1 #define LUMP_ENTITIES 0
6 #define LUMP_LEAFSURFACES 5
7 #define LUMP_LEAFBRUSHES 6
10 #define LUMP_BRUSHSIDES 9
11 #define LUMP_DRAWVERTS 10
12 #define LUMP_DRAWINDEXES 11
14 #define LUMP_SURFACES 13
15 #define LUMP_LIGHTMAPS 14
16 #define LUMP_LIGHTGRID 15
17 #define LUMP_VISIBILITY 16
18 #define HEADER_LUMPS 17
28 lump_t lumps[HEADER_LUMPS];
38 int children[2]; // negative numbers are -(leafs+1), not nodes
39 int mins[3]; // for frustom culling
44 int cluster; // -1 = opaque cluster (do I still store these?)
47 int mins[3]; // for frustum culling
77 int lightmapX, lightmapY;
78 int lightmapWidth, lightmapHeight;
80 vec3_t lightmapOrigin;
81 vec3_t lightmapVecs[3]; // for patches, [0] and [1] are lodbounds
88 int planeNum; // positive plane side faces out of the leaf
95 int shaderNum; // the shader that determines the contents flags
106 #define MAX_MAP_VISIBILITY 0x200000
107 #define MAX_MAP_NODES 0x20000
108 #define MAX_MAP_PLANES 0x20000
109 #define MAX_MAP_LEAFS 0x20000
111 extern int numVisBytes;
113 extern int numplanes;
115 extern int numDrawVerts;
116 extern int numDrawSurfaces;
117 extern int numleafsurfaces;
118 extern int numbrushes;
119 extern int numbrushsides;
120 extern int numleafbrushes;
122 extern dnode_t *dnodes;
123 extern dplane_t *dplanes;
124 extern dleaf_t *dleafs;
125 extern byte *visBytes;
126 extern qdrawVert_t *drawVerts;
127 extern dsurface_t *drawSurfaces;
128 extern int *dleafsurfaces;
129 extern dbrush_t *dbrushes;
130 extern dbrushside_t *dbrushsides;
131 extern int *dleafbrushes;
133 bool LoadBSPFile( const char *filename );