Esempio n. 1
0
void DMap::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 ){
	for ( list<DEntity *>::const_iterator texEntity = entityList.begin(); texEntity != entityList.end(); texEntity++ )
	{
		if ( !stricmp( "worldspawn", ( *texEntity )->m_Classname ) ) {
			( *texEntity )->ResetTextures( textureName,        fScale,       fShift,       rotation, newTextureName,
										   bResetTextureName,  bResetScale,  bResetShift,  bResetRotation, TRUE );
		}
		else
		{
			if ( ( *texEntity )->ResetTextures( textureName,        fScale,       fShift,       rotation, newTextureName,
												bResetTextureName,  bResetScale,  bResetShift,  bResetRotation, FALSE ) ) {
				RebuildEntity( *texEntity );
			}
		}
	}
}
Esempio n. 2
0
void DMap::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 ){
	for ( std::list<DEntity *>::const_iterator texEntity = entityList.begin(); texEntity != entityList.end(); texEntity++ )
	{
		if ( string_equal_nocase( "worldspawn", ( *texEntity )->m_Classname ) ) {
			( *texEntity )->ResetTextures( textureName,        fScale,       fShift,       rotation, newTextureName,
										   bResetTextureName,  bResetScale,  bResetShift,  bResetRotation, true );
		}
		else
		{
			if ( ( *texEntity )->ResetTextures( textureName,        fScale,       fShift,       rotation, newTextureName,
												bResetTextureName,  bResetScale,  bResetShift,  bResetRotation, false ) ) {
				RebuildEntity( *texEntity );
			}
		}
	}
}
Esempio n. 3
0
int DMap::FixBrushes( bool rebuild ){
	int count = 0;
	for ( list<DEntity *>::const_iterator fixEntity = entityList.begin(); fixEntity != entityList.end(); fixEntity++ )
	{
		int cnt;

		if ( !stricmp( "worldspawn", ( *fixEntity )->m_Classname ) ) {
			cnt = ( *fixEntity )->FixBrushes( rebuild );
		}
		else
		{
			cnt = ( *fixEntity )->FixBrushes( FALSE );

			if ( cnt && rebuild ) {
				RebuildEntity( *fixEntity );
			}
		}

		count += cnt;
	}

	return count;
}