qbsp: cleanup texinfo flags before writing bsp

The TEX_SKIP flag isn't needed and although it *shouldn't* upset any
engines, better to not write it out at all.

Well, even better to not write anything about the skip texture to the BSP
file, but need to re-organise things a bit more before that can happen.

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
This commit is contained in:
Kevin Shanahan 2013-03-05 14:13:20 +10:30
parent 38722f9eab
commit 1432d99049
1 changed files with 15 additions and 0 deletions

View File

@ -445,6 +445,20 @@ BeginBSPFile(void)
map.cTotal[BSPLEAF]++;
}
/*
* Remove any extra texinfo flags we added that are not normally written
* Standard quake utils only ever write the TEX_SPECIAL flag.
*/
static void
CleanBSPTexinfoFlags(void)
{
texinfo_t *texinfo = pWorldEnt->lumps[BSPTEXINFO].data;
const int num_texinfo = pWorldEnt->lumps[BSPTEXINFO].index;
int i;
for (i = 0; i < num_texinfo; i++, texinfo++)
texinfo->flags &= TEX_SPECIAL;
}
/*
==================
@ -468,6 +482,7 @@ FinishBSPFile(void)
planes->count = map.cTotal[BSPPLANE];
PrintBSPFileSizes();
CleanBSPTexinfoFlags();
WriteBSPFile();
options.fVerbose = options.fAllverbose;