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Use LoadBSPMem to load brush models.
Now that Mod_LoadBrushModel uses bspfile.[ch], the engine uses the same code as the tools to work with bsp files.
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7 changed files with 138 additions and 145 deletions
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@ -292,7 +292,24 @@ typedef struct bsp_s {
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int32_t *surfedges;
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} bsp_t;
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bsp_t *LoadBSPMem (void *mem, size_t size);
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/** Create a bsp structure from a memory buffer.
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The returned structure will be setup to point into the supplied buffer.
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All structures within the bsp will be byte-swapped. For this reason, if
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a callback is provided, the callback be called after byteswapping the
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header, but before byteswapping any data in the lumps.
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\param mem The buffer holding the bsp data.
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\param size The size of the buffer. This is used for sanity checking.
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\param cb Pointer to the callback function.
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\param cbdata Pointer to extra data for the callback.
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\return Initialized bsp structure.
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\note The caller maintains ownership of the memory buffer. BSP_Free will
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free only the bsp structure itself. However, if the caller wishes to
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relinquish ownership of the buffer, set bsp_t::own_header to true.
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*/
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bsp_t *LoadBSPMem (void *mem, size_t size, void (*cb) (const bsp_t *, void *),
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void *cbdata);
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bsp_t *LoadBSPFile (QFile *file, size_t size);
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void WriteBSPFile (const bsp_t *bsp, QFile *file);
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bsp_t *BSP_New (void);
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@ -436,7 +436,7 @@ model_t *Mod_FindName (const char *name);
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void Mod_ProcessTexture(miptex_t *mt, texture_t *tx);
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void Mod_LoadExternalSkins (model_t * mod);
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void Mod_LoadExternalTextures (model_t * mod);
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void Mod_LoadLighting (lump_t *l);
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void Mod_LoadLighting (bsp_t *bsp);
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int Mod_CalcFullbright (byte *in, byte *out, int pixels);
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int Mod_Fullbright (byte * skin, int width, int height, char *name);
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