*/
-typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3, mod_obj, mod_null} modtype_t;
+typedef enum modtype_e {mod_invalid, mod_brushq1, mod_sprite, mod_alias, mod_brushq2, mod_brushq3, mod_brushhl2, mod_obj, mod_null} modtype_t;
typedef struct animscene_s
{
int num_firstcollisiontriangle; // q3bsp only
int num_collisiontriangles; // number of triangles (if surface has collisions enabled)
int num_collisionvertices; // number of vertices referenced by collision triangles (if surface has collisions enabled)
+
+ // used by Mod_Mesh_Finalize when building sortedmodelsurfaces
+ qbool included;
}
msurface_t;
#include "model_q1bsp.h"
#include "model_q2bsp.h"
#include "model_q3bsp.h"
+#include "model_vbsp.h"
#include "model_sprite.h"
#include "model_alias.h"
// all models use textures...
rtexturepool_t *texturepool;
// EF_* flags (translated from the model file's different flags layout)
- int effects;
+ unsigned effects;
// number of QC accessible frame(group)s in the model
int numframes;
// number of QC accessible skin(group)s in the model
void Mod_Mesh_Reset(model_t *mod);
texture_t *Mod_Mesh_GetTexture(model_t *mod, const char *name, int defaultdrawflags, int defaulttexflags, int defaultmaterialflags);
msurface_t *Mod_Mesh_AddSurface(model_t *mod, texture_t *tex, qbool batchwithprevioussurface);
-void Mod_Mesh_CheckResize_Vertex(model_t *mod, msurface_t *surf);
-int Mod_Mesh_AddVertex(model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a);
int Mod_Mesh_IndexForVertex(model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a);
void Mod_Mesh_AddTriangle(model_t *mod, msurface_t *surf, int e0, int e1, int e2);
void Mod_Mesh_Validate(model_t *mod);
void Mod_HLBSP_Load(model_t *mod, void *buffer, void *bufferend);
void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend);
void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_VBSP_Load(model_t *mod, void *buffer, void *bufferend);
void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend);
void Mod_OBJ_Load(model_t *mod, void *buffer, void *bufferend);
void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend);