mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
687 lines
17 KiB
C++
687 lines
17 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "qe3.h"
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const float PLANE_EPSILON = 0.0001f;
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/*
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=============
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CSG_MakeHollow
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=============
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*/
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void CSG_MakeHollow (void)
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{
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brush_t *b, *front, *back, *next;
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face_t *f;
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face_t split;
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idVec3 move;
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int i;
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for (b = selected_brushes.next ; b != &selected_brushes ; b=next)
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{
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next = b->next;
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if (b->owner->eclass->fixedsize || b->pPatch || b->hiddenBrush || b->modelHandle > 0)
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continue;
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for ( f = b->brush_faces; f; f = f->next ) {
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split = *f;
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VectorScale (f->plane, g_qeglobals.d_gridsize, move);
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for (i=0 ; i<3 ; i++)
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VectorSubtract (split.planepts[i], move, split.planepts[i]);
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Brush_SplitBrushByFace (b, &split, &front, &back);
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if (back)
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Brush_Free (back);
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if (front)
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Brush_AddToList (front, &selected_brushes);
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}
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Brush_Free (b);
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}
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Sys_UpdateWindows (W_ALL);
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}
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/*
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=============
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Brush_Merge
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Returns a new brush that is created by merging brush1 and brush2.
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May return NULL if brush1 and brush2 do not create a convex brush when merged.
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The input brushes brush1 and brush2 stay intact.
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if onlyshape is true then the merge is allowed based on the shape only
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otherwise the texture/shader references of faces in the same plane have to
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be the same as well.
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=============
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*/
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brush_t *Brush_Merge(brush_t *brush1, brush_t *brush2, int onlyshape)
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{
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int i, shared;
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brush_t *newbrush;
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face_t *face1, *face2, *newface, *f;
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// check for bounding box overlapp
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for (i = 0; i < 3; i++)
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{
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if (brush1->mins[i] > brush2->maxs[i] + ON_EPSILON
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|| brush1->maxs[i] < brush2->mins[i] - ON_EPSILON)
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{
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// never merge if the brushes overlap
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return NULL;
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}
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}
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//
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shared = 0;
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// check if the new brush would be convex... flipped planes make a brush non-convex
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for (face1 = brush1->brush_faces; face1; face1 = face1->next)
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{
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// don't check the faces of brush 1 and 2 touching each other
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for (face2 = brush2->brush_faces; face2; face2 = face2->next)
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{
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if ( face1->plane.Compare( -face2->plane, PLANE_EPSILON ) )
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{
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shared++;
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// there may only be ONE shared side
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if (shared > 1)
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return NULL;
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break;
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}
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}
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// if this face plane is shared
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if (face2) continue;
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//
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for (face2 = brush2->brush_faces; face2; face2 = face2->next)
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{
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// don't check the faces of brush 1 and 2 touching each other
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for ( f = brush1->brush_faces; f; f = f->next ) {
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if ( face2->plane.Compare( -f->plane, PLANE_EPSILON ) ) {
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break;
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}
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}
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if ( f ) {
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continue;
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}
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if ( face1->plane.Compare( face2->plane, PLANE_EPSILON ) )
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{
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//if the texture/shader references should be the same but are not
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if (!onlyshape && stricmp(face1->texdef.name, face2->texdef.name) != 0)
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return NULL;
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continue;
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}
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//
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if ( face1->face_winding->PlanesConcave( *face2->face_winding,
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face1->plane.Normal(), face2->plane.Normal(), -face1->plane[3], -face2->plane[3]))
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{
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return NULL;
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} //end if
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} //end for
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} //end for
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//
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newbrush = Brush_Alloc();
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//
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for (face1 = brush1->brush_faces; face1; face1 = face1->next)
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{
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// don't add the faces of brush 1 and 2 touching each other
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for (face2 = brush2->brush_faces; face2; face2 = face2->next)
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{
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if ( face1->plane.Compare( -face2->plane, PLANE_EPSILON ) ) {
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break;
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}
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}
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if ( face2 )
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continue;
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// don't add faces with the same plane twice
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for (f = newbrush->brush_faces; f; f = f->next)
