testqbsp: fix detail test expectations
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@ -905,6 +905,7 @@ TEST_CASE("detail", "[testmaps_q2]") {
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const qvec3d under_button{46, -64, 96}; // directly on the main floor plane
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const qvec3d inside_button{46, -64, 98};
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const qvec3d above_button{46, -64, 120};
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const qvec3d beside_button{46, -96, 100}; // should be a different empty leaf than above_button, but same cluster
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// side room (different cluster)
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const qvec3d side_room{-62, 76, 140};
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@ -915,6 +916,7 @@ TEST_CASE("detail", "[testmaps_q2]") {
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// check for correct contents
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auto *detail_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_button);
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CHECK(Q2_CONTENTS_SOLID == detail_leaf->contents);
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CHECK(-1 == detail_leaf->cluster);
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// check for button (detail) brush
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CHECK(1 == Leaf_Brushes(&bsp, detail_leaf).size());
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@ -929,10 +931,13 @@ TEST_CASE("detail", "[testmaps_q2]") {
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auto *empty_leaf_side_room = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], side_room);
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CHECK(0 == empty_leaf_side_room->contents);
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CHECK(0 == Leaf_Brushes(&bsp, empty_leaf_side_room).size());
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CHECK(empty_leaf_side_room->cluster != empty_leaf_above_button->cluster);
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// check cluster indices
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CHECK(empty_leaf_above_button->cluster == detail_leaf->cluster);
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CHECK(empty_leaf_side_room->contents != detail_leaf->cluster);
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auto *empty_leaf_beside_button = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], beside_button);
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CHECK(0 == empty_leaf_beside_button->contents);
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CHECK(-1 != empty_leaf_beside_button->cluster);
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CHECK(empty_leaf_above_button->cluster == empty_leaf_beside_button->cluster);
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CHECK(empty_leaf_above_button != empty_leaf_beside_button);
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}
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TEST_CASE("playerclip", "[testmaps_q2]")
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