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Sync with sdk2013
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@@ -406,6 +406,7 @@ int FindOrCreateOrigFace( face_t *f )
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return index;
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}
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/*
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==================
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EmitFace
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@@ -432,7 +433,8 @@ void EmitFace( face_t *f, qboolean onNode )
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return;
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// don't emit NODRAW faces for runtime
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if ( texinfo[f->texinfo].flags & SURF_NODRAW )
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if (
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( texinfo[ f->texinfo ].flags & SURF_NODRAW ) )
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{
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// keep NODRAW terrain surfaces though
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if ( f->dispinfo == -1 )
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@@ -454,6 +456,7 @@ void EmitFace( face_t *f, qboolean onNode )
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dfaceids.AddToTail();
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dfaceids[numfaces].hammerfaceid = f->originalface->id;
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numfaces++;
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//
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@@ -1256,8 +1259,10 @@ void EndBSPFile (void)
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Overlay_EmitOverlayFaces();
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OverlayTransition_EmitOverlayFaces();
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// phys collision needs dispinfo to operate (needs to generate phys collision for displacement surfs)
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EmitPhysCollision();
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{
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// phys collision needs dispinfo to operate (needs to generate phys collision for displacement surfs)
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EmitPhysCollision();
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}
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// We can't calculate this properly until vvis (since we need vis to do this), so we set
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// to zero everywhere by default.
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@@ -1275,6 +1280,7 @@ void EndBSPFile (void)
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// Make sure that we have a water lod control eneity if we have water in the map.
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EnsurePresenceOfWaterLODControlEntity();
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// Doing this here because stuff about may filter out entities
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UnparseEntities ();
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