#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
-
- DBrush *GetBrushForID(int ID);
+void ClearBrushes(); // clears brush list and frees memory for brushes
- 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;
+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 LoadFromPrt(char *filename);
+bool LoadFromEntity( scene::Node& ent, bool bLoadPatches = false );
+void LoadSelectedBrushes();
+void LoadSelectedPatches();
+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_)