2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
21 #ifndef MODEL_SHARED_H
22 #define MODEL_SHARED_H
24 typedef enum {ST_SYNC=0, ST_RAND } synctype_t;
28 d*_t structures are on-disk representations
29 m*_t structures are in-memory
33 typedef enum {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3} modtype_t;
35 typedef struct animscene_s
37 char name[32]; // for viewthing support
40 int loop; // true or false
45 typedef struct skinframe_s
47 rtexture_t *stain; // inverse modulate with background (used for decals and such)
48 rtexture_t *merged; // original texture without glow
49 rtexture_t *base; // original texture without pants/shirt/glow
50 rtexture_t *pants; // pants only (in greyscale)
51 rtexture_t *shirt; // shirt only (in greyscale)
52 rtexture_t *nmap; // normalmap (bumpmap for dot3)
53 rtexture_t *gloss; // glossmap (for dot3)
54 rtexture_t *glow; // glow only (fullbrights)
55 rtexture_t *fog; // alpha of the base texture (if not opaque)
61 typedef struct overridetagname_s
67 // a replacement set of tag names, per skin
68 typedef struct overridetagnameset_s
70 int num_overridetagnames;
71 overridetagname_t *data_overridetagnames;
75 typedef struct surfmeshvertexboneweight_s
77 unsigned int vertexindex;
78 unsigned int boneindex;
82 surfmeshvertexboneweight_t;
84 // used for mesh lists in q1bsp/q3bsp map models
85 // (the surfaces reference portions of these meshes)
86 typedef struct surfmesh_s
88 int num_triangles; // number of triangles in the mesh
89 int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each
90 int *data_neighbor3i; // int[tris*3] neighboring triangle on each edge (-1 if none)
91 int num_vertices; // number of vertices in the mesh
92 float *data_vertex3f; // float[verts*3] vertex locations
93 float *data_svector3f; // float[verts*3] direction of 'S' (right) texture axis for each vertex
94 float *data_tvector3f; // float[verts*3] direction of 'T' (down) texture axis for each vertex
95 float *data_normal3f; // float[verts*3] direction of 'R' (out) texture axis for each vertex
96 float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
97 float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
98 float *data_lightmapcolor4f;
99 int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
100 // morph blending, these are zero if model is skeletal or static
102 float *data_morphvertex3f;
103 // skeletal blending, these are zero if model is morph or static
104 int num_vertexboneweights;
105 surfmeshvertexboneweight_t *data_vertexboneweights;
109 #define SHADOWMESHVERTEXHASH 1024
110 typedef struct shadowmeshvertexhash_s
112 struct shadowmeshvertexhash_s *next;
114 shadowmeshvertexhash_t;
116 typedef struct shadowmesh_s
118 // next mesh in chain
119 struct shadowmesh_s *next;
120 // used for light mesh (NULL on shadow mesh)
121 rtexture_t *map_diffuse;
122 rtexture_t *map_specular;
123 rtexture_t *map_normal;
125 int numverts, maxverts;
126 int numtriangles, maxtriangles;
129 // used for light mesh (NULL on shadow mesh)
136 // used for shadow mesh (NULL on light mesh)
138 // these are NULL after Mod_ShadowMesh_Finish is performed, only used
139 // while building meshes
140 shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries;
144 typedef enum texturelayertype_e
146 TEXTURELAYERTYPE_INVALID,
147 TEXTURELAYERTYPE_SKY,
148 TEXTURELAYERTYPE_LIGHTMAP_DOUBLEMODULATE_TEXTURE,
149 TEXTURELAYERTYPE_LIGHTMAP,
150 TEXTURELAYERTYPE_TEXTURE,
151 TEXTURELAYERTYPE_VERTEXTEXTURE,
152 TEXTURELAYERTYPE_FOG,
156 typedef struct texturelayer_s
158 texturelayertype_t type;
163 matrix4x4_t texmatrix;
169 typedef struct texture_s
175 unsigned int width, height;
177 //unsigned int flags;
179 // base material flags
180 int basematerialflags;
181 // current material flags (updated each bmodel render)
182 int currentmaterialflags;
184 // loaded the same as model skins
187 // total frames in sequence and alternate sequence
