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fteqw/engine/gl/gl_model.h

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef __MODEL__
#define __MODEL__
#include "modelgen.h"
#include "spritegn.h"
struct hull_s;
struct trace_s;
struct wedict_s;
struct model_s;
struct world_s;
typedef struct {
// qboolean (*RecursiveHullCheck) (struct hull_s *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, struct trace_s *trace);
// int (*HullPointContents) (struct hull_s *hull, vec3_t p); //return FTE contents
int dummy;
} hullfuncs_t;
typedef struct {
//deals with FTECONTENTS (assumes against solid)
void (*PurgeModel) (struct model_s *mod);
qboolean (*Trace) (struct model_s *model, int hulloverride, int frame, vec3_t p1, vec3_t p2, vec3_t mins, vec3_t maxs, struct trace_s *trace);
unsigned int (*PointContents) (struct model_s *model, vec3_t p);
unsigned int (*BoxContents) (struct model_s *model, int hulloverride, int frame, vec3_t p, vec3_t mins, vec3_t maxs);
//deals with whatever is native for the bsp (gamecode is expected to distinguish this).
qboolean (*NativeTrace) (struct model_s *model, int hulloverride, int frame, vec3_t p1, vec3_t p2, vec3_t mins, vec3_t maxs, unsigned int against, struct trace_s *trace);
unsigned int (*NativeContents)(struct model_s *model, int hulloverride, int frame, vec3_t p, vec3_t mins, vec3_t maxs);
unsigned int (*FatPVS) (struct model_s *model, vec3_t org, qbyte *pvsbuffer, unsigned int buffersize, qboolean merge);
qboolean (*EdictInFatPVS) (struct model_s *model, struct pvscache_s *edict, qbyte *pvsbuffer);
void (*FindTouchedLeafs) (struct model_s *model, struct pvscache_s *ent, vec3_t cullmins, vec3_t cullmaxs); //edict system as opposed to q2 game dll system.
void (*LightPointValues) (struct model_s *model, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir);
void (*StainNode) (struct mnode_s *node, float *parms);
void (*MarkLights) (struct dlight_s *light, int bit, struct mnode_s *node);
qbyte *(*LeafPVS) (struct model_s *model, int num, qbyte *buffer, unsigned int buffersize);
int (*LeafnumForPoint) (struct model_s *model, vec3_t point);
} modelfuncs_t;
typedef struct mesh_s
{
int numvertexes;
int numindexes;
/*position within its vbo*/
unsigned int vbofirstvert;
unsigned int vbofirstelement;
/*arrays used for rendering*/
vecV_t *xyz_array;
vec3_t *normals_array; /*required for lighting*/
vec3_t *snormals_array;/*required for rtlighting*/
vec3_t *tnormals_array;/*required for rtlighting*/
vec2_t *st_array; /*texture coords*/
vec2_t *lmst_array; /*second texturecoord set (merely dubbed lightmap)*/
avec4_t *colors4f_array;/*floating point colours array*/
byte_vec4_t *colors4b_array;/*byte colours array*/
index_t *indexes;
//required for shadow volumes
int *trneighbors;
vec3_t *trnormals;
qboolean istrifan; /*if its a fan/poly/single quad (permits optimisations)*/
} mesh_t;
extern mesh_t nullmesh;
extern int gl_canbumpmap;
typedef struct batch_s
{
mesh_t **mesh; /*list must be long enough for all surfaces that will form part of this batch times two, for mirrors/portals*/
unsigned int firstmesh;
unsigned int meshes;
struct batch_s *next;
shader_t *shader;
struct texture_s *texture;
struct vbo_s *vbo;
int lightmap;
unsigned int maxmeshes;
vec3_t normal;
} batch_t;
/*
d*_t structures are on-disk representations
m*_t structures are in-memory
*/
// entity effects
#define EF_BRIGHTFIELD 1
#define EF_MUZZLEFLASH 2
#define EF_BRIGHTLIGHT 4
#define EF_DIMLIGHT 8
#define QWEF_FLAG1 16 //only applies to player entities
#define NQEF_NODRAW 16 //so packet entities are free to get this instead
#define QWEF_FLAG2 32 //only applies to player entities
#define NQEF_ADDITIVE 32 //so packet entities are free to get this instead
#define EF_BLUE 64
#define EF_RED 128
#define H2EF_NODRAW 128 //this is going to get complicated...