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{
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if ( face1->plane.Compare( f->plane, PLANE_EPSILON ) )
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break;
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if ( face1->plane.Compare( -f->plane, PLANE_EPSILON ) )
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break;
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}
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if ( f ) {
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continue;
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}
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newface = Face_Alloc();
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newface->texdef = face1->texdef;
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VectorCopy(face1->planepts[0], newface->planepts[0]);
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VectorCopy(face1->planepts[1], newface->planepts[1]);
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VectorCopy(face1->planepts[2], newface->planepts[2]);
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newface->plane = face1->plane;
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newface->next = newbrush->brush_faces;
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newbrush->brush_faces = newface;
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}
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for (face2 = brush2->brush_faces; face2; face2 = face2->next) {
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// don't add the faces of brush 1 and 2 touching each other
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for (face1 = brush1->brush_faces; face1; face1 = face1->next)
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{
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if ( face2->plane.Compare( -face1->plane, PLANE_EPSILON ) ) {
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break;
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}
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}
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if (face1)
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continue;
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// don't add faces with the same plane twice
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for (f = newbrush->brush_faces; f; f = f->next)
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{
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if ( face2->plane.Compare( f->plane, PLANE_EPSILON ) )
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break;
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if ( face2->plane.Compare( -f->plane, PLANE_EPSILON ) )
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break;
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}
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if ( f ) {
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continue;
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}
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//
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newface = Face_Alloc();
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newface->texdef = face2->texdef;
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VectorCopy(face2->planepts[0], newface->planepts[0]);
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VectorCopy(face2->planepts[1], newface->planepts[1]);
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VectorCopy(face2->planepts[2], newface->planepts[2]);
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newface->plane = face2->plane;
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newface->next = newbrush->brush_faces;
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newbrush->brush_faces = newface;
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}
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// link the new brush to an entity
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Entity_LinkBrush (brush1->owner, newbrush);
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// build windings for the faces
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Brush_BuildWindings( newbrush, false);
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return newbrush;
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}
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/*
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=============
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Brush_MergeListPairs
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Returns a list with merged brushes.
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Tries to merge brushes pair wise.
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The input list is destroyed.
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Input and output should be a single linked list using .next
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=============
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*/
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brush_t *Brush_MergeListPairs(brush_t *brushlist, int onlyshape)
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{
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int nummerges, merged;
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brush_t *b1, *b2, *tail, *newbrush, *newbrushlist;
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brush_t *lastb2;
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if (!brushlist) return NULL;
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nummerges = 0;
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do
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{
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for (tail = brushlist; tail; tail = tail->next)
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{
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if (!tail->next) break;
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}
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merged = 0;
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newbrushlist = NULL;
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for (b1 = brushlist; b1; b1 = brushlist)
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{
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lastb2 = b1;
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for (b2 = b1->next; b2; b2 = b2->next)
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{
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newbrush = Brush_Merge(b1, b2, onlyshape);
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if (newbrush)
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{
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tail->next = newbrush;
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lastb2->next = b2->next;
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brushlist = brushlist->next;
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b1->next = b1->prev = NULL;
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b2->next = b2->prev = NULL;
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Brush_Free(b1);
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Brush_Free(b2);
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for (tail = brushlist; tail; tail = tail->next)
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{
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if (!tail->next) break;
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} //end for
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merged++;
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nummerges++;
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break;
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}
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lastb2 = b2;
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}
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//if b1 can't be merged with any of the other brushes
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if (!b2)
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{
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brushlist = brushlist->next;
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//keep b1
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b1->next = newbrushlist;
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newbrushlist = b1;
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}
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}
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brushlist = newbrushlist;
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} while(merged);
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return newbrushlist;
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}
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/*
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=============
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Brush_MergeList
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Tries to merge all brushes in the list into one new brush.
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The input brush list stays intact.
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Returns NULL if no merged brush can be created.
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To create a new brush the brushes in the list may not overlap and
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the outer faces of the brushes together should make a new convex brush.
