* region build: widen temp box to handle small volumes, light entities at the edge and flat primitives
* region build: pull temporal respawn to the box instead of error
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@@ -230,27 +230,8 @@ public:
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}
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};
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bool Region_cameraValid(){
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Vector3 vOrig( vector3_snapped( Camera_getOrigin( *g_pParentWnd->GetCamWnd() ) ) );
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for ( int i = 0 ; i < 3 ; i++ )
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{
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if ( vOrig[i] > g_region_maxs[i] || vOrig[i] < g_region_mins[i] ) {
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return false;
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}
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}
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return true;
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}
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void RunBSP( const char* name ){
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// http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=503
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// make sure we don't attempt to region compile a map with the camera outside the region
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if ( g_region_active && !Region_cameraValid() ) {
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globalErrorStream() << "The camera must be in the region to start a region compile.\n";
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return;
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}
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if( !g_region_active )
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SaveMap();
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