#define EF_NODEPTHTEST 8192 //shows through walls. :(
/*
==============================================================================
BRUSH MODELS
==============================================================================
*/
//
// in memory representation
//
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
vec3_t position;
} mvertex_t;
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define SIDE_ON 2
// plane_t structure
// !!! if this is changed, it must be changed in asm_i386.h too !!!
typedef struct mplane_s
{
vec3_t normal;
float dist;
qbyte type; // for texture axis selection and fast side tests
qbyte signbits; // signx + signy<<1 + signz<<1
qbyte pad[2];
} mplane_t;
typedef struct {
texid_t base;
texid_t bump;
texid_t upperoverlay;
texid_t loweroverlay;
texid_t specular;
texid_t fullbright;
struct shader_s *shader; //fixme: remove...
} texnums_t;
typedef struct vbo_s
{
int numvisible;
struct msurface_s **vislist;
int meshcount;
struct msurface_s **meshlist;
int vboe;
index_t *indicies;
int vbocoord;
vecV_t *coord;
int vbotexcoord;
vec2_t *texcoord;
int vbolmcoord;
vec2_t *lmcoord;
int vbonormals;
vec3_t *normals;
int vbosvector;
vec3_t *svector;
int vbotvector;
vec3_t *tvector;
int vbocolours;
vec4_t *colours4f;
} vbo_t;
void GL_SelectVBO(int vbo);
void GL_SelectEBO(int vbo);
typedef struct texture_s
{
char name[64];
unsigned width, height;
qbyte pixbytes;
qbyte alphaed; //gl_blend needed on this surface.
int parttype;
struct shader_s *shader;
int wtexno;
vbo_t vbo;
int anim_total; // total tenths in sequence ( 0 = no)
int anim_min, anim_max; // time for this frame min <=time< max
struct texture_s *anim_next; // in the animation sequence
struct texture_s *alternate_anims; // bmodels in frmae 1 use these
unsigned offsets[MIPLEVELS]; // four mip maps stored
} texture_t;
/*
typedef struct
{
float coord[3];
float texcoord[2];
float lmcoord[2];
float normals[3];
float svector[3];
float tvector[3];
} vbovertex_t;
*/
#define SURF_DRAWSKYBOX 0x00001
#define SURF_PLANEBACK 0x00002
#define SURF_DRAWSKY 0x00004
#define SURF_DRAWSPRITE 0x00008
#define SURF_DRAWTURB 0x00010
#define SURF_DRAWTILED 0x00020
#define SURF_DRAWBACKGROUND 0x00040
#define SURF_UNDERWATER 0x00080
#define SURF_DONTWARP 0x00100
#define SURF_BULLETEN 0x00200
#define SURF_NOFLAT 0x08000
#define SURF_DRAWALPHA 0x10000
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
unsigned short v[2];
unsigned int cachededgeoffset;
} medge_t;
typedef struct mtexinfo_s
{
float vecs[2][4];
float mipadjust;
texture_t *texture;
int flags;
//it's a q2 thing.
int numframes;
struct mtexinfo_s *next;
} mtexinfo_t;
#define SPECULAR
#ifdef SPECULAR
#define VERTEXSIZE 10
#else
#define VERTEXSIZE 7
#endif
typedef struct mfog_s
{
struct shader_s *shader;
mplane_t *visibleplane;
int numplanes;
mplane_t **planes;
} mfog_t;
#if MAX_SWDECALS
typedef struct decal_s {
int xpos, ypos;
struct msurface_s *owner;
struct decal_s *next;
struct decal_s *prev;
} decal_t;
#endif
typedef struct msurface_s
{
mplane_t *plane;
int flags;
int firstedge; // look up in model->surfedges[], negative numbers
int numedges; // are backwards edges
short texturemins[2];
short extents[2];
int light_s, light_t; // gl lightmap coordinates
mfog_t *fog;
mesh_t *mesh;
entity_t *ownerent;
batch_t *sbatch;
mtexinfo_t *texinfo;
struct msurface_s **mark;
int visframe; // should be drawn when node is crossed
int shadowframe;
// lighting info
int dlightframe;
int dlightbits;
int lightmaptexturenum;
qbyte styles[MAXLIGHTMAPS];
int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
qboolean cached_dlight; // true if dynamic light in cache
#ifdef PEXT_LIGHTSTYLECOL
qbyte cached_colour[MAXLIGHTMAPS];
#endif
#ifndef NOSTAINS
qboolean stained;
#endif
qbyte *samples; // [numstyles*surfsize]
#ifdef MAX_SWDECALS
decal_t *decal;
#endif
} msurface_t;
typedef struct mnode_s
{
// common with leaf
int contents; // 0, to differentiate from leafs
int visframe; // node needs to be traversed if current
int shadowframe;
float minmaxs[6]; // for bounding box culling
struct mnode_s *parent;
// node specific
mplane_t *plane;
struct mnode_s *children[2];
#ifdef Q2BSPS
int childnum[2];
#endif
unsigned short firstsurface;
unsigned short numsurfaces;
} mnode_t;
typedef struct mleaf_s
{
// common with node
int contents; // wil be a negative contents number
int visframe; // node needs to be traversed if current
int shadowframe;
float minmaxs[6]; // for bounding box culling
struct mnode_s *parent;
// leaf specific
qbyte *compressed_vis;
msurface_t **firstmarksurface;
int nummarksurfaces;
int key; // BSP sequence number for leaf's contents
qbyte ambient_sound_level[NUM_AMBIENTS];
#if defined(Q2BSPS) || defined(Q3BSPS)
int cluster;
struct mleaf_s *vischain;
#endif
#ifdef Q2BSPS
//it's a q2 thing
int area;
unsigned short firstleafbrush;
unsigned short numleafbrushes;
unsigned short firstleafface; //q3 addititions
unsigned short numleaffaces;
unsigned short numleafpatches;
unsigned short firstleafpatch;
#endif
} mleaf_t;
typedef struct
{
float mins[3], maxs[3];
float origin[3];
int headnode[MAX_MAP_HULLSM];
int visleafs; // not including the solid leaf 0
int firstface, numfaces;
qboolean hullavailable[MAX_MAP_HULLSM];
} mmodel_t;
// !!! if this is changed, it must be changed in asm_i386.h too !!!
typedef struct hull_s
{
dclipnode_t *clipnodes;
mplane_t *planes;
int firstclipnode;
int lastclipnode;
vec3_t clip_mins;
vec3_t clip_maxs;
int available;
hullfuncs_t funcs;
} hull_t;
void Q1BSP_SetHullFuncs(hull_t *hull);
void Q1BSP_SetModelFuncs(struct model_s *mod);
void Q1BSP_Init(void);
int Q1BSP_ClipDecal(vec3_t center, vec3_t normal, vec3_t tangent1, vec3_t tangent2, float size, float **out);
qboolean Q1BSP_Trace(struct model_s *model, int forcehullnum, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, struct trace_s *trace);
qboolean Q1BSP_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, struct trace_s *trace);
unsigned int Q1BSP_FatPVS (struct model_s *mod, vec3_t org, qbyte *pvsbuffer, unsigned int buffersize, qboolean add);
qboolean Q1BSP_EdictInFatPVS(struct model_s *mod, struct pvscache_s *ent, qbyte *pvs);
void Q1BSP_FindTouchedLeafs(struct model_s *mod, struct pvscache_s *ent, float *mins, float *maxs);
qbyte *Q1BSP_LeafPVS (struct model_s *model, mleaf_t *leaf, qbyte *buffer, unsigned int buffersize);
texnums_t R_InitSky (struct texture_s *mt);
/*
==============================================================================
SPRITE MODELS
==============================================================================
*/
// FIXME: shorten these?
typedef struct mspriteframe_s
{
float up, down, left, right;
shader_t *shader;
} mspriteframe_t;
mspriteframe_t *R_GetSpriteFrame (entity_t *currententity);
typedef struct
{
int numframes;
float *intervals;
mspriteframe_t *frames[1];
} mspritegroup_t;
typedef struct
{
spriteframetype_t type;
mspriteframe_t *frameptr;
} mspriteframedesc_t;
typedef struct
{
int type;
int maxwidth;
int maxheight;
int numframes;
float beamlength; // remove?
mspriteframedesc_t frames[1];
} msprite_t;
/*
==============================================================================
ALIAS MODELS
Alias models are position independent, so the cache manager can move them.
