#include "mathlib.h"
class DEPair;
+
class DBrush;
+
class DPlane;
+
class DPatch;
+
class Entity;
-namespace scene
-{
-class Node;
+namespace scene {
+ class Node;
}
class _QERFaceData;
-class DEntity
-{
+class DEntity {
public:
-void RemoveFromRadiant();
-scene::Node* QER_Entity;
-int m_nID;
+ void RemoveFromRadiant();
+
+ scene::Node *QER_Entity;
+ int m_nID;
// Constrcution/Destruction
-DEntity( const char* classname = "worldspawn", int ID = -1 ); // sets classname
-virtual ~DEntity();
+ DEntity(const char *classname = "worldspawn", int ID = -1); // sets classname
+ virtual ~DEntity();
// ---------------------------------------------
// epair functions........
-void LoadEPairList( Entity* epl );
-void AddEPair( const char* key, const char* value );
-void ClearEPairs();
-DEPair* FindEPairByKey( const char* keyname );
+ void LoadEPairList(Entity *epl);
+
+ void AddEPair(const char *key, const char *value);
+
+ void ClearEPairs();
+
+ DEPair *FindEPairByKey(const char *keyname);
// ---------------------------------------------
// random functions........
-bool ResetTextures( const char* textureName, float fScale[2], float fShift[2], int rotation, const char* newTextureName, int bResetTextureName, int bResetScale[2], int bResetShift[2], int bResetRotation, bool rebuild );
-void SaveToFile( FILE* pFile );
-void SetClassname( const char* classname );
-int GetIDMax();
-
-void BuildInRadiant( bool allowDestruction );
-void ResetChecks( std::list<Str>* exclusionList );
-void RemoveNonCheckBrushes( std::list<Str>* exclusionList, bool useDetail );
-
-DPlane* AddFaceToBrush( vec3_t va, vec3_t vb, vec3_t vc, _QERFaceData* faceData, int ID ); // slow, try not to use much
-int GetBrushCount( void );
-DBrush* FindBrushByPointer( scene::Node& brush );
+ bool
+ ResetTextures(const char *textureName, float fScale[2], float fShift[2], int rotation, const char *newTextureName,
+ int bResetTextureName, int bResetScale[2], int bResetShift[2], int bResetRotation, bool rebuild);
+
+ void SaveToFile(FILE *pFile);
+
+ void SetClassname(const char *classname);
+
+ int GetIDMax();
+
+ void BuildInRadiant(bool allowDestruction);
+
+ void ResetChecks(std::list<Str> *exclusionList);
+
+ void RemoveNonCheckBrushes(std::list<Str> *exclusionList, bool useDetail);
+
+ DPlane *
+ AddFaceToBrush(vec3_t va, vec3_t vb, vec3_t vc, _QERFaceData *faceData, int ID); // slow, try not to use much
+ int GetBrushCount(void);
+
+ DBrush *FindBrushByPointer(scene::Node &brush);
// ---------------------------------------------
// bool list functions
-void SelectBrushes( bool* selectList );
-bool* BuildDuplicateList();
-bool* BuildIntersectList();
+ void SelectBrushes(bool *selectList);
+
+ bool *BuildDuplicateList();
+
+ bool *BuildIntersectList();
// ---------------------------------------------
// brush operations
-void ClearBrushes(); // clears brush list and frees memory for brushes
+ void ClearBrushes(); // clears brush list and frees memory for brushes
+
+ DBrush *GetBrushForID(int ID);
-DBrush* GetBrushForID( int ID );
-DBrush* NewBrush( int ID = -1 );
+ DBrush *NewBrush(int ID = -1);
// ---------------------------------------------
// patch operations
-void ClearPatches();
+ void ClearPatches();
-DPatch* NewPatch();
+ DPatch *NewPatch();
// ---------------------------------------------
// vars
-std::list<DEPair*> epairList;
-std::list<DBrush*> brushList;
+ std::list<DEPair *> epairList;
+ std::list<DBrush *> brushList;
// new patches, wahey!!!
-std::list<DPatch*> patchList;
-Str m_Classname;
+ std::list<DPatch *> patchList;
+ Str m_Classname;
// ---------------------------------------------
-int FixBrushes();
+ int FixBrushes();
-bool LoadFromEntity( scene::Node& ent, bool bLoadPatches = false );
-void LoadSelectedBrushes();
-void LoadSelectedPatches();
+ bool LoadFromEntity(scene::Node &ent, bool bLoadPatches = false);
+
+ void LoadSelectedBrushes();
+
+ void LoadSelectedPatches();
+
+ bool LoadFromPrt(char *filename);
-bool LoadFromPrt( char* filename );
// ---------------------------------------------
-void SpawnString( const char* key, const char* defaultstring, const char** out );
-void SpawnInt( const char* key, const char* defaultstring, int* out );
-void SpawnFloat( const char* key, const char* defaultstring, float* out );
-void SpawnVector( const char* key, const char* defaultstring, vec_t* out );
+ void SpawnString(const char *key, const char *defaultstring, const char **out);
+
+ void SpawnInt(const char *key, const char *defaultstring, int *out);
+
+ void SpawnFloat(const char *key, const char *defaultstring, float *out);
+
+ void SpawnVector(const char *key, const char *defaultstring, vec_t *out);
};
#endif // !defined(AFX_DENTITY_H__35B2C523_F0A7_11D4_ACF7_004095A18133__INCLUDED_)