Fix build

This commit is contained in:
Matt Nadareski
2024-11-27 21:09:01 -05:00
parent 2bc1cfc5d0
commit 4b54d0f4dc
14 changed files with 29 additions and 29 deletions

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@@ -27,17 +27,17 @@ namespace SabreTools.Models.BSP
/// <summary>
/// Defines bounding box
/// </summary>
public Vector3D Mins;
public Vector3D? Mins;
/// <summary>
/// Defines bounding box
/// </summary>
public Vector3D Maxs;
public Vector3D? Maxs;
/// <summary>
/// Coordinates to move the coordinate system
/// </summary>
public Vector3D OriginVector;
public Vector3D? OriginVector;
/// <summary>
/// Index into nodes array

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@@ -22,7 +22,7 @@ namespace SabreTools.Models.BSP
/// <summary>
/// S-vector
/// </summary>
public Vector3D SVector;
public Vector3D? SVector;
/// <summary>
/// Texture shift in the S direction
@@ -32,7 +32,7 @@ namespace SabreTools.Models.BSP
/// <summary>
/// T-vector
/// </summary>
public Vector3D TVector;
public Vector3D? TVector;
/// <summary>
/// Texture shift in the T direction

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@@ -25,7 +25,7 @@ namespace SabreTools.Models.BSP
/// <summary>
/// Start position used for orientation
/// </summary>
public Vector3D StartPosition;
public Vector3D? StartPosition;
/// <summary>
/// Index into LUMP_DISP_VERTS.

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@@ -18,7 +18,7 @@ namespace SabreTools.Models.BSP
/// <summary>
/// Vector field defining displacement volume.
/// </summary>
public Vector3D Vec;
public Vector3D? Vec;
/// <summary>
/// Displacement distances.

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@@ -16,7 +16,7 @@ namespace SabreTools.Models.BSP
[StructLayout(LayoutKind.Sequential)]
public sealed class LeafAmbientLighting
{
public CompressedLightCube Cube;
public CompressedLightCube? Cube;
/// <summary>
/// Fixed point fraction of leaf bounds

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@@ -27,12 +27,12 @@ namespace SabreTools.Models.BSP
/// <summary>
/// Minima of all vertices
/// </summary>
public Vector3D Mins;
public Vector3D? Mins;
/// <summary>
/// Maxima of all vertices
/// </summary>
public Vector3D Maxs;
public Vector3D? Maxs;
/// <remarks>Since v1</remarks>
public int Area;

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@@ -41,8 +41,8 @@ namespace SabreTools.Models.BSP
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)]
public Vector3D[]? UVPoints = new Vector3D[4];
public Vector3D Origin;
public Vector3D? Origin;
public Vector3D BasisNormal;
public Vector3D? BasisNormal;
}
}

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@@ -25,7 +25,7 @@ namespace SabreTools.Models.BSP
/// <summary>
/// The planes normal vector
/// </summary>
public Vector3D NormalVector;
public Vector3D? NormalVector;
/// <summary>
/// Plane equation is: vNormal * X = fDist

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@@ -39,12 +39,12 @@ namespace SabreTools.Models.BSP
/// <summary>
/// Origin
/// </summary>
public Vector3D Origin;
public Vector3D? Origin;
/// <summary>
/// Orientation (pitch yaw roll)
/// </summary>
public QAngle Angles;
public QAngle? Angles;
#endregion
@@ -90,7 +90,7 @@ namespace SabreTools.Models.BSP
/// <summary>
/// For lighting
/// </summary>
public Vector3D LightingOrigin;
public Vector3D? LightingOrigin;
#endregion
@@ -151,7 +151,7 @@ namespace SabreTools.Models.BSP
/// <summary>
/// Per instance color and alpha modulation
/// </summary>
public ColorRGBExp32 DiffuseModulation;
public ColorRGBExp32? DiffuseModulation;
#endregion

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@@ -16,7 +16,7 @@ namespace SabreTools.Models.BSP
/// <summary>
/// RGB reflectivity
/// </summary>
public Vector3D Reflectivity;
public Vector3D? Reflectivity;
/// <summary>
/// Index into TexdataStringTable

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@@ -83,7 +83,7 @@ namespace SabreTools.Models.BSP
/// <summary>
/// Precaculated light info for entities.
/// </summary>
public CompressedLightCube AmbientLighting;
public CompressedLightCube? AmbientLighting;
#endregion

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@@ -15,17 +15,17 @@ namespace SabreTools.Models.BSP
/// <summary>
/// Bounding box
/// </summary>
public Vector3D Mins;
public Vector3D? Mins;
/// <summary>
/// Bounding box
/// </summary>
public Vector3D Maxs;
public Vector3D? Maxs;
/// <summary>
/// For sounds or lights
/// </summary>
public Vector3D OriginVector;
public Vector3D? OriginVector;
/// <summary>
/// Index into nodes

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@@ -22,7 +22,7 @@ namespace SabreTools.Models.BSP
/// <summary>
/// Texture S-vector
/// </summary>
public Vector3D TextureSVector;
public Vector3D? TextureSVector;
/// <summary>
/// Texture shift in the S direction
@@ -32,7 +32,7 @@ namespace SabreTools.Models.BSP
/// <summary>
/// Texture T-vector
/// </summary>
public Vector3D TextureTVector;
public Vector3D? TextureTVector;
/// <summary>
/// Texture shift in the T direction
@@ -42,7 +42,7 @@ namespace SabreTools.Models.BSP
/// <summary>
/// Lightmap S-vector
/// </summary>
public Vector3D LightmapSVector;
public Vector3D? LightmapSVector;
/// <summary>
/// Lightmap shift in the S direction
@@ -52,7 +52,7 @@ namespace SabreTools.Models.BSP
/// <summary>
/// Lightmap T-vector
/// </summary>
public Vector3D LightmapTVector;
public Vector3D? LightmapTVector;
/// <summary>
/// Lightmap shift in the T direction

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@@ -14,14 +14,14 @@ namespace SabreTools.Models.BSP
[StructLayout(LayoutKind.Sequential)]
public sealed class WorldLight
{
public Vector3D Origin;
public Vector3D? Origin;
public Vector3D Intensity;
public Vector3D? Intensity;
/// <summary>
/// For surfaces and spotlights
/// </summary>
public Vector3D Normal;
public Vector3D? Normal;
public int Cluster;