| 335 | } |
| 336 | |
| 337 | void HTextureSlide(room *rp, int facenum, float right, float up) { |
| 338 | ASSERT(rp != NULL); |
| 339 | ASSERT(rp->used); |
| 340 | |
| 341 | if (Editor_view_mode == VM_TERRAIN) { |
| 342 | /*int i; |
| 343 | for (i=0;i<TERRAIN_DEPTH*TERRAIN_WIDTH;i++) |
| 344 | { |
| 345 | if (TerrainSelected[i]) |
| 346 | { |
| 347 | for (int t=0;t<4;t++) |
| 348 | { |
| 349 | float val=Terrain_UV_lookup[Terrain_seg[i].u[t]]; |
| 350 | |
| 351 | val+=(1.0/32.0); |
| 352 | |
| 353 | Terrain_seg[i].u[t]=TerrainLookupUV(val); |
| 354 | } |
| 355 | |
| 356 | } |
| 357 | |
| 358 | } |
| 359 | */ |
| 360 | return; |
| 361 | |
| 362 | } else { // mine |
| 363 | for (int i = 0; i < rp->faces[facenum].num_verts; i++) { |
| 364 | rp->faces[facenum].face_uvls[i].u -= right / 128.0f; |
| 365 | rp->faces[facenum].face_uvls[i].v += up / 128.0f; |
| 366 | } |
| 367 | } |
| 368 | |
| 369 | #ifndef NEWEDITOR |
| 370 | World_changed = 1; |
| 371 | #endif |
| 372 | } |
| 373 | |
| 374 | void HTextureRotate(room *roomp, int facenum, angle ang) { |
| 375 | g3UVL uvcenter; |
no outgoing calls
no test coverage detected