qbsp: fix model bounds
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@ -930,7 +930,7 @@ tree_t *BrushBSP(mapentity_t *entity, bool midsplit)
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* smarter, but this works.
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*/
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node_t *headnode = new node_t{};
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headnode->bounds = entity->bounds.grow(SIDESPACE);
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headnode->bounds = entity->bounds;
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headnode->children[0] = new node_t{};
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headnode->children[0]->planenum = PLANENUM_LEAF;
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headnode->children[0]->contents = options.target_game->create_empty_contents();
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@ -968,7 +968,7 @@ tree_t *BrushBSP(mapentity_t *entity, bool midsplit)
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usemidsplit = midsplit;
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// calculate a bounding box for the entire model
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headnode->bounds = entity->bounds.grow(SIDESPACE);
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headnode->bounds = entity->bounds;
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// recursively partition everything
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splitnodes = 0;
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@ -269,8 +269,8 @@ void ExportDrawNodes(mapentity_t *entity, node_t *headnode, int firstface)
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/* remove the headnode padding */
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for (size_t i = 0; i < 3; i++) {
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dmodel.mins[i] = headnode->bounds.mins()[i] + SIDESPACE + 1;
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dmodel.maxs[i] = headnode->bounds.maxs()[i] - SIDESPACE - 1;
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dmodel.mins[i] = headnode->bounds.mins()[i] + SIDESPACE;
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dmodel.maxs[i] = headnode->bounds.maxs()[i] - SIDESPACE;
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}
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}
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