/*
-BobToolz plugin for GtkRadiant
-Copyright (C) 2001 Gordon Biggans
+ BobToolz plugin for GtkRadiant
+ Copyright (C) 2001 Gordon Biggans
-This library is free software; you can redistribute it and/or
-modify it under the terms of the GNU Lesser General Public
-License as published by the Free Software Foundation; either
-version 2.1 of the License, or (at your option) any later version.
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Lesser General Public
+ License as published by the Free Software Foundation; either
+ version 2.1 of the License, or (at your option) any later version.
-This library is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-Lesser General Public License for more details.
+ This library is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ Lesser General Public License for more details.
-You should have received a copy of the GNU Lesser General Public
-License along with this library; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
-*/
+ You should have received a copy of the GNU Lesser General Public
+ License along with this library; if not, write to the Free Software
+ Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
// DEntity.h: interface for the DEntity class.
//
//////////////////////////////////////////////////////////////////////
-#if !defined(AFX_DENTITY_H__35B2C523_F0A7_11D4_ACF7_004095A18133__INCLUDED_)
+#if !defined( AFX_DENTITY_H__35B2C523_F0A7_11D4_ACF7_004095A18133__INCLUDED_ )
#define AFX_DENTITY_H__35B2C523_F0A7_11D4_ACF7_004095A18133__INCLUDED_
#if _MSC_VER > 1000
namespace scene
{
- class Node;
+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* NewBrush(int ID = -1);
+DBrush* GetBrushForID( int ID );
+DBrush* NewBrush( int ID = -1 );
// ---------------------------------------------
// patch operations
- void ClearPatches();
+void ClearPatches();
- DPatch* NewPatch();
+DPatch* NewPatch();
// ---------------------------------------------
// vars
- std::list<DEPair*> epairList;
- std::list<DBrush*> brushList;
- // new patches, wahey!!!
- std::list<DPatch*> patchList;
- Str m_Classname;
+std::list<DEPair*> epairList;
+std::list<DBrush*> brushList;
+// new patches, wahey!!!
+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_)