refactored EntityClass usage to only store being a miscmodel in miscmodel_is bool + set it on setting classname
* miscmodel filter: simplify and support miscmodels, defined by new way (xml .ent)
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@@ -369,10 +369,10 @@ void Entity_createFromSelection( const char* name, const Vector3& origin ){
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EntityClass* entityClass = GlobalEntityClassManager().findOrInsert( name, true );
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const bool isModel = EntityClass_miscmodel_is( entityClass )
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const bool isModel = entityClass->miscmodel_is
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|| ( GlobalSelectionSystem().countSelected() == 0 && classname_equal( name, "func_static" ) && g_pGameDescription->mGameType == "doom3" );
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bool brushesSelected = Scene_countSelectedBrushes( GlobalSceneGraph() ) != 0;
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const bool brushesSelected = Scene_countSelectedBrushes( GlobalSceneGraph() ) != 0;
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//is important to have retexturing here; if doing in the end, undo doesn't succeed;
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if ( string_compare_nocase_n( name, "trigger_", 8 ) == 0 && brushesSelected && !entityClass->fixedsize ){
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