mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-19 20:19:50 +02:00
entity_t and brush_t now converted to idEditorEntity and idEditorBrush
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@@ -58,7 +58,7 @@ static int cursorx, cursory;
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*/
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void Z_MouseDown(int x, int y, int buttons) {
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idVec3 org, dir, vup, vright;
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brush_t *b;
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idEditorBrush *b;
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Sys_GetCursorPos(&cursorx, &cursory);
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@@ -220,7 +220,7 @@ void Z_MouseMoved(int x, int y, int buttons) {
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/*
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=======================================================================================================================
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DRAWING £
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DRAWING �
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Z_DrawGrid
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=======================================================================================================================
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*/
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@@ -339,7 +339,7 @@ GLbitfield glbitClear = GL_COLOR_BUFFER_BIT; // HACK
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=======================================================================================================================
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*/
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void Z_Draw(void) {
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brush_t *brush;
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idEditorBrush *brush;
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float w, h;
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float top, bottom;
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idVec3 org_top, org_bottom, dir_up, dir_down;
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@@ -362,10 +362,10 @@ void Z_Draw(void) {
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);
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/*
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* GL Bug £
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* GL Bug �
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* When not using hw acceleration, gl will fault if we clear the depth buffer bit
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* on the first pass. The hack fix is to set the GL_DEPTH_BUFFER_BIT only after
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* Z_Draw() has been called once. Yeah, right. £
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* Z_Draw() has been called once. Yeah, right. �
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* glClear(glbitClear);
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*/
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@@ -418,12 +418,12 @@ void Z_Draw(void) {
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continue;
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}
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if (!Brush_Ray(org_top, dir_down, brush, &top)) {
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if (!brush->Brush_Ray(org_top, dir_down, &top)) {
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continue;
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}
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top = org_top[2] - top;
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if (!Brush_Ray(org_bottom, dir_up, brush, &bottom)) {
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if (!brush->Brush_Ray(org_bottom, dir_up, &bottom)) {
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continue;
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}
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@@ -458,9 +458,9 @@ void Z_Draw(void) {
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brush->maxs[1] <= z.origin[1]
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)
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) {
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if (Brush_Ray(org_top, dir_down, brush, &top)) {
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if (brush->Brush_Ray(org_top, dir_down, &top)) {
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top = org_top[2] - top;
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if (Brush_Ray(org_bottom, dir_up, brush, &bottom)) {
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if (brush->Brush_Ray(org_bottom, dir_up, &bottom)) {
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bottom = org_bottom[2] + bottom;
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//q = declManager->FindMaterial(brush->brush_faces->texdef.name);
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