/* ============= Undo_AddBrush ============= */ void Undo_AddBrush(brush_t *pBrush) { if (!g_lastundo) { Sys_Status("Undo_AddBrushList: no last undo.\n"); return; } if (g_lastundo->entitylist.next != &g_lastundo->entitylist) { Sys_Status("Undo_AddBrushList: WARNING adding brushes after entity.\n"); } //if the brush is already in the undo if (Undo_BrushInUndo(g_lastundo, pBrush)) return; //clone the brush brush_t* pClone = Brush_FullClone(pBrush); //save the ID of the owner entity pClone->ownerId = pBrush->owner->entityId; if (pBrush->owner && !(pBrush->owner->eclass->nShowFlags & ECLASS_WORLDSPAWN)) { Undo_AddEntity(pBrush->owner); } //save the old undo ID for previous undos pClone->undoId = pBrush->undoId; Brush_AddToList (pClone, &g_lastundo->brushlist); // g_undoMemorySize += Brush_MemorySize(pClone); }
/* ============= Undo_AddBrush ============= */ void Undo_AddBrush(brush_t *pBrush) { // spog - disable undo if undo levels = 0 if (g_PrefsDlg.m_nUndoLevels == 0) { #ifdef DBG_UNDO Sys_Printf("Undo_AddBrush: undo is disabled.\n"); #endif return; } if (!g_lastundo) { Sys_Printf("Undo_AddBrushList: no last undo.\n"); return; } if (g_lastundo->entitylist.next != &g_lastundo->entitylist) { Sys_Printf("Undo_AddBrushList: WARNING adding brushes after entity.\n"); } //if the brush is already in the undo if (Undo_BrushInUndo(g_lastundo, pBrush)) return; //clone the brush brush_t* pClone = Brush_FullClone(pBrush); //save the ID of the owner entity pClone->ownerId = pBrush->owner->entityId; //save the old undo ID for previous undos pClone->undoId = pBrush->undoId; Brush_AddToList (pClone, &g_lastundo->brushlist); // g_undoMemorySize += Brush_MemorySize(pClone); }
/* ============= Undo_AddBrushList TTimo: some brushes are just there for UI, and the information is somewhere else for patches it's in the patchMesh_t structure, so when we clone the brush we get that information (brush_t::pPatch) but: models are stored in pBrush->owner->md3Class, and owner epairs and origin parameters are important so, we detect models and push the entity in the undo session (as well as it's BBox brush) same for other items like weapons and ammo etc. ============= */ void Undo_AddBrushList(brush_t *brushlist) { // spog - disable undo if undo levels = 0 if (g_PrefsDlg.m_nUndoLevels == 0) { #ifdef DBG_UNDO Sys_Printf("Undo_AddBrushList: undo is disabled.\n"); #endif return; } brush_t *pBrush; if (!g_lastundo) { Sys_Printf("Undo_AddBrushList: no last undo.\n"); return; } if (g_lastundo->entitylist.next != &g_lastundo->entitylist) { Sys_Printf("Undo_AddBrushList: WARNING adding brushes after entity.\n"); } //copy the brushes to the undo for (pBrush = brushlist->next ; pBrush != NULL && pBrush != brushlist; pBrush=pBrush->next) { //if the brush is already in the undo //++timo FIXME: when does this happen? if (Undo_BrushInUndo(g_lastundo, pBrush)) continue; // do we need to store this brush's entity in the undo? // if it's a fixed size entity, the brush that reprents it is not really relevant, it's used for selecting and moving around // what we want to store for undo is the owner entity, epairs and origin/angle stuff //++timo FIXME: if the entity is not fixed size I don't know, so I don't do it yet if (pBrush->owner->eclass->fixedsize == 1) Undo_AddEntity( pBrush->owner ); // clone the brush brush_t* pClone = Brush_FullClone(pBrush); // save the ID of the owner entity pClone->ownerId = pBrush->owner->entityId; // save the old undo ID from previous undos pClone->undoId = pBrush->undoId; Brush_AddToList (pClone, &g_lastundo->brushlist); // track memory size used by undo g_undoMemorySize += Brush_MemorySize(pClone); } }
/* ============= Undo_AddBrushList ============= */ void Undo_AddBrushList(brush_t *brushlist) { brush_t *pBrush; if (!g_lastundo) { Sys_Status("Undo_AddBrushList: no last undo.\n"); return; } if (g_lastundo->entitylist.next != &g_lastundo->entitylist) { Sys_Status("Undo_AddBrushList: WARNING adding brushes after entity.\n"); } //copy the brushes to the undo for (pBrush = brushlist->next ; pBrush != NULL && pBrush != brushlist; pBrush=pBrush->next) { //if the brush is already in the undo if (Undo_BrushInUndo(g_lastundo, pBrush)) continue; //clone the brush brush_t* pClone = Brush_FullClone(pBrush); //save the ID of the owner entity pClone->ownerId = pBrush->owner->entityId; //save the old undo ID from previous undos pClone->undoId = pBrush->undoId; if ( pBrush->owner && pBrush->owner != world_entity ) { Undo_AddEntity(pBrush->owner); } Brush_AddToList (pClone, &g_lastundo->brushlist); // g_undoMemorySize += Brush_MemorySize(pClone); } }