* entity based structural/detail filters depend on brushtypes="quake" in .game to make detail surfaceflags usable for quake 1
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@ -396,10 +396,12 @@ bool filter( const Entity& entity ) const {
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filter_entity_world g_filter_entity_world;
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#include "qerplugin.h"
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void Entity_InitFilters(){
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add_entity_filter( g_filter_entity_world, EXCLUDE_WORLD );
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add_entity_filter( g_filter_entity_func_group, EXCLUDE_FUNC_GROUPS );
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if( g_gameType == eGameTypeQuake1 ){
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if( string_equal( GlobalRadiant().getRequiredGameDescriptionKeyValue( "brushtypes" ), "quake" ) ){
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add_entity_filter( g_filter_entity_func_detail, EXCLUDE_DETAILS );
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add_entity_filter( g_filter_entity_not_func_detail, EXCLUDE_STRUCTURAL );
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}
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@ -444,13 +446,7 @@ void Entity_Construct( EGameType gameType ){
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}
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Entity_InitFilters();
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LightType lightType = LIGHTTYPE_DEFAULT;
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if ( g_gameType == eGameTypeRTCW ) {
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lightType = LIGHTTYPE_RTCW;
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}
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else if ( g_gameType == eGameTypeDoom3 ) {
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lightType = LIGHTTYPE_DOOM3;
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}
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const LightType lightType = g_gameType == eGameTypeRTCW? LIGHTTYPE_RTCW : g_gameType == eGameTypeDoom3? LIGHTTYPE_DOOM3 : LIGHTTYPE_DEFAULT;
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Light_Construct( lightType );
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MiscModel_construct();
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Doom3Group_construct();
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@ -1233,13 +1233,12 @@ void BrushFilters_construct(){
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add_brush_filter( g_filter_brush_visportal, EXCLUDE_VISPORTALS );
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add_brush_filter( g_filter_brush_areaportal, EXCLUDE_AREAPORTALS );
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add_brush_filter( g_filter_brush_translucent, EXCLUDE_TRANSLUCENT );
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if( !string_equal( GlobalRadiant().getRequiredGameDescriptionKeyValue( "entities" ), "quake" ) ){ /* conditional for entity based struct/det filters; see entity plugin */
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if( !string_equal( GlobalRadiant().getRequiredGameDescriptionKeyValue( "brushtypes" ), "quake" ) ){ /* conditional for entity based structural/detail filters; see entity plugin */
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add_brush_filter( g_filter_brush_detail, EXCLUDE_DETAILS );
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add_brush_filter( g_filter_brush_detail, EXCLUDE_STRUCTURAL, true );
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}
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else{
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if( string_equal( GlobalRadiant().getRequiredGameDescriptionKeyValue( "entities" ), "quake" ) )
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add_brush_filter( g_filter_brush_liquids_q1, EXCLUDE_LIQUIDS );
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}
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add_brush_filter( g_filter_brush_lightgrid, EXCLUDE_LIGHTGRID );
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add_brush_filter( g_filter_brush_decals, EXCLUDE_DECALS );
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}
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