* entity based structural/detail filters depend on brushtypes="quake" in .game to make detail surfaceflags usable for quake 1

This commit is contained in:
Garux
2018-04-10 20:51:41 +03:00
parent 417051921e
commit 652de9bb8f
2 changed files with 6 additions and 11 deletions

View File

@@ -1233,13 +1233,12 @@ void BrushFilters_construct(){
add_brush_filter( g_filter_brush_visportal, EXCLUDE_VISPORTALS );
add_brush_filter( g_filter_brush_areaportal, EXCLUDE_AREAPORTALS );
add_brush_filter( g_filter_brush_translucent, EXCLUDE_TRANSLUCENT );
if( !string_equal( GlobalRadiant().getRequiredGameDescriptionKeyValue( "entities" ), "quake" ) ){ /* conditional for entity based struct/det filters; see entity plugin */
if( !string_equal( GlobalRadiant().getRequiredGameDescriptionKeyValue( "brushtypes" ), "quake" ) ){ /* conditional for entity based structural/detail filters; see entity plugin */
add_brush_filter( g_filter_brush_detail, EXCLUDE_DETAILS );
add_brush_filter( g_filter_brush_detail, EXCLUDE_STRUCTURAL, true );
}
else{
if( string_equal( GlobalRadiant().getRequiredGameDescriptionKeyValue( "entities" ), "quake" ) )
add_brush_filter( g_filter_brush_liquids_q1, EXCLUDE_LIQUIDS );
}
add_brush_filter( g_filter_brush_lightgrid, EXCLUDE_LIGHTGRID );
add_brush_filter( g_filter_brush_decals, EXCLUDE_DECALS );
}