+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;
+
+struct model_s;
+void Mod_Q1BSP_Load(struct model_s *mod, void *buffer);
+void Mod_IBSP_Load(struct model_s *mod, void *buffer);
+void Mod_MAP_Load(struct model_s *mod, void *buffer);
+void Mod_BrushInit(void);
+
+// Q2 bsp stuff
+
+#define Q2BSPVERSION 38
+
+// leaffaces, leafbrushes, planes, and verts are still bounded by
+// 16 bit short limits
+
+//=============================================================================
+
+#define Q2LUMP_ENTITIES 0
+#define Q2LUMP_PLANES 1
+#define Q2LUMP_VERTEXES 2
+#define Q2LUMP_VISIBILITY 3
+#define Q2LUMP_NODES 4
+#define Q2LUMP_TEXINFO 5
+#define Q2LUMP_FACES 6
+#define Q2LUMP_LIGHTING 7
+#define Q2LUMP_LEAFS 8
+#define Q2LUMP_LEAFFACES 9
+#define Q2LUMP_LEAFBRUSHES 10
+#define Q2LUMP_EDGES 11
+#define Q2LUMP_SURFEDGES 12
+#define Q2LUMP_MODELS 13
+#define Q2LUMP_BRUSHES 14
+#define Q2LUMP_BRUSHSIDES 15
+#define Q2LUMP_POP 16
+#define Q2LUMP_AREAS 17
+#define Q2LUMP_AREAPORTALS 18
+#define Q2HEADER_LUMPS 19
+
+typedef struct
+{
+ int ident;
+ int version;
+ lump_t lumps[HEADER_LUMPS];
+} q2dheader_t;
+
+typedef struct
+{
+ float mins[3], maxs[3];
+ float origin[3]; // for sounds or lights
+ int headnode;
+ int firstface, numfaces; // submodels just draw faces
+ // without walking the bsp tree
+} q2dmodel_t;
+
+// planes (x&~1) and (x&~1)+1 are always opposites
+
+// contents flags are seperate bits
+// a given brush can contribute multiple content bits
+// multiple brushes can be in a single leaf
+
+// these definitions also need to be in q_shared.h!
+
+// lower bits are stronger, and will eat weaker brushes completely
+#define Q2CONTENTS_SOLID 1 // an eye is never valid in a solid
+#define Q2CONTENTS_WINDOW 2 // translucent, but not watery
+#define Q2CONTENTS_AUX 4
+#define Q2CONTENTS_LAVA 8
+#define Q2CONTENTS_SLIME 16
+#define Q2CONTENTS_WATER 32
+#define Q2CONTENTS_MIST 64
+#define Q2LAST_VISIBLE_CONTENTS 64
+
+// remaining contents are non-visible, and don't eat brushes
+
+#define Q2CONTENTS_AREAPORTAL 0x8000
+
+#define Q2CONTENTS_PLAYERCLIP 0x10000
+#define Q2CONTENTS_MONSTERCLIP 0x20000
+
+// currents can be added to any other contents, and may be mixed
+#define Q2CONTENTS_CURRENT_0 0x40000
+#define Q2CONTENTS_CURRENT_90 0x80000
+#define Q2CONTENTS_CURRENT_180 0x100000
+#define Q2CONTENTS_CURRENT_270 0x200000
+#define Q2CONTENTS_CURRENT_UP 0x400000
+#define Q2CONTENTS_CURRENT_DOWN 0x800000
+
+#define Q2CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
+
+#define Q2CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
+#define Q2CONTENTS_DEADMONSTER 0x4000000
+#define Q2CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
+#define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
+#define Q2CONTENTS_LADDER 0x20000000