#define MATERIALFLAG_WATERALPHA 16
// draw with no lighting
#define MATERIALFLAG_FULLBRIGHT 32
-// drawn as a normal lightmapped wall
+// drawn as a normal surface (alternative to SKY)
#define MATERIALFLAG_WALL 64
-// swirling water effect
-#define MATERIALFLAG_WATER 128
-// this surface shows the sky
+// this surface shows the sky in its place, alternative to WALL
// skipped if transparent
-#define MATERIALFLAG_SKY 256
+#define MATERIALFLAG_SKY 128
+// swirling water effect (used with MATERIALFLAG_WALL)
+#define MATERIALFLAG_WATERSCROLL 256
// skips drawing the surface
#define MATERIALFLAG_NODRAW 512
// probably used only on q1bsp water
#define MATERIALFLAG_REFRACTION 524288
// render reflection
#define MATERIALFLAG_REFLECTION 1048576
-// render water, comprising refraction and reflection (note: this is always opaque, the shader does the alpha effect)
-#define MATERIALFLAG_SORTTRANSPARENT 2097152
+// use model lighting on this material (q1bsp lightmap sampling or q3bsp lightgrid, implies FULLBRIGHT is false)
+#define MATERIALFLAG_MODELLIGHT 4194304
+// add directional model lighting to this material (q3bsp lightgrid only)
+#define MATERIALFLAG_MODELLIGHT_DIRECTIONAL 8388608
// combined mask of all attributes that require depth sorted rendering
-#define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_SORTTRANSPARENT | MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)
+#define MATERIALFLAGMASK_DEPTHSORTED (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)
typedef struct medge_s
{