==============================================================================
*/
#if 0
typedef struct {
int s;
int t;
} mstvert_t;
typedef struct
{
int firstpose;
int numposes;
float interval;
dtrivertx_t bboxmin;
dtrivertx_t bboxmax;
vec3_t scale;
vec3_t scale_origin;
int frame;
char name[16];
} maliasframedesc_t;
typedef struct
{
dtrivertx_t bboxmin;
dtrivertx_t bboxmax;
int frame;
} maliasgroupframedesc_t;
typedef struct
{
int numframes;
int intervals;
maliasgroupframedesc_t frames[1];
} maliasgroup_t;
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct mtriangle_s {
int xyz_index[3];
int st_index[3];
int pad[2];
} mtriangle_t;
#define MAX_SKINS 32
typedef struct {
int ident;
int version;
vec3_t scale;
vec3_t scale_origin;
float boundingradius;
vec3_t eyeposition;
int numskins;
int skinwidth;
int skinheight;
int numverts;
int numtris;
int numframes;
synctype_t synctype;
int flags;
float size;
int numposes;
int poseverts;
int posedata; // numposes*poseverts trivert_t
int baseposedata; //original verts for triangles to reference
int triangles; //we need tri data for shadow volumes
int commands; // gl command list with embedded s/t
int gl_texturenum[MAX_SKINS][4];
int texels[MAX_SKINS];
maliasframedesc_t frames[1]; // variable sized
} aliashdr_t;
#define MAXALIASVERTS 2048
#define ALIAS_Z_CLIP_PLANE 5
#define MAXALIASFRAMES 256
#define MAXALIASTRIS 2048
extern aliashdr_t *pheader;
extern mstvert_t stverts[MAXALIASVERTS*2];
extern mtriangle_t triangles[MAXALIASTRIS];
extern dtrivertx_t *poseverts[MAXALIASFRAMES];
#endif
/*
========================================================================
.MD2 triangle model file format
========================================================================
*/
// LordHavoc: grabbed this from the Q2 utility source,
// renamed a things to avoid conflicts
#define MD2IDALIASHEADER (('2'<<24)+('P'<<16)+('D'<<8)+'I')
#define MD2ALIAS_VERSION 8
#define MD2MAX_SKINNAME 64 //part of the format
/*
#define MD2MAX_TRIANGLES 4096
#define MD2MAX_FRAMES 512
#define MD2MAX_VERTS 2048
#define MD2MAX_SKINS 32
// sanity checking size
#define MD2MAX_SIZE (1024*4200)
*/
typedef struct
{
short s;
short t;
} md2stvert_t;
typedef struct
{
short index_xyz[3];
short index_st[3];
} md2triangle_t;
typedef struct
{
qbyte v[3]; // scaled qbyte to fit in frame mins/maxs
qbyte lightnormalindex;
} md2trivertx_t;
/*
#define MD2TRIVERTX_V0 0
#define MD2TRIVERTX_V1 1
#define MD2TRIVERTX_V2 2
#define MD2TRIVERTX_LNI 3
#define MD2TRIVERTX_SIZE 4
*/
typedef struct
{
float scale[3]; // multiply qbyte verts by this
float translate[3]; // then add this
char name[16]; // frame name from grabbing
md2trivertx_t verts[1]; // variable sized
} md2frame_t;
// the glcmd format:
// a positive integer starts a tristrip command, followed by that many
// vertex structures.
// a negative integer starts a trifan command, followed by -x vertexes
// a zero indicates the end of the command list.
