "textures/common/trigger" );
- }
- }
}
#if 0