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if onlyshape is true then the merge is allowed based on the shape only
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otherwise the texture/shader references of faces in the same plane have to
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be the same as well.
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=============
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*/
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brush_t *Brush_MergeList(brush_t *brushlist, int onlyshape)
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{
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brush_t *brush1, *brush2, *brush3, *newbrush;
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face_t *face1, *face2, *face3, *newface, *f;
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if (!brushlist) return NULL;
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for (brush1 = brushlist; brush1; brush1 = brush1->next)
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{
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// check if the new brush would be convex... flipped planes make a brush concave
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for (face1 = brush1->brush_faces; face1; face1 = face1->next)
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{
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// don't check face1 if it touches another brush
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for (brush2 = brushlist; brush2; brush2 = brush2->next)
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{
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if (brush2 == brush1) continue;
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for (face2 = brush2->brush_faces; face2; face2 = face2->next)
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{
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if ( face1->plane.Compare( -face2->plane, PLANE_EPSILON ) ) {
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break;
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}
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}
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if (face2)
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break;
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}
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// if face1 touches another brush
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if (brush2)
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continue;
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//
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for (brush2 = brush1->next; brush2; brush2 = brush2->next)
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{
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// don't check the faces of brush 2 touching another brush
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for (face2 = brush2->brush_faces; face2; face2 = face2->next)
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{
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for (brush3 = brushlist; brush3; brush3 = brush3->next)
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{
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if (brush3 == brush2) continue;
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for (face3 = brush3->brush_faces; face3; face3 = face3->next)
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{
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if ( face2->plane.Compare( -face3->plane, PLANE_EPSILON ) )
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break;
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}
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if (face3)
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break;
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}
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// if face2 touches another brush
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if (brush3)
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continue;
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//
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if ( face1->plane.Compare( face2->plane, PLANE_EPSILON ) )
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{
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//if the texture/shader references should be the same but are not
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if (!onlyshape && stricmp(face1->texdef.name, face2->texdef.name) != 0)
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return NULL;
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continue;
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}
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//
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if ( face1->face_winding->PlanesConcave( *face2->face_winding,
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face1->plane.Normal(), face2->plane.Normal(), -face1->plane[3], -face2->plane[3]))
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{
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return NULL;
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}
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}
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}
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}
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}
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//
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newbrush = Brush_Alloc();
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//
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for (brush1 = brushlist; brush1; brush1 = brush1->next)
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{
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for (face1 = brush1->brush_faces; face1; face1 = face1->next)
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{
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// don't add face1 to the new brush if it touches another brush
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for (brush2 = brushlist; brush2; brush2 = brush2->next)
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{
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if (brush2 == brush1) continue;
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for (face2 = brush2->brush_faces; face2; face2 = face2->next)
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{
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if ( face1->plane.Compare( -face2->plane, PLANE_EPSILON ) ) {
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break;
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}
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}
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if (face2)
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break;
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}
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if (brush2)
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continue;
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// don't add faces with the same plane twice
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for (f = newbrush->brush_faces; f; f = f->next)
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{
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if ( face1->plane.Compare( f->plane, PLANE_EPSILON ) )
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break;
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if ( face1->plane.Compare( -f->plane, PLANE_EPSILON ) )
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break;
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}
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if (f)
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continue;
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//
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newface = Face_Alloc();
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newface->texdef = face1->texdef;
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VectorCopy(face1->planepts[0], newface->planepts[0]);
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VectorCopy(face1->planepts[1], newface->planepts[1]);
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VectorCopy(face1->planepts[2], newface->planepts[2]);
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newface->plane = face1->plane;
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newface->next = newbrush->brush_faces;
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newbrush->brush_faces = newface;
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}
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}
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// link the new brush to an entity
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Entity_LinkBrush (brushlist->owner, newbrush);
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// build windings for the faces
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Brush_BuildWindings( newbrush, false);
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return newbrush;
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}
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/*
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=============
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Brush_Subtract
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Returns a list of brushes that remain after B is subtracted from A.
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May by empty if A is contained inside B.
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The originals are undisturbed.
