Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-#include "StdAfx.h"
+#include "misc.h"
-#include "gtkr_list.h"
+#include <list>
#include "str.h"
-#include "misc.h"
-
#include "DPoint.h"
#include "DPlane.h"
#include "DBrush.h"
#endif
#include "iundo.h"
-
-#include "refcounted_ptr.h"
+#include "qerplugin.h"
#include <vector>
#include <list>
void ReadCurrentTexture()
{
- const char* textureName = g_FuncTable.m_pfnGetCurrentTexture();
+ const char* textureName = GlobalRadiant().TextureBrowser_getSelectedShader();
strcpy(g_CurrentTexture, textureName);
}
return buf2;
}
-void Sys_ERROR (char* text, ...)
-{
- va_list argptr;
- char buf[32768];
-
- va_start (argptr,text);
- vsprintf (buf, text,argptr);
- va_end (argptr);
-
- Sys_Printf("BobToolz::ERROR->%s", buf);
-}
-
-/*void Sys_Printf (char *text, ...)
-{
- va_list argptr;
- char buf[32768];
-
- va_start (argptr,text);
- vsprintf (buf, text,argptr);
- va_end (argptr);
-
- g_FuncTable.m_pfnSysMsg ( buf );
-}*/
char* UnixToDosPath(char* path)
{
Q_Exec( command, TRUE );
}
-void BuildMiniPrt(list<Str>* exclusionList)
+void BuildMiniPrt(std::list<Str>* exclusionList)
{
// yes, we could just use -fulldetail option, but, as SPOG said
// it'd be faster without all the hint, donotenter etc textures and
StartBSP();
}
+template<typename Functor>
+class EntityWalker
+{
+ const Functor& functor;
+public:
+ EntityWalker(const Functor& functor) : functor(functor)
+ {
+ }
+ bool pre(const Path& path, Instance& instance) const
+ {
+ if(Node_isEntity(path.top()))
+ {
+ functor(path.top());
+ }
+ }
+};
+
+template<typename Functor>
+const Functor& Scene_forEachEntity(const Functor& functor)
+{
+ GlobalSceneGraph().traverse(EntityWalker<Functor>(functor));
+}
+
+void
+
scene::Path* FindEntityFromTargetname(const char* targetname, int* entNum)
{
#if 0
DEPair* tn = world.FindEPairByKey("targetname");
if(tn)
{
- if(!stricmp(tn->value, targetname)) {
+ if(string_equal_nocase(tn->value, targetname)) {
if(entNum) {
*entNum = i;
}
faceData->m_texdef.flags = 0;
faceData->m_texdef.value = 0;
if(*texture)
- faceData->m_texdef.SetName(texture);
+ faceData->m_shader = texture;
else
- faceData->m_texdef.SetName("textures/common/caulk");
+ faceData->m_shader = "textures/common/caulk";
VectorCopy(va, faceData->m_p0);
VectorCopy(vb, faceData->m_p1);
VectorCopy(vc, faceData->m_p2);
return b;
}
-void MakeNormal( vec_t* va, vec_t* vb, vec_t* vc, vec_t* out ) {
+void MakeNormal( const vec_t* va, const vec_t* vb, const vec_t* vc, vec_t* out ) {
vec3_t v1, v2;
VectorSubtract(va, vb, v1);
VectorSubtract(vc, vb, v2);
CrossProduct(v1, v2, out);
}
+
+char* GetFilename(char* buffer, const char* filename) {
+ strcpy(buffer, g_pSynapseServer->GetModuleFilename(&g_SynapseClient));
+ StripFilename( buffer );
+ strcat(buffer, "/");
+ strcat(buffer, filename);
+ //buffer = UnixToDosPath(buffer);
+ return buffer;
+}
+