// compile a shadow volume for the model based on light source
void(*CompileShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist);
// draw a shadow volume for the model based on light source
- void(*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(*DrawShadowVolume)(struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
// draw the lighting on a model (through stencil)
void(*DrawLight)(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs);
// trace a box against this model
// flags this model for offseting sounds to the model center (used by brush models)
int soundfromcenter;
}
-model_t;
+dp_model_t;
//============================================================================
// model loading
-extern model_t *loadmodel;
+extern dp_model_t *loadmodel;
extern unsigned char *mod_base;
// sky/water subdivision
//extern cvar_t gl_subdivide_size;
void Mod_Init (void);
void Mod_Reload (void);
-model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
-model_t *Mod_FindName (const char *name);
-model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
-void Mod_UnloadModel (model_t *mod);
+dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
+dp_model_t *Mod_FindName (const char *name);
+dp_model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel);
+void Mod_UnloadModel (dp_model_t *mod);
void Mod_ClearUsed(void);
void Mod_PurgeUnused(void);
-void Mod_RemoveStaleWorldModels(model_t *skip); // only used during loading!
+void Mod_RemoveStaleWorldModels(dp_model_t *skip); // only used during loading!
-extern model_t *loadmodel;
+extern dp_model_t *loadmodel;
extern char loadname[32]; // for hunk tags
int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices);
void R_Q1BSP_DrawDebug(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_DrawShadowVolume(struct entity_render_s *ent, const vec3_t relativelightorigin, const 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);
-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);
+int Mod_Alias_GetTagMatrix(const dp_model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix);
+int Mod_Alias_GetTagIndexForName(const dp_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);
+void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_IDSP_Load(dp_model_t *mod, void *buffer, void *bufferend);
+void Mod_IDS2_Load(dp_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);
+qboolean Mod_CanSeeBox_Trace(int numsamples, float t, dp_model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX);
#endif // MODEL_SHARED_H