bsputils: remove Light_PointInSolid bounds check hack
it was returning points outside of the level as "non-solid" which is wrong for sealed maps
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@ -276,14 +276,6 @@ static bool Light_PointInSolid_r(const mbsp_t *bsp, const int nodenum, const qve
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// Tests hull 0 of the given model
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// Tests hull 0 of the given model
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bool Light_PointInSolid(const mbsp_t *bsp, const dmodelh2_t *model, const qvec3d &point)
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bool Light_PointInSolid(const mbsp_t *bsp, const dmodelh2_t *model, const qvec3d &point)
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{
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{
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// fast bounds check
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for (int i = 0; i < 3; ++i) {
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if (point[i] < model->mins[i])
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return false;
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if (point[i] > model->maxs[i])
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return false;
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}
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return Light_PointInSolid_r(bsp, model->headnode[0], point);
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return Light_PointInSolid_r(bsp, model->headnode[0], point);
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}
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}
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