Q2 doesn't use the old animation method
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@ -2352,7 +2352,7 @@ static void TestExpandBrushes(const mapentity_t *src)
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for (int i = 0; i < src->nummapbrushes; i++) {
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for (int i = 0; i < src->nummapbrushes; i++) {
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const mapbrush_t *mapbrush = &src->mapbrush(i);
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const mapbrush_t *mapbrush = &src->mapbrush(i);
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std::optional<brush_t> hull1brush = LoadBrush(
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std::optional<brush_t> hull1brush = LoadBrush(
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src, mapbrush, {CONTENTS_SOLID}, {}, rotation_t::none, options.target_game->id == GAME_QUAKE_II ? -1 : 1);
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src, mapbrush, {CONTENTS_SOLID}, {}, rotation_t::none, options.target_game->id == GAME_QUAKE_II ? HULL_COLLISION : 1);
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if (hull1brush) {
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if (hull1brush) {
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hull1brushes.emplace_back(
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hull1brushes.emplace_back(
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@ -299,13 +299,13 @@ static void WADList_AddAnimationFrames()
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void WADList_Process()
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void WADList_Process()
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{
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{
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WADList_AddAnimationFrames();
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// Q2 doesn't use texdata
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// Q2 doesn't use texdata
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if (options.target_game->id == GAME_QUAKE_II) {
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if (options.target_game->id == GAME_QUAKE_II) {
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return;
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return;
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}
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}
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WADList_AddAnimationFrames();
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/* Default texture data to store in worldmodel */
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/* Default texture data to store in worldmodel */
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map.bsp.dtex.textures.resize(map.miptex.size());
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map.bsp.dtex.textures.resize(map.miptex.size());
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