+int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture);
+int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette);
+
+extern cvar_t r_mipskins;
+
+typedef struct skinfileitem_s
+{
+ struct skinfileitem_s *next;
+ char name[MAX_QPATH];
+ char replacement[MAX_QPATH];
+}
+skinfileitem_t;
+
+typedef struct skinfile_s
+{
+ struct skinfile_s *next;
+ skinfileitem_t *items;
+}
+skinfile_t;
+
+skinfile_t *Mod_LoadSkinFiles(void);
+void Mod_FreeSkinFiles(skinfile_t *skinfile);
+int Mod_CountSkinFiles(skinfile_t *skinfile);
+
+void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap);
+int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f);
+void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer);
+
+// bsp models
+void Mod_BrushInit(void);
+// used for talking to the QuakeC mainly
+int Mod_Q1BSP_NativeContentsFromSuperContents(struct model_s *model, int supercontents);
+int Mod_Q1BSP_SuperContentsFromNativeContents(struct model_s *model, int nativecontents);
+
+// a lot of model formats use the Q1BSP code, so here are the prototypes...
+struct entity_render_s;
+void R_Q1BSP_DrawSky(struct entity_render_s *ent);
+void R_Q1BSP_Draw(struct entity_render_s *ent);
+void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs);
+void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
+void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
+void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
+
+// alias models
+struct frameblend_s;
+void Mod_AliasInit(void);
+void Mod_Alias_GetMesh_Vertices(const model_t *model, const struct frameblend_s *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f);
+int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
+int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname);
+
+// sprite models
+void Mod_SpriteInit(void);
+
+// loaders
+void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_IDSP_Load(model_t *mod, void *buffer, void *bufferend);
+void Mod_IDS2_Load(model_t *mod, void *buffer, void *bufferend);
+
+// utility
+qboolean Mod_CanSeeBox_Trace(int numsamples, float t, model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX);
+
+#endif // MODEL_SHARED_H