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Add the area portal filter for idTech2 games.
These games had area portals. Quetoo now uses this contents for hardware occlusion queries as well -- so the filter is still useful there.
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112e118de1
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2 changed files with 11 additions and 0 deletions
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@ -146,6 +146,7 @@ bfilter_t *FilterAddBase( bfilter_t *pFilter ){
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pFilter = FilterAddImpl( pFilter,8,0,NULL,EXCLUDE_MIST,true );
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pFilter = FilterAddImpl( pFilter,8,0,NULL,EXCLUDE_HINTSSKIPS,true );
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pFilter = FilterAddImpl( pFilter,8,0,NULL,EXCLUDE_TRANSLUCENT,true );
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pFilter = FilterAddImpl( pFilter,8,0,NULL,EXCLUDE_AREAPORTALS,true );
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pFilter = FilterAddImpl( pFilter,8,0,NULL,EXCLUDE_SKY,true );
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pFilter = FilterAddImpl( pFilter,3,0,"trigger",EXCLUDE_TRIGGERS,true );
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pFilter = FilterAddImpl( pFilter,4,ECLASS_LIGHT,NULL,EXCLUDE_LIGHTS,true );
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@ -308,6 +309,14 @@ bool FilterBrush( brush_t *pb ){
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filterbrush = true;
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}
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break;
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case EXCLUDE_AREAPORTALS:
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if ( f->texdef.contents & CONTENTS_AREAPORTAL ) {
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filterbrush = true;
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}
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if (strstr( f->pShader->getName(), "common/occlude" ) ) {
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filterbrush = true;
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}
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break;
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case EXCLUDE_TRANSLUCENT:
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if ( f->texdef.contents & CONTENTS_WINDOW ) {
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filterbrush = true;
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@ -362,6 +362,8 @@ typedef struct
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#define CONTENTS_MIST 64
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#define LAST_VISIBLE_CONTENTS 64
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#define CONTENTS_AREAPORTAL 0x8000
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// remaining contents are non-visible, and don't eat brushes
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#define CONTENTS_PLAYERCLIP 0x10000
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#define CONTENTS_MONSTERCLIP 0x20000
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