qbsp: fix extra faces being generated in simple_worldspawn_sky

This commit is contained in:
Eric Wasylishen 2022-04-27 19:30:19 -06:00
parent 8efb6f689b
commit 8d5ca19d26
1 changed files with 4 additions and 2 deletions

View File

@ -543,7 +543,8 @@ static std::list<face_t *> ClipFacesToTree_r(node_t *node, std::list<face_t *> f
if (node->planenum == PLANENUM_LEAF) {
// fixme-brushbsp: move to contentflags_t?
if (node->contents.is_solid(options.target_game)
|| node->contents.is_detail(CFLAGS_DETAIL)) {
|| node->contents.is_detail(CFLAGS_DETAIL)
|| node->contents.is_sky(options.target_game)) {
// solids eat any faces that reached this point
return {};
}
@ -629,7 +630,8 @@ static void AddFaceToTree_r(mapentity_t* entity, face_t *face, brush_t *srcbrush
bool mirror = (srcbrush->contents.extended & CFLAGS_BMODEL_MIRROR_INSIDE);
if (!(srcbrush->contents.is_solid(options.target_game) ||
srcbrush->contents.is_detail())) {
srcbrush->contents.is_detail() ||
srcbrush->contents.is_sky(options.target_game))) {
mirror = true;
}