byte *lightdata;
char *entities;
+ int numportals;
+ mportal_t *portals;
+
+ int numportalpoints;
+ mvertex_t *portalpoints;
+
// LordHavoc: useful for sprites and models
int numtris;
int numskins;
//============================================================================
-void Mod_Init (void);
-void Mod_ClearAll (void);
+// used to avoid setting up submodels in non-world bmodels
+extern qboolean isworldmodel;
+// model loading
+extern model_t *loadmodel;
+extern byte *mod_base;
+// sky/water subdivision
+extern cvar_t gl_subdivide_size;
+// texture fullbrights
+extern cvar_t r_fullbrights;
+
+void Mod_Init (void);
+void Mod_ClearAll (void);
model_t *Mod_ForName (char *name, qboolean crash);
-void *Mod_Extradata (model_t *mod); // handles caching
-void Mod_TouchModel (char *name);
+void *Mod_Extradata (model_t *mod); // handles caching
+void Mod_TouchModel (char *name);
mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
-byte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
+byte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
-extern model_t *loadmodel;
-extern char loadname[32]; // for hunk tags
+extern model_t *loadmodel;
+extern char loadname[32]; // for hunk tags
extern model_t *Mod_LoadModel (model_t *mod, qboolean crash);
extern float RadiusFromBounds (vec3_t mins, vec3_t maxs);
extern model_t *Mod_FindName (char *name);
+
#endif // __MODEL__