- void ResetTextures( const char* textureName, float fScale[2], float fShift[2], int rotation, const char* newTextureName, int bResetTextureName, int bResetScale[2], int bResetShift[2], int bResetRotation);
- void LoadAll(bool bLoadPatches = FALSE);
- void BuildInRadiant(bool bAllowDestruction);
- int m_nNextEntity;
- DEntity* GetWorldSpawn();
- void ClearEntities();
+void ResetTextures( const char* textureName, float fScale[2], float fShift[2], int rotation, const char* newTextureName, int bResetTextureName, int bResetScale[2], int bResetShift[2], int bResetRotation );
+void LoadAll( bool bLoadPatches = false );
+void BuildInRadiant( bool bAllowDestruction );
+int m_nNextEntity;
+DEntity* GetWorldSpawn();
+void ClearEntities();