#include <stdlib.h>
-
/* -------------------------------------------------------------------------------
port-related hacks
{
int num;
qboolean hint; /* true if this portal was created from a hint splitter */
+ qboolean sky; /* true if this portal belongs to a sky leaf */
qboolean removed;
visPlane_t plane; /* normal pointing into neighbor */
int leaf; /* neighbor */
/* main.c */
vec_t Random( void );
-int BSPInfo( int count, char **fileNames );
-int ScaleBSPMain( int argc, char **argv );
-int ConvertMain( int argc, char **argv );
+char *Q_strncpyz( char *dst, const char *src, size_t len );
+char *Q_strcat( char *dst, size_t dlen, const char *src );
+char *Q_strncat( char *dst, size_t dlen, const char *src, size_t slen );
+/* help.c */
+void HelpMain(const char* arg);
/* path_init.c */
game_t *GetGame( char *arg );
void InitPaths( int *argc, char **argv );
+/* fixaas.c */
+int FixAASMain( int argc, char **argv );
/* bsp.c */
int BSPMain( int argc, char **argv );
+/* bsp_analyze.c */
+int AnalyzeBSPMain( int argc, char **argv );
+
+/* bsp_info.c */
+int BSPInfoMain( int count, char **fileNames );
+
+/* bsp_scale.c */
+int ScaleBSPMain( int argc, char **argv );
+
+/* minimap.c */
+int MiniMapBSPMain( int argc, char **argv );
+
+/* convert_bsp.c */
+int ConvertBSPMain( int argc, char **argv );
/* convert_map.c */
int ConvertBSPToMap( char *bspName );
int ConvertBSPToMap_BP( char *bspName );
-
/* convert_ase.c */
int ConvertBSPToASE( char *bspName );
/* convert_obj.c */
int ConvertBSPToOBJ( char *bspName );
-
/* brush.c */
sideRef_t *AllocSideRef( side_t *side, sideRef_t *next );
int CountBrushList( brush_t *brushes );
/* leakfile.c */
-xmlNodePtr LeakFile( tree_t *tree );
+xmlNodePtr LeakFile( tree_t *tree, const char *lineFilePath );
/* prtfile.c */
void NumberClusters( tree_t *tree );
-void WritePortalFile( tree_t *tree );
+void WritePortalFile( tree_t *tree, const char *portalFilePath );
/* writebsp.c */
int EmitShader( const char *shader, int *contentFlags, int *surfaceFlags );
void BeginBSPFile( void );
-void EndBSPFile( qboolean do_write );
+void EndBSPFile( qboolean do_write, const char *BSPFilePath, const char *surfaceFilePath );
void EmitBrushes( brush_t *brushes, int *firstBrush, int *numBrushes );
void EmitFogs( void );
float GetSurfaceExtraLongestCurve( int num );
void GetSurfaceExtraLightmapAxis( int num, vec3_t lightmapAxis );
-void WriteSurfaceExtraFile( const char *path );
-void LoadSurfaceExtraFile( const char *path );
+void WriteSurfaceExtraFile( const char *surfaceFilePath );
+void LoadSurfaceExtraFile( const char *surfaceFilePath );
/* decals.c */
void IlluminateRawLightmap( int num );
void IlluminateVertexes( int num );
-void SetupBrushesFlags( int mask_any, int test_any, int mask_all, int test_all );
+void SetupBrushesFlags( unsigned int mask_any, unsigned int test_any, unsigned int mask_all, unsigned int test_all );
void SetupBrushes( void );
void SetupClusters( void );
qboolean ClusterVisible( int a, int b );
void SetupSurfaceLightmaps( void );
void StitchSurfaceLightmaps( void );
-void StoreSurfaceLightmaps( void );
+void StoreSurfaceLightmaps( qboolean fastAllocate );
+
+
+/* exportents.c */
+void ExportEntities( void );
+int ExportEntitiesMain( int argc, char **argv );
/* image.c */
const char *ValueForKey( const entity_t *ent, const char *key );
int IntForKey( const entity_t *ent, const char *key );
vec_t FloatForKey( const entity_t *ent, const char *key );
-void GetVectorForKey( const entity_t *ent, const char *key, vec3_t vec );
+qboolean GetVectorForKey( const entity_t *ent, const char *key, vec3_t vec );
entity_t *FindTargetEntity( const char *target );
void GetEntityShadowFlags( const entity_t *ent, const entity_t *ent2, int *castShadows, int *recvShadows );
void InjectCommandLine( char **argv, int beginArgs, int endArgs );
#include "game_xonotic.h" /* most be after game_quake3.h as they share defines! */
,
#include "game_tremulous.h" /*LinuxManMikeC: must be after game_quake3.h, depends on #define's set in it */
+ ,
+ #include "game_unvanquished.h"
,
#include "game_tenebrae.h"
,