Пример #1
0
void DoCaulkSelection( void ) {
	DEntity world;

	float fScale[2] = { 0.5f, 0.5f };
	float fShift[2] = { 0.0f, 0.0f };

	int bResetScale[2] = { false, false };
	int bResetShift[2] = { false, false };

	world.LoadSelectedBrushes();
	world.LoadSelectedPatches();
	world.ResetTextures( NULL, fScale, fShift, 0, "textures/common/caulk", true, bResetScale, bResetShift, false, true );
}
Пример #2
0
void DoResetTextures(){
	static ResetTextureRS rs;

	const char* texName;
	if ( g_SelectedFaceTable.m_pfnGetSelectedFaceCount() != 1 ) {
		texName = NULL;
	}
	else
	{
		texName = GetCurrentTexture();
		strcpy( rs.textureName, GetCurrentTexture() );
	}

	int ret;
	if ( ( ret = DoResetTextureBox( &rs ) ) == IDCANCEL ) {
		return;
	}

	if ( rs.bResetTextureName ) {
		texName = rs.textureName;
	}

	if ( ret == IDOK ) {
		DEntity world;
		world.LoadSelectedBrushes();
		world.ResetTextures( texName,              rs.fScale,      rs.fShift,      rs.rotation, rs.newTextureName,
							 rs.bResetTextureName, rs.bResetScale, rs.bResetShift, rs.bResetRotation, TRUE );
	}
	else
	{
		DMap world;
		world.LoadAll( TRUE );
		world.ResetTextures( texName,              rs.fScale,      rs.fShift,      rs.rotation, rs.newTextureName,
							 rs.bResetTextureName, rs.bResetScale, rs.bResetShift, rs.bResetRotation );
	}
}