+typedef struct svbspmesh_s
+{
+ struct svbspmesh_s *next;
+ int numverts, maxverts;
+ int numtriangles, maxtriangles;
+ float *verts;
+ int *elements;
+}
+svbspmesh_t;
+
+typedef struct mlight_s
+{
+ // location of light
+ vec3_t origin;
+ // distance attenuation scale (smaller is a larger light)
+ float falloff;
+ // color and brightness combined
+ vec3_t light;
+ // brightness bias, used for limiting radius without a hard edge
+ float subtract;
+ // spotlight direction
+ vec3_t spotdir;
+ // cosine of spotlight cone angle (or 0 if not a spotlight)
+ float spotcone;
+ // distance bias (larger value is softer and darker)
+ float distbias;
+ // light style controlling this light
+ int style;
+ // maximum extent of the light for shading purposes
+ float lightradius;
+ // maximum extent of the light for culling purposes
+ float cullradius;
+ float cullradius2;
+ /*
+ // surfaces this shines on
+ int numsurfaces;
+ msurface_t **surfaces;
+ // lit area
+ vec3_t mins, maxs;
+ // precomputed shadow volume meshs
+ //svbspmesh_t *shadowvolume;
+ //vec3_t shadowvolumemins, shadowvolumemaxs;
+ shadowmesh_t *shadowvolume;
+ */
+}
+mlight_t;
+