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