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