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=============
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*/
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brush_t *Brush_Subtract(brush_t *a, brush_t *b)
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{
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// a - b = out (list)
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brush_t *front, *back;
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brush_t *in, *out, *next;
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face_t *f;
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in = a;
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out = NULL;
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for (f = b->brush_faces; f && in; f = f->next)
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{
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Brush_SplitBrushByFace(in, f, &front, &back);
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if (in != a) Brush_Free(in);
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if (front)
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{ // add to list
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front->next = out;
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out = front;
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}
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in = back;
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}
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//NOTE: in != a just in case brush b has no faces
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if (in && in != a)
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{
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Brush_Free(in);
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}
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else
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{ //didn't really intersect
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for (b = out; b; b = next)
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{
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next = b->next;
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b->next = b->prev = NULL;
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Brush_Free(b);
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}
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return a;
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}
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return out;
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}
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/*
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=============
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CSG_Subtract
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=============
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*/
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void CSG_Subtract (void)
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{
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brush_t *b, *s, *fragments, *nextfragment, *frag, *next, *snext;
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brush_t fragmentlist;
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int i, numfragments, numbrushes;
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Sys_Status ("Subtracting...\n");
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if (selected_brushes.next == &selected_brushes)
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{
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Sys_Status("No brushes selected.\n");
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return;
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}
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fragmentlist.next = &fragmentlist;
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fragmentlist.prev = &fragmentlist;
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numfragments = 0;
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numbrushes = 0;
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for (b = selected_brushes.next ; b != &selected_brushes ; b=next)
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{
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next = b->next;
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if (b->owner->eclass->fixedsize || b->modelHandle > 0)
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continue; // can't use texture from a fixed entity, so don't subtract
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// chop all fragments further up
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for (s = fragmentlist.next; s != &fragmentlist; s = snext)
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{
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snext = s->next;
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for (i=0 ; i<3 ; i++)
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if (b->mins[i] >= s->maxs[i] - ON_EPSILON
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|| b->maxs[i] <= s->mins[i] + ON_EPSILON)
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break;
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if (i != 3)
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continue; // definately don't touch
