// if set, the model contains light information (lightmap, or vertexlight)
qboolean lit;
float lightmapscale;
+
+ qboolean nolerp;
}
dp_model_t;
extern cvar_t mod_q3bsp_lightgrid_world_surfaces;
extern cvar_t mod_q3bsp_lightgrid_bsp_surfaces;
-void Mod_Init_Commands (void);
void Mod_Init (void);
void Mod_Reload (void);
dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk);