--- /dev/null
+/*
+Copyright (C) 1996-1997 Id Software, Inc.
+
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+
+See the GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
+*/
+
+#ifndef MODEL_ALIAS_H
+#define MODEL_ALIAS_H
+
+/*
+==============================================================================
+
+ALIAS MODELS
+
+Alias models are position independent, so the cache manager can move them.
+==============================================================================
+*/
+
+#include "modelgen.h"
+
+typedef struct daliashdr_s
+{
+ int ident;
+ int version;
+ vec3_t scale;
+ vec3_t scale_origin;
+ float boundingradius;
+ vec3_t eyeposition;
+ int numskins;
+ int skinwidth;
+ int skinheight;
+ int numverts;
+ int numtris;
+ int numframes;
+ synctype_t synctype;
+ int flags;
+ float size;
+}
+daliashdr_t;
+
+/*
+========================================================================
+
+.MD2 triangle model file format
+
+========================================================================
+*/
+
+// LordHavoc: grabbed this from the Q2 utility source,
+// renamed a things to avoid conflicts
+
+#define MD2ALIAS_VERSION 8
+#define MD2_SKINNAME 64
+
+typedef struct md2stvert_s
+{
+ short s;
+ short t;
+} md2stvert_t;
+
+typedef struct md2triangle_s
+{
+ short index_xyz[3];
+ short index_st[3];
+} md2triangle_t;
+
+typedef struct md2frame_s
+{
+ float scale[3]; // multiply byte verts by this
+ float translate[3]; // then add this
+ char name[16]; // frame name from grabbing
+} md2frame_t;
+
+// the glcmd format:
+// a positive integer starts a tristrip command, followed by that many
+// vertex structures.
+// a negative integer starts a trifan command, followed by -x vertexes
+// a zero indicates the end of the command list.
+// a vertex consists of a floating point s, a floating point t,
+// and an integer vertex index.
+
+
+typedef struct md2_s
+{
+ int ident;
+ int version;
+
+ int skinwidth;
+ int skinheight;
+ int framesize; // byte size of each frame
+
+ int num_skins;
+ int num_xyz;
+ int num_st; // greater than num_xyz for seams
+ int num_tris;
+ int num_glcmds; // dwords in strip/fan command list
+ int num_frames;
+
+ int ofs_skins; // each skin is a MAX_SKINNAME string
+ int ofs_st; // byte offset from start for stverts
+ int ofs_tris; // offset for dtriangles
+ int ofs_frames; // offset for first frame
+ int ofs_glcmds;
+ int ofs_end; // end of file
+} md2_t;
+
+// all md3 ints, floats, and shorts, are little endian, and thus need to be
+// passed through LittleLong/LittleFloat/LittleShort to avoid breaking on
+// bigendian machines
+#define MD3VERSION 15
+#define MD3NAME 64
+#define MD3FRAMENAME 16
+
+// the origin is at 1/64th scale
+// the pitch and yaw are encoded as 8 bits each
+typedef struct md3vertex_s
+{
+ short origin[3];
+ unsigned char pitch;
+ unsigned char yaw;
+}
+md3vertex_t;
+
+// one per frame
+typedef struct md3frameinfo_s
+{
+ float mins[3];
+ float maxs[3];
+ float origin[3];
+ float radius;
+ char name[MD3FRAMENAME];
+}
+md3frameinfo_t;
+
+// one per tag per frame
+typedef struct md3tag_s
+{
+ char name[MD3NAME];
+ float origin[3];
+ float rotationmatrix[9];
+}
+md3tag_t;
+
+// one per shader per mesh
+typedef struct md3shader_s
+{
+ char name[MD3NAME];
+ // engine field (yes this empty int does exist in the file)
+ int shadernum;
+}
+md3shader_t;
+
+// one per mesh per model
+//
+// note that the lump_ offsets in this struct are relative to the beginning
+// of the mesh struct
+//
+// to find the next mesh in the file, you must go to lump_end, which puts you
+// at the beginning of the next mesh
+typedef struct md3mesh_s
+{
+ char identifier[4]; // "IDP3"
+ char name[MD3NAME];
+ int flags;
+ int num_frames;
+ int num_shaders;
+ int num_vertices;
+ int num_triangles;
+ int lump_elements;
+ int lump_shaders;
+ int lump_texcoords;
+ int lump_framevertices;
+ int lump_end;
+}
+md3mesh_t;
+
+// this struct is at the beginning of the md3 file
+//
+// note that the lump_ offsets in this struct are relative to the beginning
+// of the header struct (which is the beginning of the file)
+typedef struct md3modelheader_s
+{
+ char identifier[4]; // "IDP3"
+ int version; // 15
+ char name[MD3NAME];
+ int flags;
+ int num_frames;
+ int num_tags;
+ int num_meshes;
+ int num_skins;
+ int lump_frameinfo;
+ int lump_tags;
+ int lump_meshes;
+ int lump_end;
+}
+md3modelheader_t;
+
+typedef struct aliastag_s
+{
+ char name[MD3NAME];
+ float matrixgl[12];
+}
+aliastag_t;
+
+typedef struct aliasbone_s
+{
+ char name[MD3NAME];
+ int flags;
+ int parent; // -1 for no parent
+}
+aliasbone_t;
+
+#include "model_zymotic.h"
+
+#include "model_dpmodel.h"
+
+#include "model_psk.h"
+
+#include "model_iqm.h"
+
+// for decoding md3 model latlong vertex normals
+extern float mod_md3_sin[320];
+
+extern cvar_t r_skeletal_debugbone;
+extern cvar_t r_skeletal_debugbonecomponent;
+extern cvar_t r_skeletal_debugbonevalue;
+extern cvar_t r_skeletal_debugtranslatex;
+extern cvar_t r_skeletal_debugtranslatey;
+extern cvar_t r_skeletal_debugtranslatez;
+
+void *Mod_Skeletal_AnimateVertices_AllocBuffers(size_t nbytes);
+
+#endif
+