qbsp: pass hullnum into PortalizeWorld()
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
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@ -539,7 +539,7 @@ Builds the exact polyhedrons for the nodes and leafs
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==================
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*/
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void
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PortalizeWorld(const mapentity_t *ent, node_t *headnode)
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PortalizeWorld(const mapentity_t *ent, node_t *headnode, const int hullnum)
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{
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Message(msgProgress, "Portalize");
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@ -74,7 +74,7 @@ ProcessEntity(mapentity_t *ent)
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nodes = SolidBSP(ent, surfs, true);
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if (ent == pWorldEnt && !options.fNofill) {
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// assume non-world bmodels are simple
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PortalizeWorld(ent, nodes);
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PortalizeWorld(ent, nodes, hullnum);
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if (FillOutside(nodes, hullnum)) {
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// Free portals before regenerating new nodes
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FreeAllPortals(nodes);
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@ -97,7 +97,7 @@ ProcessEntity(mapentity_t *ent)
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// some portals are solid polygons, and some are paths to other leafs
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if (ent == pWorldEnt && !options.fNofill) {
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// assume non-world bmodels are simple
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PortalizeWorld(ent, nodes);
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PortalizeWorld(ent, nodes, hullnum);
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if (FillOutside(nodes, hullnum)) {
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FreeAllPortals(nodes);
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@ -112,7 +112,7 @@ ProcessEntity(mapentity_t *ent)
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nodes = SolidBSP(ent, surfs, false);
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// make the real portals for vis tracing
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PortalizeWorld(ent, nodes);
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PortalizeWorld(ent, nodes, hullnum);
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TJunc(ent, nodes);
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}
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@ -639,7 +639,7 @@ void WriteEntitiesToString(void);
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void FixRotateOrigin(mapentity_t *ent);
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void Brush_LoadEntity(mapentity_t *ent, const int hullnum);
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surface_t *CSGFaces(const mapentity_t *ent);
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void PortalizeWorld(const mapentity_t *ent, node_t *headnode);
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void PortalizeWorld(const mapentity_t *ent, node_t *headnode, const int hullnum);
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void TJunc(const mapentity_t *ent, node_t *headnode);
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node_t *SolidBSP(const mapentity_t *ent, surface_t *surfhead, bool midsplit);
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void MakeFaceEdges(mapentity_t *ent, node_t *headnode);
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