189 // direct pointers to each of the frames in the sequences
190 // (indexed as [alternate][frame])
191 struct texture_s *anim_frames[2][10];
192 // set if animated or there is an alternate frame set
193 // (this is an optimization in the renderer)
196 // the current texture frame in animation
197 struct texture_s *currentframe;
198 // current texture transform matrix (used for water scrolling)
199 matrix4x4_t currenttexmatrix;
201 // this is either texture->skin.merged or texture->skin.base depending on colormapping
202 rtexture_t *currentbasetexture;
203 // color to use on the base layer (use instead of ent->colormod and ent->alpha)
204 vec4_t currentcolorbase;
205 // color to use on the pants layer
206 vec4_t currentcolorpants;
207 // color to use on the shirt layer
208 vec4_t currentcolorshirt;
209 // render pants layer
210 qboolean currentdopants;
211 // render shirt layer
212 qboolean currentdoshirt;
213 // render pants as fullbright
214 qboolean currentdofullbrightpants;
215 // render shirt as fullbright
216 qboolean currentdofullbrightshirt;
217 // indicates that all passes should apply fog darkening; used on
218 // transparent surfaces where simply blending an alpha fog as a final
219 // pass would not behave properly
220 qboolean currentfogallpasses;
222 int currentnumlayers;
223 texturelayer_t currentlayers[16];
227 char firstpasstexturename[64]; // used only during loading
245 typedef struct msurface_lightmapinfo_s
247 // texture mapping properties used by this surface
248 mtexinfo_t *texinfo; // q1bsp
249 // index into d_lightstylevalue array, 255 means not used (black)
250 qbyte styles[MAXLIGHTMAPS]; // q1bsp
251 // RGB lighting data [numstyles][height][width][3]
252 qbyte *samples; // q1bsp
253 // stain to apply on lightmap (soot/dirt/blood/whatever)
254 qbyte *stainsamples; // q1bsp
255 // the stride when building lightmaps to comply with fragment update
256 int lightmaptexturestride; // q1bsp
257 int texturemins[2]; // q1bsp
258 int extents[2]; // q1bsp
260 msurface_lightmapinfo_t;
263 typedef struct msurface_s
265 // bounding box for onscreen checks
268 // the texture to use on the surface
270 // the lightmap texture fragment to use on the rendering mesh
271 rtexture_t *lightmaptexture;
273 // this surface is part of this mesh
274 surfmesh_t *groupmesh;
275 int num_triangles; // number of triangles in the mesh
276 int num_firsttriangle; // first triangle in the mesh (index into groupmesh)
277 int num_vertices; // number of vertices in the mesh
278 int num_firstvertex; // first vertex in the mesh (index into groupmesh)
280 // shadow volume building information
281 int num_firstshadowmeshtriangle; // index into model->brush.shadowmesh
283 // lightmaptexture rebuild information not used in q3bsp
284 int cached_dlight; // q1bsp // forces rebuild of lightmaptexture
285 msurface_lightmapinfo_t *lightmapinfo; // q1bsp
287 // mesh information for collisions (only used by q3bsp curves)
288 int num_collisiontriangles; // q3bsp
289 int *data_collisionelement3i; // q3bsp
290 int num_collisionvertices; // q3bsp
291 float *data_collisionvertex3f; // q3bsp
292 struct q3deffect_s *effect; // q3bsp
293 // FIXME: collisionmarkframe should be kept in a separate array
294 int collisionmarkframe; // q3bsp // don't collide twice in one trace
298 #include "matrixlib.h"
300 #include "model_brush.h"
301 #include "model_sprite.h"
302 #include "model_alias.h"
304 typedef struct model_sprite_s
307 mspriteframe_t *sprdata_frames;
313 typedef struct model_brush_s
315 // true if this model is a HalfLife .bsp file
317 // true if this model is a Martial Concert .bsp file
319 // string of entity definitions (.map format)
322 // if non-zero this is a submodel
323 // (this is the number of the submodel, an index into submodels)
326 // number of submodels in this map (just used by server to know how many
327 // submodels to load)
329 // pointers to each of the submodels if .isworldmodel is true
330 struct model_s **submodels;
