From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- libraries/irrlicht-1.8/include/IQ3LevelMesh.h | 92 +++++++++++++-------------- 1 file changed, 46 insertions(+), 46 deletions(-) (limited to 'libraries/irrlicht-1.8/include/IQ3LevelMesh.h') diff --git a/libraries/irrlicht-1.8/include/IQ3LevelMesh.h b/libraries/irrlicht-1.8/include/IQ3LevelMesh.h index 62feffc..f8ff03f 100644 --- a/libraries/irrlicht-1.8/include/IQ3LevelMesh.h +++ b/libraries/irrlicht-1.8/include/IQ3LevelMesh.h @@ -1,46 +1,46 @@ -// Copyright (C) 2002-2012 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine". -// For conditions of distribution and use, see copyright notice in irrlicht.h - -#ifndef __I_Q3_LEVEL_MESH_H_INCLUDED__ -#define __I_Q3_LEVEL_MESH_H_INCLUDED__ - -#include "IAnimatedMesh.h" -#include "IQ3Shader.h" - -namespace irr -{ -namespace scene -{ - //! Interface for a Mesh which can be loaded directly from a Quake3 .bsp-file. - /** The Mesh tries to load all textures of the map.*/ - class IQ3LevelMesh : public IAnimatedMesh - { - public: - - //! loads the shader definition from file - /** \param filename Name of the shaderfile, defaults to /scripts if fileNameIsValid is false. - \param fileNameIsValid Specifies whether the filename is valid in the current situation. */ - virtual const quake3::IShader* getShader( const c8* filename, bool fileNameIsValid=true ) = 0; - - //! returns a already loaded Shader - virtual const quake3::IShader* getShader(u32 index) const = 0; - - //! get's an interface to the entities - virtual quake3::tQ3EntityList& getEntityList() = 0; - - //! returns the requested brush entity - /** \param num The number from the model key of the entity. - - Use this interface if you parse the entities yourself.*/ - virtual IMesh* getBrushEntityMesh(s32 num) const = 0; - - //! returns the requested brush entity - virtual IMesh* getBrushEntityMesh(quake3::IEntity &ent) const = 0; - }; - -} // end namespace scene -} // end namespace irr - -#endif - +// Copyright (C) 2002-2012 Nikolaus Gebhardt +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in irrlicht.h + +#ifndef __I_Q3_LEVEL_MESH_H_INCLUDED__ +#define __I_Q3_LEVEL_MESH_H_INCLUDED__ + +#include "IAnimatedMesh.h" +#include "IQ3Shader.h" + +namespace irr +{ +namespace scene +{ + //! Interface for a Mesh which can be loaded directly from a Quake3 .bsp-file. + /** The Mesh tries to load all textures of the map.*/ + class IQ3LevelMesh : public IAnimatedMesh + { + public: + + //! loads the shader definition from file + /** \param filename Name of the shaderfile, defaults to /scripts if fileNameIsValid is false. + \param fileNameIsValid Specifies whether the filename is valid in the current situation. */ + virtual const quake3::IShader* getShader( const c8* filename, bool fileNameIsValid=true ) = 0; + + //! returns a already loaded Shader + virtual const quake3::IShader* getShader(u32 index) const = 0; + + //! get's an interface to the entities + virtual quake3::tQ3EntityList& getEntityList() = 0; + + //! returns the requested brush entity + /** \param num The number from the model key of the entity. + + Use this interface if you parse the entities yourself.*/ + virtual IMesh* getBrushEntityMesh(s32 num) const = 0; + + //! returns the requested brush entity + virtual IMesh* getBrushEntityMesh(quake3::IEntity &ent) const = 0; + }; + +} // end namespace scene +} // end namespace irr + +#endif + -- cgit v1.1