revert using detail on hull1/2 for now as it's breaking tests
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41f765376f
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@ -465,13 +465,15 @@ static void Brush_LoadEntity(mapentity_t *dst, mapentity_t *src, hull_index_t hu
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if ((qbsp_options.omitdetail.value() || qbsp_options.omitdetailfence.value()) && detail_fence)
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if ((qbsp_options.omitdetail.value() || qbsp_options.omitdetailfence.value()) && detail_fence)
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continue;
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continue;
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/* turn solid brushes into detail */
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/* turn solid brushes into detail, if we're in hull0 */
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if (detail_illusionary) {
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if (hullnum <= 0 && contents.is_solid(qbsp_options.target_game)) {
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contents = qbsp_options.target_game->create_detail_illusionary_contents(contents);
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if (detail_illusionary) {
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} else if (detail_fence) {
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contents = qbsp_options.target_game->create_detail_illusionary_contents(contents);
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contents = qbsp_options.target_game->create_detail_fence_contents(contents);
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} else if (detail_fence) {
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} else if (detail) {
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contents = qbsp_options.target_game->create_detail_fence_contents(contents);
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contents = qbsp_options.target_game->create_detail_solid_contents(contents);
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} else if (detail) {
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contents = qbsp_options.target_game->create_detail_solid_contents(contents);
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}
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}
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}
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/* func_detail_illusionary don't exist in the collision hull
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/* func_detail_illusionary don't exist in the collision hull
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