bsputil: add --decompile-ignore-brushes option for visualizing leafs in q2 maps
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@ -617,8 +617,9 @@ int main(int argc, char **argv)
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WriteBSPFile(source, &bspdata);
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return 0;
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} else if (!strcmp(argv[i], "--decompile") || !strcmp(argv[i], "--decompile-geomonly")) {
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} else if (!strcmp(argv[i], "--decompile") || !strcmp(argv[i], "--decompile-geomonly") || !strcmp(argv[i], "--decompile-ignore-brushes")) {
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const bool geomOnly = !strcmp(argv[i], "--decompile-geomonly");
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const bool ignoreBrushes = !strcmp(argv[i], "--decompile-ignore-brushes");
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source.replace_extension("");
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source.replace_filename(source.stem().string() + "-decompile");
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@ -632,6 +633,7 @@ int main(int argc, char **argv)
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decomp_options options;
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options.geometryOnly = geomOnly;
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options.ignoreBrushes = ignoreBrushes;
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DecompileBSP(&bsp, options, f);
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@ -1053,7 +1053,7 @@ static void DecompileEntity(
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// If we have brush info, we'll use that directly
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// TODO: support BSPX brushes too
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if (bsp->loadversion->game->id == GAME_QUAKE_II) {
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if (bsp->loadversion->game->id == GAME_QUAKE_II && !options.ignoreBrushes) {
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std::unordered_map<const dbrush_t *, leaf_decompile_task> brushes;
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auto handle_leaf = [&brushes, bsp, model](const mleaf_t *leaf) {
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@ -14,6 +14,11 @@ struct decomp_options
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* For debugging (there's not much that can go wrong).
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*/
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bool geometryOnly = false;
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/**
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* If true, don't use brushes in Q2 .bsp's and instead decompile the leafs.
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* Intended for visualizing leafs.
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*/
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bool ignoreBrushes = false;
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};
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void DecompileBSP(const mbsp_t *bsp, const decomp_options &options, std::ofstream &file);
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