int *data_collisionelement3i; // q3bsp
int num_collisionvertices; // q3bsp
float *data_collisionvertex3f; // q3bsp
+ float *data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles
+ int num_collisionstride;
struct q3deffect_s *effect; // q3bsp
// FIXME: collisionmarkframe should be kept in a separate array
int collisionmarkframe; // q3bsp // don't collide twice in one trace