]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/q3map2.h
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[xonotic/netradiant.git] / tools / quake3 / q3map2 / q3map2.h
index 68ea5f6dbb6287a46e38cc70165ab042a63d984e..b3402c7124462b909b15c719ea98a0b5382ccbc9 100644 (file)
-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA\r
-\r
-----------------------------------------------------------------------------------\r
-\r
-This code has been altered significantly from its original form, to support\r
-several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-\r
-\r
-/* marker */\r
-#ifndef Q3MAP2_H\r
-#define Q3MAP2_H\r
-\r
-\r
-\r
-/* version */\r
-#define Q3MAP_VERSION  "2.5.11"\r
-#define Q3MAP_MOTD             "A well-oiled toaster oven"\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-dependencies\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/* platform-specific */\r
-#if defined( __linux__ ) || defined( __APPLE__ )\r
-       #define Q_UNIX\r
-#endif\r
-\r
-#ifdef Q_UNIX\r
-       #include <unistd.h>\r
-       #include <pwd.h>\r
-       #include <limits.h>\r
-#endif\r
-\r
-#ifdef _WIN32\r
-       #include <windows.h>\r
-#endif\r
-\r
-\r
-/* general */\r
-#include "version.h"                   /* ttimo: might want to guard that if built outside of the GtkRadiant tree */\r
-\r
-#include "cmdlib.h"\r
-#include "mathlib.h"\r
-#include "md5lib.h"\r
-#include "ddslib.h"\r
-\r
-#include "picomodel.h"\r
-\r
-#include "scriplib.h"\r
-#include "polylib.h"\r
-#include "imagelib.h"\r
-#include "qthreads.h"\r
-#include "inout.h"\r
-#include "vfs.h"\r
-#include "png.h"\r
-#include "radiant_jpeglib.h"\r
-\r
-#include <stdlib.h>\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-port-related hacks\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-#define MAC_STATIC_HACK                        0\r
-#if defined( __APPLE__ ) && MAC_STATIC_HACK \r
-       #define MAC_STATIC                      static\r
-#else\r
-       #define MAC_STATIC                      \r
-#endif\r
-\r
-#if 1\r
-       #ifdef _WIN32\r
-               #define Q_stricmp                       stricmp\r
-               #define Q_strncasecmp           strnicmp\r
-       #else\r
-               #define Q_stricmp                       strcasecmp\r
-               #define Q_strncasecmp           strncasecmp\r
-       #endif\r
-#endif\r
-\r
-/* macro version */\r
-#define VectorMA( a, s, b, c ) ((c)[ 0 ] = (a)[ 0 ] + (s) * (b)[ 0 ], (c)[ 1 ] = (a)[ 1 ] + (s) * (b)[ 1 ], (c)[ 2 ] = (a)[ 2 ] + (s) * (b)[ 2 ])\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-constants\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/* general */\r
-#define MAX_QPATH                              64\r
-\r
-#define MAX_IMAGES                             512\r
-#define DEFAULT_IMAGE                  "*default"\r
-\r
-#define MAX_MODELS                             512\r
-\r
-#define        DEF_BACKSPLASH_FRACTION 0.05f   /* 5% backsplash by default */\r
-#define        DEF_BACKSPLASH_DISTANCE 23\r
-\r
-#define DEF_RADIOSITY_BOUNCE   1.0f    /* ydnar: default to 100% re-emitted light */\r
-\r
-#define        MAX_SHADER_INFO                 8192\r
-#define MAX_CUST_SURFACEPARMS  64\r
-\r
-#define        SHADER_MAX_VERTEXES             1000\r
-#define        SHADER_MAX_INDEXES              (6 * SHADER_MAX_VERTEXES)\r
-\r
-#define MAX_JITTERS                            256\r
-\r
-\r
-/* epair parsing (note case-sensitivity directive) */\r
-#define CASE_INSENSITIVE_EPAIRS        1\r
-\r
-#if CASE_INSENSITIVE_EPAIRS\r
-       #define EPAIR_STRCMP            Q_stricmp\r
-#else\r
-       #define EPAIR_STRCMP            strcmp\r
-#endif\r
-\r
-\r
-/* ydnar: compiler flags, because games have widely varying content/surface flags */\r
-#define C_SOLID                                        0x00000001\r
-#define C_TRANSLUCENT                  0x00000002\r
-#define C_STRUCTURAL                   0x00000004\r