// a vertex consists of a floating point s, a floating point t,
// and an integer vertex index.
typedef struct
{
int ident;
int version;
int skinwidth;
int skinheight;
int framesize; // qbyte size of each frame
int num_skins;
int num_xyz;
int num_st; // greater than num_xyz for seams
int num_tris;
int num_glcmds; // dwords in strip/fan command list
int num_frames;
int ofs_skins; // each skin is a MAX_SKINNAME string
int ofs_st; // qbyte offset from start for stverts
int ofs_tris; // offset for dtriangles
int ofs_frames; // offset for first frame
int ofs_glcmds;
int ofs_end; // end of file
} md2_t;
//#define ALIASTYPE_MDL 1
//#define ALIASTYPE_MD2 2
//===================================================================
typedef struct
{
qbyte ambient[3];
qbyte diffuse[3];
qbyte direction[2];
} dq3gridlight_t;
typedef struct
{
unsigned char ambient[4][3];
unsigned char diffuse[4][3];
unsigned char styles[4];
unsigned char direction[2];
} rbspgridlight_t;
//q3 based
typedef struct {
int gridBounds[4]; //3 = 0*1
vec3_t gridMins;
vec3_t gridSize;
int numlightgridelems;
//rbsp specific
rbspgridlight_t *rbspelements;
unsigned short *rbspindexes;
//non-rbsp specific
dq3gridlight_t *lightgrid;
//the reason rbsp is seperate from the non-rbsp is because it allows better memory compression.
//I chose not to expand at loadtime because q3 would suffer from greater cache misses.
} q3lightgridinfo_t;
//
// Whole model
//
typedef enum {mod_brush, mod_sprite, mod_alias, mod_dummy, mod_halflife, mod_heightmap} modtype_t;
typedef enum {fg_quake, fg_quake2, fg_quake3, fg_halflife, fg_new, fg_doom} fromgame_t; //useful when we have very similar model types. (eg quake/halflife bsps)
#define EF_ROCKET 1 // leave a trail
#define EF_GRENADE 2 // leave a trail
#define EF_GIB 4 // leave a trail
#define EF_ROTATE 8 // rotate (bonus items)
#define EF_TRACER 16 // green split trail
#define EF_ZOMGIB 32 // small blood trail
#define EF_TRACER2 64 // orange split trail + rotate
#define EF_TRACER3 128 // purple trail
//hexen2 support.
#define EFH2_FIREBALL 256 // Yellow transparent trail in all directions
#define EFH2_ICE 512 // Blue-white transparent trail, with gravity
#define EFH2_MIP_MAP 1024 // This model has mip-maps
#define EFH2_SPIT 2048 // Black transparent trail with negative light
#define EFH2_TRANSPARENT 4096 // Transparent sprite
#define EFH2_SPELL 8192 // Vertical spray of particles
#define EFH2_HOLEY 16384 // Solid model with color 0
#define EFH2_SPECIAL_TRANS 32768 // Translucency through the particle table
#define EFH2_FACE_VIEW 65536 // Poly Model always faces you
#define EFH2_VORP_MISSILE 131072 // leave a trail at top and bottom of model
#define EFH2_SET_STAFF 262144 // slowly move up and left/right
#define EFH2_MAGICMISSILE 524288 // a trickle of blue/white particles with gravity
#define EFH2_BONESHARD 1048576 // a trickle of brown particles with gravity
#define EFH2_SCARAB 2097152 // white transparent particles with little gravity
#define EFH2_ACIDBALL 4194304 // Green drippy acid shit
#define EFH2_BLOODSHOT 8388608 // Blood rain shot trail
typedef union {
struct {
int numlinedefs;
int numsidedefs;
int numsectors;
} doom;
} specificmodeltype_t;
typedef struct model_s
{
char name[MAX_QPATH];
qboolean needload; // bmodels and sprites don't cache normally
qboolean tainted;
qboolean pushdepth; // bsp submodels have this flag set so you don't get z fighting on co-planar surfaces.
