fix inversion on content types portal visibility in Q2 (opaque water, etc was considered see-through; now it correctly assumes they are solid)
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@ -581,7 +581,7 @@ struct gamedef_q2_t : public gamedef_t
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if (!(c0 ^ c1))
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return true;
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return visible_contents(c0 ^ c1);
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return !visible_contents(c0 ^ c1);
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}
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std::string get_contents_display(const contentflags_t &contents) const
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