const double MAX_ROUND_ERROR = 0.05;
-vec_t Min(vec_t a, vec_t b);
+vec_t Min( vec_t a, vec_t b );
// reads current texture into global, returns pointer to it
-const char *GetCurrentTexture();
+const char* GetCurrentTexture();
class _QERFaceData;
+void FillDefaultTexture( _QERFaceData* faceData, vec3_t va, vec3_t vb, vec3_t vc, const char* texture );
-void FillDefaultTexture(_QERFaceData *faceData, vec3_t va, vec3_t vb, vec3_t vc, const char *texture);
+void BuildMiniPrt( std::list<Str>* exclusionList );
-void BuildMiniPrt(std::list<Str> *exclusionList);
+void MoveBlock( int dir, vec3_t min, vec3_t max, float dist );
+void SetInitialStairPos( int dir, vec3_t min, vec3_t max, float width );
-void MoveBlock(int dir, vec3_t min, vec3_t max, float dist);
+const scene::Path* FindEntityFromTargetname( const char* targetname );
-void SetInitialStairPos(int dir, vec3_t min, vec3_t max, float width);
+char* UnixToDosPath( char* path );
-const scene::Path *FindEntityFromTargetname(const char *targetname);
+char* GetFilename( char* buffer, const char* filename );
+char* GetGameFilename( char* buffer, const char* filename );
-char *UnixToDosPath(char *path);
+float Determinant3x3( float a1, float a2, float a3,
+ float b1, float b2, float b3,
+ float c1, float c2, float c3 );
-char *GetFilename(char *buffer, const char *filename);
-
-char *GetGameFilename(char *buffer, const char *filename);
-
-float Determinant3x3(float a1, float a2, float a3,
- float b1, float b2, float b3,
- float c1, float c2, float c3);
-
-bool GetEntityCentre(const char *entity, vec3_t centre);
-
-void MakeNormal(const vec_t *va, const vec_t *vb, const vec_t *vc, vec_t *out);
+bool GetEntityCentre( const char* entity, vec3_t centre );
+void MakeNormal( const vec_t* va, const vec_t* vb, const vec_t* vc, vec_t* out );
#endif