// defines for polygon stuff
#define MAX_POLYGON_FACES 128
-namespace scene {
- class Node;
+namespace scene
+{
+class Node;
}
#include "mathlib.h"
// generic (detail added 12/01/01, for AC+)
-void AddFaceWithTexture(scene::Node &brush, vec3_t va, vec3_t vb, vec3_t vc, const char *texture, bool detail);
+void AddFaceWithTexture( scene::Node& brush, vec3_t va, vec3_t vb, vec3_t vc, const char* texture, bool detail );
// -------------
// ---caulked---
// -------------
-void Build_Wedge(int dir, vec3_t min, vec3_t max, bool bUp);
+void Build_Wedge( int dir, vec3_t min, vec3_t max, bool bUp );
// --------------
// ---textured---
// --------------
-void BuildDoorsX2(vec3_t min, vec3_t max, bool bSclMainHor, bool bSclMainVert, bool bSclTrimHor, bool bSclTrimVert,
- const char *mainTexture, const char *trimTexture, int direction);
-
-void Build_StairStep(vec3_t min, vec3_t max, const char *mainTexture, const char *riserTexture, int direction);
-
-void
-Build_StairStep_Wedge(int dir, vec3_t min, vec3_t max, const char *mainTexture, const char *riserTexture, bool detail);
-
-void BuildCornerStairs(vec3_t vMin, vec3_t vMax, int nSteps, const char *mainTexture, const char *riserTex);
+void BuildDoorsX2( vec3_t min, vec3_t max, bool bSclMainHor, bool bSclMainVert, bool bSclTrimHor, bool bSclTrimVert, const char* mainTexture, const char* trimTexture, int direction );
+void Build_StairStep( vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, int direction );
+void Build_StairStep_Wedge( int dir, vec3_t min, vec3_t max, const char* mainTexture, const char* riserTexture, bool detail );
+void BuildCornerStairs( vec3_t vMin, vec3_t vMax, int nSteps, const char* mainTexture, const char* riserTex );
// stairs stuff.
//void Build_Prism_Border(vec3_t min, vec3_t max, int nSides, int nBorder, bool bAlignTop = FALSE); //moved to DShape