indent classes, align by spaces
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@@ -107,22 +107,22 @@ void DPatch::BuildInRadiant( scene::Node* entity ){
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CopyDrawVert( &points[x][y], &pm->ctrl[x][y] );
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/* if(entity)
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{
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// strcpy(pm->d_texture->name, texture);
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{
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// strcpy(pm->d_texture->name, texture);
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brush_t* brush = (brush_t*)g_FuncTable.m_pfnCreateBrushHandle();
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brush->patchBrush = true;
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brush->pPatch = pm;
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brush_t* brush = (brush_t*)g_FuncTable.m_pfnCreateBrushHandle();
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brush->patchBrush = true;
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brush->pPatch = pm;
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pm->pSymbiot = brush;
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pm->bSelected = false;
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pm->bOverlay = false; // bleh, f*cks up, just have to wait for a proper function
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pm->bDirty = true; // or get my own patch out....
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pm->nListID = -1;
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pm->pSymbiot = brush;
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pm->bSelected = false;
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pm->bOverlay = false; // bleh, f*cks up, just have to wait for a proper function
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pm->bDirty = true; // or get my own patch out....
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pm->nListID = -1;
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g_FuncTable.m_pfnCommitBrushHandleToEntity(brush, entity);
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}
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else*/ // patch to entity just plain dont work atm
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g_FuncTable.m_pfnCommitBrushHandleToEntity(brush, entity);
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}
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else*/ // patch to entity just plain dont work atm
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if ( entity ) {
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g_FuncTable.m_pfnCommitPatchHandleToEntity( nIndex, pm, texture, entity );
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@@ -189,7 +189,7 @@ bool DPatch::ResetTextures( const char *oldTextureName, const char *newTextureNa
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}
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void Build1dArray( vec3_t* array, drawVert_t points[MAX_PATCH_WIDTH][MAX_PATCH_HEIGHT],
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int startX, int startY, int number, bool horizontal, bool inverse ){
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int startX, int startY, int number, bool horizontal, bool inverse ){
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int x = startX, y = startY, i, step;
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if ( inverse ) {
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