// mark and sweep garbage collection, this value is updated to a new value
// on each level change for the used skinframes, if some are not used they
// are freed
- int loadsequence;
+ unsigned int loadsequence;
// indicates whether this texture has transparent pixels
qboolean hasalpha;
// average texture color, if applicable
qboolean qgeneratemerged;
qboolean qgeneratenmap;
qboolean qgenerateglow;
- // for q2 wal files we have some extra info
- int q2flags;
- int q2value;
- int q2contents;
- // we could also store the q2animname from the wal but we have no current need of it
}
skinframe_t;
qboolean isbsp2rmqe;
// true if this model is a BSP2 .bsp file (expanded 32bit bsp format for DarkPlaces, others?)
qboolean isbsp2;
- // true if this model is a Quake2 .bsp file (IBSP46)
+ // true if this model is a Quake2 .bsp file (IBSP38)
qboolean isq2bsp;
+ // true if this model is a Quake3 .bsp file (IBSP46)
+ qboolean isq3bsp;
+ // true if this model is a Quake1/Quake2 .bsp file where skymasking capability exists
+ qboolean skymasking;
// string of entity definitions (.map format)
char *entities;