testqbsp: improve water_detail_illusionary test
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@ -691,8 +691,14 @@ TEST_CASE("water_detail_illusionary", "[testmaps_q1]")
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const qvec3d above_face_pos{-40, -52, 172};
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// make sure the detail_illusionary face underwater isn't clipped away
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CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], underwater_face_pos, {-1, 0, 0}));
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CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], above_face_pos, {-1, 0, 0}));
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auto* underwater_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], underwater_face_pos, {-1, 0, 0});
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REQUIRE(nullptr != underwater_face);
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auto* above_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], above_face_pos, {-1, 0, 0});
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REQUIRE(nullptr != above_face);
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CHECK(std::string("{trigger") == Face_TextureName(&bsp, underwater_face));
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CHECK(std::string("{trigger") == Face_TextureName(&bsp, above_face));
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}
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TEST_CASE("noclipfaces", "[testmaps_q1]")
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