modtype_t type;
fromgame_t fromgame;
int numframes;
synctype_t synctype;
int flags;
int engineflags;
int particleeffect;
int particletrail;
int traildefaultindex;
//
// volume occupied by the model graphics
//
vec3_t mins, maxs;
float radius;
float clampscale;
//
// solid volume for clipping
//
qboolean clipbox;
vec3_t clipmins, clipmaxs;
//
// brush model
//
int firstmodelsurface, nummodelsurfaces;
int numsubmodels;
mmodel_t *submodels;
int numplanes;
mplane_t *planes;
int numleafs; // number of visible leafs, not counting 0
mleaf_t *leafs;
int numvertexes;
mvertex_t *vertexes;
int numedges;
medge_t *edges;
int numnodes;
mnode_t *nodes;
int numtexinfo;
mtexinfo_t *texinfo;
int numsurfaces;
msurface_t *surfaces;
int numsurfedges;
int *surfedges;
int numclipnodes;
dclipnode_t *clipnodes;
int nummarksurfaces;
msurface_t **marksurfaces;
hull_t hulls[MAX_MAP_HULLSM];
int numtextures;
texture_t **textures;
qbyte *visdata;
void *vis;
qbyte *lightdata;
qbyte *deluxdata;
q3lightgridinfo_t *lightgrid;
char *entities;
void *terrain;
batch_t *batches;
unsigned checksum;
unsigned checksum2;
modelfuncs_t funcs;
//
// additional model data
//
cache_user_t cache; // only access through Mod_Extradata
} model_t;
#define MDLF_ENGULPHS 0x001 // particle effect engulphs model (don't draw)
#define MDLF_NODEFAULTTRAIL 0x002
#define MDLF_RGBLIGHTING 0x004
#define MDLF_PLAYER 0x008 // players have specific lighting values
#define MDLF_FLAME 0x010 // can be excluded with r_drawflame, fullbright render hack
#define MDLF_DOCRC 0x020 // model needs CRC built
#define MDLF_NEEDOVERBRIGHT 0x040 // only overbright these models with gl_overbright_all set
#define MDLF_BOLT 0x080 // doesn't produce shadows
#define MDLF_NOTREPLACEMENTS 0x100 // can be considered a cheat, disable texture replacements
//============================================================================
/*
void Mod_Init (void);
void Mod_ClearAll (void);
model_t *Mod_ForName (char *name, qboolean crash);
model_t *Mod_FindName (char *name);
void *Mod_Extradata (model_t *mod); // handles caching
void Mod_TouchModel (char *name);
mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
qbyte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
*/
#endif // __MODEL__
#ifdef Q2BSPS
void CM_InitBoxHull (void);
#ifdef __cplusplus
//#pragma message (" c++ stinks")
#else
void CM_Init(void);
qboolean CM_SetAreaPortalState (struct model_s *mod, int portalnum, qboolean open);
qboolean CM_HeadnodeVisible (struct model_s *mod, int nodenum, qbyte *visbits);
qboolean VARGS CM_AreasConnected (struct model_s *mod, int area1, int area2);
int CM_NumClusters (struct model_s *mod);
int CM_ClusterSize (struct model_s *mod);
int CM_LeafContents (struct model_s *mod, int leafnum);
int CM_LeafCluster (struct model_s *mod, int leafnum);
int CM_LeafArea (struct model_s *mod, int leafnum);
int CM_WriteAreaBits (struct model_s *mod, qbyte *buffer, int area);
int CM_PointLeafnum (struct model_s *mod, vec3_t p);
qbyte *CM_ClusterPVS (struct model_s *mod, int cluster, qbyte *buffer, unsigned int buffersize);
qbyte *CM_ClusterPHS (struct model_s *mod, int cluster);
int CM_BoxLeafnums (struct model_s *mod, vec3_t mins, vec3_t maxs, int *list, int listsize, int *topnode);
int CM_PointContents (struct model_s *mod, vec3_t p);
int CM_TransformedPointContents (struct model_s *mod, vec3_t p, int headnode, vec3_t origin, vec3_t angles);
struct trace_s CM_BoxTrace (struct model_s *mod, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int brushmask);
int CM_HeadnodeForBox (struct model_s *mod, vec3_t mins, vec3_t maxs);
struct trace_s CM_TransformedBoxTrace (struct model_s *mod, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int brushmask, vec3_t origin, vec3_t angles);
struct model_s *CM_TempBoxModel(vec3_t mins, vec3_t maxs);
void VARGS CMQ2_SetAreaPortalState (int portalnum, qboolean open);
void CMQ3_SetAreaPortalState (int area1, int area2, qboolean open);
#endif
#endif //Q2BSPS
typedef struct
{
aliasskintype_t type;
void *pcachespot;
int skin;
} maliasskindesc_t;
typedef struct
{
int numskins;
int intervals;
maliasskindesc_t skindescs[1];
} maliasskingroup_t;