Q2 doesn't use the old animation method

This commit is contained in:
Jonathan 2022-06-13 07:26:23 -04:00
parent b2a0f8039e
commit 7b38f24ae8
2 changed files with 3 additions and 3 deletions

View File

@ -2352,7 +2352,7 @@ static void TestExpandBrushes(const mapentity_t *src)
for (int i = 0; i < src->nummapbrushes; i++) { for (int i = 0; i < src->nummapbrushes; i++) {
const mapbrush_t *mapbrush = &src->mapbrush(i); const mapbrush_t *mapbrush = &src->mapbrush(i);
std::optional<brush_t> hull1brush = LoadBrush( std::optional<brush_t> hull1brush = LoadBrush(
src, mapbrush, {CONTENTS_SOLID}, {}, rotation_t::none, options.target_game->id == GAME_QUAKE_II ? -1 : 1); src, mapbrush, {CONTENTS_SOLID}, {}, rotation_t::none, options.target_game->id == GAME_QUAKE_II ? HULL_COLLISION : 1);
if (hull1brush) { if (hull1brush) {
hull1brushes.emplace_back( hull1brushes.emplace_back(

View File

@ -299,13 +299,13 @@ static void WADList_AddAnimationFrames()
void WADList_Process() void WADList_Process()
{ {
WADList_AddAnimationFrames();
// Q2 doesn't use texdata // Q2 doesn't use texdata
if (options.target_game->id == GAME_QUAKE_II) { if (options.target_game->id == GAME_QUAKE_II) {
return; return;
} }
WADList_AddAnimationFrames();
/* Default texture data to store in worldmodel */ /* Default texture data to store in worldmodel */
map.bsp.dtex.textures.resize(map.miptex.size()); map.bsp.dtex.textures.resize(map.miptex.size());