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61 lines
2.1 KiB
C
61 lines
2.1 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TEXTURECONVERT_H
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#define TEXTURECONVERT_H
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#pragma once
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#include "MapWorld.h"
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#include "MapSolid.h"
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#include "MapFace.h"
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#include "MapDecal.h"
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#include "IEditorTexture.h"
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#include "resource.h"
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#include "ProgDlg.h"
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class CTextureConverter
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{
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public:
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static void ConvertWorldTextures( CMapWorld * pWorld );
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private:
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static void Initialize( void );
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static void ConvertSolids( CMapWorld * pWorld );
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static void ConvertDecals( CMapWorld * pWorld );
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static bool CountMapSolids( CMapSolid * pSolid, DWORD );
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static bool CountMapDecals( CMapEntity *, DWORD );
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static bool CheckSolidTextures( CMapSolid * pSolid, DWORD );
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static bool CheckDecalTextures( CMapEntity * pEnt, DWORD );
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static void CheckFaceTexture( CMapFace * pFace );
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static void ConvertFaceTexture( CMapFace * pFace );
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static void ConvertDecalTexture( CMapEntity * pEnt );
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static void GetNewTextureMatches( const char * pszOldName, EditorTextureList_t &MatchList );
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static bool TextureNameMatchesMaterialName( const char * pszTextureName, const char * pszMaterialName );
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static void ReplaceFaceTexture( CMapFace * pFace, IEditorTexture * pNewTexture );
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static void ReplaceDecalTexture( CMapEntity * pEnt, IEditorTexture * pNewTexture );
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static IEditorTexture * FindWAD3Texture( const char * pszName );
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static void RescaleFaceTexture( CMapFace * pFace, IEditorTexture * pNewTexture );
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static void MsgConvertFace( CMapFace * pFace, PRINTF_FORMAT_STRING const char * format, ... );
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static void MsgConvertDecal( CMapEntity * pEnt, PRINTF_FORMAT_STRING const char * format, ... );
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static void DisplayStatistics( void );
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static CProgressDlg * m_pProgDlg;
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static int m_nSolidCount;
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static int m_nFaceCount;
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static int m_nDecalCount;
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static int m_nCurrentSolid;
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static int m_nCurrentDecal;
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static int m_nSuccesses;
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static int m_nErrors;
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static int m_nSkipped;
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static int m_nWarnings;
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};
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#endif // TEXTURECONVERT_H
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