333 mplane_t *data_planes;
338 // visible leafs, not counting 0 (solid)
340 // number of actual leafs (including 0 which is solid)
345 int *data_leafbrushes;
347 int num_leafsurfaces;
348 int *data_leafsurfaces;
351 mportal_t *data_portals;
353 int num_portalpoints;
354 mvertex_t *data_portalpoints;
357 q3mbrush_t *data_brushes;
360 q3mbrushside_t *data_brushsides;
364 int num_pvsclusterbytes;
365 unsigned char *data_pvsclusters;
367 //pvschain = model->brush.data_pvsclusters + mycluster * model->brush.num_pvsclusterbytes;
368 //if (pvschain[thatcluster >> 3] & (1 << (thatcluster & 7)))
370 // a mesh containing all shadow casting geometry for the whole model (including submodels), portions of this are referenced by each surface's num_firstshadowmeshtriangle
371 shadowmesh_t *shadowmesh;
374 int (*SuperContentsFromNativeContents)(struct model_s *model, int nativecontents);
375 int (*NativeContentsFromSuperContents)(struct model_s *model, int supercontents);
376 qbyte *(*GetPVS)(struct model_s *model, const vec3_t p);
377 int (*FatPVS)(struct model_s *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbufferlength);
378 int (*BoxTouchingPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
379 int (*BoxTouchingLeafPVS)(struct model_s *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs);
380 int (*BoxTouchingVisibleLeafs)(struct model_s *model, const qbyte *visibleleafs, const vec3_t mins, const vec3_t maxs);
381 void (*LightPoint)(struct model_s *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal);
382 void (*FindNonSolidLocation)(struct model_s *model, const vec3_t in, vec3_t out, vec_t radius);
383 mleaf_t *(*PointInLeaf)(struct model_s *model, const float *p);
384 // these are actually only found on brushq1, but NULL is handled gracefully
385 void (*AmbientSoundLevelsForPoint)(struct model_s *model, const vec3_t p, qbyte *out, int outsize);
386 void (*RoundUpToHullSize)(struct model_s *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs);
390 rtexture_t *solidskytexture;
391 rtexture_t *alphaskytexture;
395 typedef struct model_brushq1_s
397 // lightmap format, set to r_lightmaprgba when model is loaded
415 dclipnode_t *clipnodes;
417 hull_t hulls[MAX_MAP_HULLS];
419 int num_compressedpvs;
420 qbyte *data_compressedpvs;
428 // lightmap update chains for light styles
431 int *light_stylevalue;
432 msurface_t ***light_styleupdatechains;
433 msurface_t **light_styleupdatechainsbuffer;
437 /* MSVC can't compile empty structs, so this is commented out for now
438 typedef struct model_brushq2_s
444 typedef struct model_brushq3_s
447 q3dmodel_t *data_models;
449 // freed after loading!
451 float *data_vertex3f;
452 float *data_texcoordtexture2f;
453 float *data_texcoordlightmap2f;
456 // freed after loading!
461 q3deffect_t *data_effects;
465 rtexture_t **data_lightmaps;
467 // voxel light data with directional shading
469 q3dlightgrid_t *data_lightgrid;
470 // size of each cell (may vary by map, typically 64 64 128)
471 float num_lightgrid_cellsize[3];
472 // 1.0 / num_lightgrid_cellsize
473 float num_lightgrid_scale[3];
474 // dimensions of the world model in lightgrid cells
475 int num_lightgrid_imins[3];
476 int num_lightgrid_imaxs[3];
477 int num_lightgrid_isize[3];
479 int num_lightgrid_dimensions[3];
480 // transform modelspace coordinates to lightgrid index
481 matrix4x4_t num_lightgrid_indexfromworld;
485 typedef struct model_s
487 // name and path of model, for example "progs/player.mdl"
488 char name[MAX_QPATH];
489 // model needs to be loaded if this is false
491 // set if the model is used in current map, models which are not, are purged
493 // true if this is the world model (I.E. defines what sky to use, and may contain submodels)
494 qboolean isworldmodel;
495 // CRC of the file this model was loaded from, to reload if changed
497 // mod_brush, mod_alias, mod_sprite
499 // memory pool for allocations
501 // all models use textures...
