Finalizing alignments rollback.

This commit is contained in:
Christophe Mateos 2017-05-05 10:40:38 +02:00
parent c03075a737
commit 877f0b4c2f
2 changed files with 16 additions and 16 deletions

View file

@ -961,8 +961,8 @@ void CamWnd::Cam_DrawBrush( brush_t *b, int mode ){
aabb_draw( b->owner->model.pRender->GetAABB(), DRAW_GL_WIRE ); aabb_draw( b->owner->model.pRender->GetAABB(), DRAW_GL_WIRE );
} }
/* /*
if(!(nModelMode & ENTITY_BOXED) && b->owner->eclass->nShowFlags & ECLASS_MISCMODEL) if(!(nModelMode & ENTITY_BOXED) && b->owner->eclass->nShowFlags & ECLASS_MISCMODEL)
DrawModelOrigin(b); DrawModelOrigin(b);
*/ */
} }
} }

View file

@ -485,8 +485,8 @@ void Select_Deselect( bool bDeselectFaces ){
============ ============
*/ */
/*! Moves the currently selected brush/patch /*! Moves the currently selected brush/patch
\param delta How far to move the selection (x,y,z) \param delta How far to move the selection (x,y,z)
\param bSnap If the move should snap to grid points \param bSnap If the move should snap to grid points
*/ */
void Select_Move( vec3_t delta, bool bSnap ){ void Select_Move( vec3_t delta, bool bSnap ){
brush_t *b; brush_t *b;
@ -510,8 +510,8 @@ void Select_Move( vec3_t delta, bool bSnap ){
================= =================
*/ */
/*! Moves the currently selected brush/patch vertices /*! Moves the currently selected brush/patch vertices
\param delta How far to move the vertices (x,y,z) \param delta How far to move the vertices (x,y,z)
\param bSnap If the move should snap to grid points \param bSnap If the move should snap to grid points
*/ */
void Select_NudgePoint( vec3_t delta, qboolean bSnap ){ void Select_NudgePoint( vec3_t delta, qboolean bSnap ){
if ( g_qeglobals.d_select_mode == sel_vertex ) { if ( g_qeglobals.d_select_mode == sel_vertex ) {
@ -562,11 +562,11 @@ void Select_Clone( void ){
Select_SetTexture Select_SetTexture
Timo : bFitScale to compute scale on the plane and counteract plane / axial plane snapping Timo : bFitScale to compute scale on the plane and counteract plane / axial plane snapping
Timo : brush primitive texturing Timo : brush primitive texturing
the brushprimit_texdef given must be understood as a qtexture_t width=2 height=2 ( HiRes ) the brushprimit_texdef given must be understood as a qtexture_t width=2 height=2 ( HiRes )
Timo : texture plugin, added an IPluginTexdef* parameter Timo : texture plugin, added an IPluginTexdef* parameter
must be casted to an IPluginTexdef! must be casted to an IPluginTexdef!
if not NULL, get ->Copy() of it into each face or brush ( and remember to hook ) if not NULL, get ->Copy() of it into each face or brush ( and remember to hook )
if NULL, means we have no information, ask for a default if NULL, means we have no information, ask for a default
TTimo - shader code cleanup TTimo - shader code cleanup
added IShader* parameter added IShader* parameter
============ ============
@ -608,11 +608,11 @@ void WINAPI Select_SetTexture2( IShader* pShader, texdef_t *texdef, brushprimit_
Select_SetTexture Select_SetTexture
Timo : bFitScale to compute scale on the plane and counteract plane / axial plane snapping Timo : bFitScale to compute scale on the plane and counteract plane / axial plane snapping
Timo : brush primitive texturing Timo : brush primitive texturing
the brushprimit_texdef given must be understood as a qtexture_t width=2 height=2 ( HiRes ) the brushprimit_texdef given must be understood as a qtexture_t width=2 height=2 ( HiRes )
Timo : texture plugin, added an IPluginTexdef* parameter Timo : texture plugin, added an IPluginTexdef* parameter
must be casted to an IPluginTexdef! must be casted to an IPluginTexdef!
if not NULL, get ->Copy() of it into each face or brush ( and remember to hook ) if not NULL, get ->Copy() of it into each face or brush ( and remember to hook )
if NULL, means we have no information, ask for a default if NULL, means we have no information, ask for a default
============ ============
*/ */
void WINAPI Select_SetTexture( texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale, void* pPlugTexdef ){ void WINAPI Select_SetTexture( texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale, void* pPlugTexdef ){
@ -1110,8 +1110,8 @@ void Select_RotateAxis( int axis, float deg, bool bPaint, bool bMouse ){
vec3_t rotation; vec3_t rotation;
VectorSet(rotation, 0, 0, 360 - deg); VectorSet(rotation, 0, 0, 360 - deg);
for(brush_t *b = selected_brushes.next; b != &selected_brushes; b = b->next) for(brush_t *b = selected_brushes.next; b != &selected_brushes; b = b->next)
if(b->owner->model.pEdit) if(b->owner->model.pEdit)
b->owner->model.pEdit->Rotate(select_origin, rotation); b->owner->model.pEdit->Rotate(select_origin, rotation);
} }
*/ */