use closer to Q2 version of WindingIsTiny
allow .outside.map to be written for Q2 as well
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@ -608,7 +608,7 @@ bool FillOutside(mapentity_t *entity, node_t *node, const int hullnum)
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MarkVisibleBrushSides_R(node);
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MarkVisibleBrushSides_R(node);
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if (options.outsidedebug.value() && hullnum == 0) {
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if (options.outsidedebug.value() && (options.target_game->get_hull_sizes().size() == 0 || hullnum == 0)) {
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fs::path path = options.bsp_path;
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fs::path path = options.bsp_path;
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path.replace_extension(".outside.map");
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path.replace_extension(".outside.map");
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@ -528,11 +528,12 @@ existance by the vertex snapping.
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#define EDGE_LENGTH 0.2
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#define EDGE_LENGTH 0.2
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bool WindingIsTiny(const winding_t &w, double size)
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bool WindingIsTiny(const winding_t &w, double size)
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{
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{
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return w.area() < size;
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#if 0
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#if 0
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if (WindingArea (w) < 1)
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if (WindingArea (w) < 1)
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return true;
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return true;
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return false;
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return false;
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#else
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#elif 0
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int edges = 0;
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int edges = 0;
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for (size_t i = 0; i < w.size(); i++) {
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for (size_t i = 0; i < w.size(); i++) {
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size_t j = (i + 1) % w.size();
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size_t j = (i + 1) % w.size();
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