testqbsp: simple_worldspawn_sky: fix expectation so sky leafs don't fill outwards
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@ -497,10 +497,16 @@ TEST(testmaps_q1, simple_worldspawn_sky)
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// check contents
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const qvec3d player_pos{-88, -64, 120};
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const double inside_sky_z = 232;
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EXPECT_EQ(CONTENTS_EMPTY, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos)->contents);
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EXPECT_EQ(CONTENTS_SKY, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d(0,0,500))->contents);
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// way above map is solid - sky should not fill outwards
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// (otherwise, if you had sky with a floor further up above it, it's not clear where the leafs would be divided, or
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// if the floor contents would turn to sky, etc.)
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EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d(0,0,500))->contents);
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EXPECT_EQ(CONTENTS_SKY, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], qvec3d(player_pos[0], player_pos[1], inside_sky_z))->contents);
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EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 500, 0, 0))->contents);
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EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d(-500, 0, 0))->contents);
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