+mutable DEntity world;
+FILE* pFile;
+std::list<Str>* exclusionList;
+public:
+EntityWriteMiniPrt( FILE* pFile, std::list<Str>* exclusionList )
+ : pFile( pFile ), exclusionList( exclusionList ){
+}
+void operator()( scene::Instance& instance ) const {
+ const char* classname = Node_getEntity( instance.path().top() )->getKeyValue( "classname" );
+
+ if ( !strcmp( classname, "worldspawn" ) ) {
+ world.LoadFromEntity( instance.path().top(), false );
+ world.RemoveNonCheckBrushes( exclusionList, true );
+ world.SaveToFile( pFile );
+ }
+ else if ( strstr( classname, "info_" ) ) {
+ world.ClearBrushes();
+ world.ClearEPairs();
+ world.LoadEPairList( Node_getEntity( instance.path().top() ) );
+ world.SaveToFile( pFile );
+ }
+}
+};
+
+void BuildMiniPrt( std::list<Str>* exclusionList ){