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fragments = Brush_Subtract(s, b);
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// if the brushes did not really intersect
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if (fragments == s)
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continue;
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// try to merge fragments
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fragments = Brush_MergeListPairs(fragments, true);
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// add the fragments to the list
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for (frag = fragments; frag; frag = nextfragment)
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{
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nextfragment = frag->next;
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frag->next = NULL;
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frag->owner = s->owner;
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Brush_AddToList(frag, &fragmentlist);
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}
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// free the original brush
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Brush_Free(s);
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}
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// chop any active brushes up
|
|
for (s = active_brushes.next; s != &active_brushes; s = snext)
|
|
{
|
|
snext = s->next;
|
|
|
|
if (s->owner->eclass->fixedsize || s->pPatch || s->hiddenBrush || s->modelHandle > 0)
|
|
continue;
|
|
|
|
//face_t *pFace = s->brush_faces;
|
|
if ( s->brush_faces->d_texture && ( s->brush_faces->d_texture->GetContentFlags()& CONTENTS_NOCSG ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
if (b->mins[i] >= s->maxs[i] - ON_EPSILON
|
|
|| b->maxs[i] <= s->mins[i] + ON_EPSILON)
|
|
break;
|
|
if (i != 3)
|
|
continue; // definately don't touch
|
|
|
|
fragments = Brush_Subtract(s, b);
|
|
// if the brushes did not really intersect
|
|
if (fragments == s)
|
|
continue;
|
|
//
|
|
Undo_AddBrush(s);
|
|
// one extra brush chopped up
|
|
numbrushes++;
|
|
// try to merge fragments
|
|
fragments = Brush_MergeListPairs(fragments, true);
|
|
// add the fragments to the list
|
|
for (frag = fragments; frag; frag = nextfragment)
|
|
{
|
|
nextfragment = frag->next;
|
|
frag->next = NULL;
|
|
frag->owner = s->owner;
|
|
Brush_AddToList(frag, &fragmentlist);
|
|
}
|
|
// free the original brush
|
|
Brush_Free(s);
|
|
}
|
|
}
|
|
|
|
// move all fragments to the active brush list
|
|
for (frag = fragmentlist.next; frag != &fragmentlist; frag = nextfragment)
|
|
{
|
|
nextfragment = frag->next;
|
|
numfragments++;
|
|
Brush_RemoveFromList(frag);
|
|
Brush_AddToList(frag, &active_brushes);
|
|
Undo_EndBrush(frag);
|
|
}
|
|
|
|
if (numfragments == 0)
|
|
{
|
|
common->Printf("Selected brush%s did not intersect with any other brushes.\n",
|
|
(selected_brushes.next->next == &selected_brushes) ? "":"es");
|
|
return;
|
|
}
|
|
Sys_Status("done.");
|
|
common->Printf(" (created %d fragment%s out of %d brush%s)\n", numfragments, (numfragments == 1)?"":"s",
|
|
numbrushes, (numbrushes == 1)?"":"es");
|
|
Sys_UpdateWindows(W_ALL);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
CSG_Merge
|
|
=============
|
|
*/
|
|
void CSG_Merge(void)
|
|
{
|
|
brush_t *b, *next, *newlist, *newbrush;
|
|
struct entity_s *owner;
|
|
|
|
Sys_Status("Merging...\n");
|
|
|
|
if (selected_brushes.next == &selected_brushes)
|
|
{
|
|
Sys_Status("No brushes selected.\n");
|
|
return;
|
|
}
|
|
|
|
if (selected_brushes.next->next == &selected_brushes)
|
|
{
|
|
Sys_Status("At least two brushes have to be selected.\n");
|
|
return;
|
|
}
|
|
|
|
owner = selected_brushes.next->owner;
|
|
|
|
for (b = selected_brushes.next; b != &selected_brushes; b = next)
|
|
{
|
|
next = b->next;
|
|
|
|
if (b->owner->eclass->fixedsize || b->modelHandle > 0)
|
|
{
|
|
// can't use texture from a fixed entity, so don't subtract
|
|
Sys_Status("Cannot add fixed size entities.\n");
|
|
return;
|
|
}
|
|
|
|
if (b->pPatch)
|
|
{
|
|
Sys_Status("Cannot add patches.\n");
|
|
return;
|
|
}
|
|
|
|
if ( b->brush_faces->d_texture && ( b->brush_faces->d_texture->GetContentFlags() & CONTENTS_NOCSG ) )
|
|
{
|
|
Sys_Status("Cannot add brushes using shaders that don't allows CSG operations.\n");
|
|
return;
|
|
}
|
|
|
|
if (b->owner != owner)
|
|
{
|
|
Sys_Status("Cannot add brushes from different entities.\n");
|
|
return;
|
|
}
|
|
|
|
}
|
|
|
|
newlist = NULL;
|
|
for (b = selected_brushes.next; b != &selected_brushes; b = next)
|
|
{
|
|
next = b->next;
|
|
|
|
Brush_RemoveFromList(b);
|
|
b->next = newlist;
|
|
b->prev = NULL;
|
|
newlist = b;
|
|
}
|
|
|
|
newbrush = Brush_MergeList(newlist, true);
|
|
// if the new brush would not be convex
|
|
if (!newbrush)
|
|
{
|
|
// add the brushes back into the selection
|
|
for (b = newlist; b; b = next)
|
|
{
|
|
next = b->next;
|
|
b->next = NULL;
|
|
b->prev = NULL;
|
|
Brush_AddToList(b, &selected_brushes);
|
|
}
|
|
Sys_Status("Cannot add a set of brushes with a concave hull.\n");
|
|
return;
|
|
}
|
|
// free the original brushes
|
|
for (b = newlist; b; b = next)
|
|
{
|
|
next = b->next;
|
|
b->next = NULL;
|
|
b->prev = NULL;
|
|
Brush_Free(b);
|
|
}
|
|
Brush_AddToList(newbrush, &selected_brushes);
|
|
|
|
Sys_Status ("done.\n");
|
|
Sys_UpdateWindows (W_ALL);
|
|
}
|