502 rtexturepool_t *texturepool;
503 // flags from the model file
505 // engine calculated flags, ones that can not be set in the file
507 // number of QC accessible frame(group)s in the model
509 // number of QC accessible skin(group)s in the model
511 // whether to randomize animated framegroups
513 // bounding box at angles '0 0 0'
514 vec3_t normalmins, normalmaxs;
515 // bounding box if yaw angle is not 0, but pitch and roll are
516 vec3_t yawmins, yawmaxs;
517 // bounding box if pitch or roll are used
518 vec3_t rotatedmins, rotatedmaxs;
519 // sphere radius, usable at any angles
521 // squared sphere radius for easier comparisons
523 // skin animation info
524 animscene_t *skinscenes; // [numskins]
525 // skin animation info
526 animscene_t *animscenes; // [numframes]
527 // range of surface numbers in this (sub)model
528 int firstmodelsurface;
529 int nummodelsurfaces;
530 // range of collision brush numbers in this (sub)model
533 // list of surface numbers in this (sub)model
538 aliastag_t *data_tags;
539 // for skeletal models
541 aliasbone_t *data_bones;
544 // textures of this model
546 texture_t *data_textures;
547 // surfaces of this model
549 msurface_t *data_surfaces;
550 // optional lightmapinfo data for surface lightmap updates
551 msurface_lightmapinfo_t *data_surfaces_lightmapinfo;
552 // surface meshes are merged to a smaller set of meshes to allow reduced
553 // vertex array switching, the meshes are limited to 65536 vertices each
554 // to play nice with Geforce1 hardware
556 surfmesh_t **meshlist;
557 // draw the model's sky polygons (only used by brush models)
558 void(*DrawSky)(struct entity_render_s *ent);
559 // draw the model using lightmap/dlight shading
560 void(*Draw)(struct entity_render_s *ent);
561 // gathers info on which clusters and surfaces are lit by light, as well as calculating a bounding box
562 void(*GetLightInfo)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer);
563 // compile a shadow volume for the model based on light source
564 void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
565 // draw a shadow volume for the model based on light source
566 void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
567 // draw the lighting on a model (through stencil)
568 void(*DrawLight)(struct entity_render_s *ent, float *lightcolor, int numsurfaces, const int *surfacelist);
569 // trace a box against this model
570 void (*TraceBox)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask);
571 // fields belonging to some types of model
572 model_sprite_t sprite;
574 model_brushq1_t brushq1;
575 /* MSVC can't handle an empty struct, so this is commented out for now
576 model_brushq2_t brushq2;
578 model_brushq3_t brushq3;
579 // skin files can have different tags for each skin
580 overridetagnameset_t *data_overridetagnamesforskin;
581 // flags this model for offseting sounds to the model center (used by brush models)
586 //============================================================================
589 extern model_t *loadmodel;
590 extern qbyte *mod_base;
591 // sky/water subdivision
592 //extern cvar_t gl_subdivide_size;
593 // texture fullbrights
594 extern cvar_t r_fullbrights;
596 void Mod_Init (void);
597 #define Mod_CheckLoaded(mod) (mod ? (mod->loaded ? (mod->used = true) : (Mod_LoadModel(mod, true, true, mod->isworldmodel), true)) : false)
598 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
599 void Mod_ClearAll (void);
600 model_t *Mod_FindName (const char *name);
601 model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
602 void Mod_UnloadModel (model_t *mod);
604 void Mod_ClearUsed(void);
605 void Mod_PurgeUnused(void);
606 void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading!
607 void Mod_LoadModels(void);
609 extern model_t *loadmodel;
610 extern char loadname[32]; // for hunk tags
612 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
613 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles);
614 void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline);
615 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting);
616 void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals, qboolean areaweighting);
618 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors);
620 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
621 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors);
622 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f);
623 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f);
624 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i);
625 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable);
626 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors);
627 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius);
628 void Mod_ShadowMesh_Free(shadowmesh_t *mesh);
630 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture);
631 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, qbyte *skindata, int width, int height);
633 extern cvar_t r_mipskins;
635 typedef struct skinfileitem_s
637 struct skinfileitem_s *next;
638 char name[MAX_QPATH];
639 char replacement[MAX_QPATH];
643 typedef struct skinfile_s
645 struct skinfile_s *next;
646 skinfileitem_t *items;
650 skinfile_t *Mod_LoadSkinFiles(void);
651 void Mod_FreeSkinFiles(skinfile_t *skinfile);
652 int Mod_CountSkinFiles(skinfile_t *skinfile);
654 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
655 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
658 void Mod_BrushInit(void);
659 // used for talking to the QuakeC mainly
660 int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
661 int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
663 // a lot of model formats use the Q1BSP code, so here are the prototypes...
664 struct entity_render_s;
665 void R_Q1BSP_DrawSky(struct entity_render_s *ent);
666 void R_Q1BSP_Draw(struct entity_render_s *ent);
667 void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer);
668 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
669 void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
670 void R_Q1BSP_DrawLight(struct entity_render_s *ent, float *lightcolor, int numsurfaces, const int *surfacelist);
674 void Mod_AliasInit(void);
675 void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const struct frameblend_s *frameblend, const struct surfmesh_s *mesh, float *out3f);
676 int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
677 int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname);
680 void Mod_SpriteInit(void);
683 void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend);
684 void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend);
685 void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend);
686 void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend);
687 void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend);
688 void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend);
689 void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend);
690 void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend);
691 void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend);
692 void Mod_IDSP_Load(model_t *mod, void *buffer, void *bufferend);
693 void Mod_IDS2_Load(model_t *mod, void *buffer, void *bufferend);
695 #endif // MODEL_SHARED_H