-void Select_GetBounds (vec3_t mins, vec3_t maxs);
-void Select_GetMid (vec3_t mid);
-void Select_Brush (brush_t *b, bool bComplete = true, bool bStatus = true);
-void Select_Ray (vec3_t origin, vec3_t dir, int flags);
-void Select_Delete (void);
-void Select_Deselect (bool bDeselectFaces = true);
-void Select_Invert(void);
-void Select_Clone (void);
-void Select_Move (vec3_t delta, bool bSnap = true);
-void Select_NudgePoint(vec3_t delta, qboolean bSnap = true);
-void WINAPI Select_SetTexture (texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, void* pPlugTexdef = NULL);
-void Select_FlipAxis (int axis);
-void Select_RotateAxis (int axis, float deg, bool bPaint = true, bool bMouse = false);
-void Select_RealCompleteTall(vec3_t mins, vec3_t maxs);
-void Select_CompleteTall (void);
-void Select_PartialTall (void);
-void Select_Touching (void);
-void Select_Inside (void);
-void Select_Seperate (void);
-void Select_MakeStructural (void);
-void Select_MakeDetail (void);
+void Select_GetBounds( vec3_t mins, vec3_t maxs );
+void Select_GetMid( vec3_t mid );
+void Select_Brush( brush_t *b, bool bComplete = true, bool bStatus = true );
+void Select_Ray( vec3_t origin, vec3_t dir, int flags );
+void Select_Delete( void );
+void Select_Deselect( bool bDeselectFaces = true );
+void Select_Invert( void );
+void Select_Clone( void );
+void Select_Move( vec3_t delta, bool bSnap = true );
+void Select_NudgePoint( vec3_t delta, qboolean bSnap = true );
+void WINAPI Select_SetTexture( texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale = false, void* pPlugTexdef = NULL );
+void Select_FlipAxis( int axis );
+void Select_RotateAxis( int axis, float deg, bool bPaint = true, bool bMouse = false );
+void Select_RealCompleteTall( vec3_t mins, vec3_t maxs );
+void Select_CompleteTall( void );
+void Select_PartialTall( void );
+void Select_Touching( void );
+void Select_Inside( void );
+void Select_Seperate( void );
+void Select_MakeStructural( void );
+void Select_MakeDetail( void );