if (level_active)
{
GlobalSceneGraph().traverse(BrushGetLevel(brushes, (level_active << 8), true, true, false));
+ GlobalSceneGraph().traverse(EntityFindByName("func_door", entities, level_active, false));
GlobalSceneGraph().traverse(EntityFindByName("func_breakable", entities, level_active, false));
GlobalSceneGraph().traverse(EntityFindByName("misc_model", entities, level_active, false));
+ GlobalSceneGraph().traverse(EntityFindByName("misc_particle", entities, level_active, false));
entities.erase(entities.begin(), entities.end());
brushes.erase(brushes.begin(), brushes.end());
if (level_active == level)
GlobalSceneGraph().traverse(BrushGetLevel(brushes, flag, true, true, true));
// now all entities
+ GlobalSceneGraph().traverse(EntityFindByName("func_door", entities, level, true));
GlobalSceneGraph().traverse(EntityFindByName("func_breakable", entities, level, true));
GlobalSceneGraph().traverse(EntityFindByName("misc_model", entities, level, true));
+ GlobalSceneGraph().traverse(EntityFindByName("misc_particle", entities, level, true));
#ifdef _DEBUG
if (brushes.empty())
globalOutputStream() << "UFO:AI: Found " << Unsigned(brushes.size()) << " brushes.\n";
}
- // now let's filter all entities like misc_model and func_breakable that have the spawnflags set
+ // now let's filter all entities like misc_model, func_breakable and func_door that have the spawnflags set
if (entities.empty())
{
globalOutputStream() << "UFO:AI: No entities.\n";