light: don't use initializer lists to construct tuples (for gcc)
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@ -335,7 +335,7 @@ position_t CalcPointNormal(const bsp2_t *bsp, const bsp2_dface_t *face, const gl
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// This point is too far from the polygon to be visible in game, so don't bother calculating lighting for it.
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// Dont contribute to interpolating.
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// We could safely colour it in pink for debugging.
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return { false, nullptr, point, glm::vec3() };
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return make_tuple(false, nullptr, point, glm::vec3());
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#if 0
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/*utterly crap, just for testing. just grab closest vertex*/
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@ -471,7 +471,7 @@ PositionSamplePointOnFace(const bsp2_t *bsp,
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if (edgeplanes.empty()) {
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// degenerate polygon
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return {false, nullptr, point, vec3(0)};
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return make_tuple(false, nullptr, point, vec3(0));
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}
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const float planedist = GLM_DistAbovePlane(plane, point);
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@ -480,7 +480,7 @@ PositionSamplePointOnFace(const bsp2_t *bsp,
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const float insideDist = GLM_EdgePlanes_PointInsideDist(edgeplanes, point);
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if (insideDist < -POINT_EQUAL_EPSILON) {
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// Non-convex polygon
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return {false, nullptr, point, vec3(0)};
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return make_tuple(false, nullptr, point, vec3(0));
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}
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const modelinfo_t *mi = ModelInfoForFace(bsp, Face_GetNum(bsp, face));
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@ -508,14 +508,14 @@ PositionSamplePointOnFace(const bsp2_t *bsp,
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const pair<int, vec3> closest = GLM_ClosestPointOnPolyBoundary(shrunk, point);
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const vec3 newPoint = closest.second + (sampleOffPlaneDist * vec3(plane));
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if (!Light_PointInAnySolid(bsp, mi->model, newPoint))
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return {true, face, newPoint, pointNormal};
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return make_tuple(true, face, newPoint, pointNormal);
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}
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}
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return {false, nullptr, point, vec3(0)};
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return make_tuple(false, nullptr, point, vec3(0));
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}
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return {true, face, point, pointNormal};
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return make_tuple(true, face, point, pointNormal);
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}
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static bool
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