-#define C_HINT                                 0x00000008\r
-#define C_NODRAW                               0x00000010\r
-#define C_LIGHTGRID                            0x00000020\r
-#define C_ALPHASHADOW                  0x00000040\r
-#define C_LIGHTFILTER                  0x00000080\r
-#define C_VERTEXLIT                            0x00000100\r
-#define C_LIQUID                               0x00000200\r
-#define C_FOG                                  0x00000400\r
-#define C_SKY                                  0x00000800\r
-#define C_ORIGIN                               0x00001000\r
-#define C_AREAPORTAL                   0x00002000\r
-#define C_ANTIPORTAL                   0x00004000      /* like hint, but doesn't generate portals */\r
-#define C_SKIP                                 0x00008000      /* like hint, but skips this face (doesn't split bsp) */\r
-#define C_NOMARKS                              0x00010000      /* no decals */\r
-\r
-#define C_DETAIL                               0x08000000      /* THIS MUST BE THE SAME AS IN RADIANT! */\r
-\r
-\r
-/* shadow flags */\r
-#define WORLDSPAWN_CAST_SHADOWS        1\r
-#define WORLDSPAWN_RECV_SHADOWS        1\r
-#define ENTITY_CAST_SHADOWS            0\r
-#define ENTITY_RECV_SHADOWS            1\r
-\r
-\r
-/* bsp */\r
-#define        MAX_PATCH_SIZE                  32\r
-#define        MAX_BRUSH_SIDES                 1024\r
-#define MAX_BUILD_SIDES                        300\r
-\r
-#define        MAX_EXPANDED_AXIS               128\r
-\r
-#define        CLIP_EPSILON                    0.1f\r
-#define        PLANESIDE_EPSILON               0.001f\r
-#define        PLANENUM_LEAF                   -1\r
-\r
-#define        HINT_PRIORITY                   1000            /* ydnar: force hint splits first and antiportal/areaportal splits last */\r
-#define ANTIPORTAL_PRIORITY            -1000\r
-#define AREAPORTAL_PRIORITY            -1000\r
-\r
-#define        PSIDE_FRONT                             1\r
-#define        PSIDE_BACK                              2\r
-#define        PSIDE_BOTH                              (PSIDE_FRONT | PSIDE_BACK)\r
-#define        PSIDE_FACING                    4\r
-\r
-#define BPRIMIT_UNDEFINED              0\r
-#define BPRIMIT_OLDBRUSHES             1\r
-#define BPRIMIT_NEWBRUSHES             2\r
-\r
-\r
-/* vis */\r
-#define        VIS_HEADER_SIZE                 8\r
-\r
-#define SEPERATORCACHE                 /* seperator caching helps a bit */\r
-\r
-#define        PORTALFILE                              "PRT1"\r
-\r
-#define        MAX_PORTALS                             32768\r
-#define MAX_SEPERATORS                 MAX_POINTS_ON_WINDING\r
-#define        MAX_POINTS_ON_FIXED_WINDING     24      /* ydnar: increased this from 12 at the expense of more memory */\r
-#define        MAX_PORTALS_ON_LEAF             128\r
-\r
-\r
-/* light */\r
-#define EMIT_POINT                             0\r
-#define EMIT_AREA                              1\r
-#define EMIT_SPOT                              2\r
-#define EMIT_SUN                               3\r
-\r
-#define LIGHT_ATTEN_LINEAR             1\r
-#define LIGHT_ATTEN_ANGLE              2\r
-#define LIGHT_ATTEN_DISTANCE   4\r
-#define LIGHT_TWOSIDED                 8\r
-#define LIGHT_GRID                             16\r
-#define LIGHT_SURFACES                 32\r
-#define LIGHT_DARK                             64              /* probably never use this */\r
-#define LIGHT_FAST                             256\r
-#define LIGHT_FAST_TEMP                        512\r
-#define LIGHT_FAST_ACTUAL              (LIGHT_FAST | LIGHT_FAST_TEMP)\r
-#define LIGHT_NEGATIVE                 1024\r
-\r
-#define LIGHT_SUN_DEFAULT              (LIGHT_ATTEN_ANGLE | LIGHT_GRID | LIGHT_SURFACES)\r
-#define LIGHT_AREA_DEFAULT             (LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES)        /* q3a and wolf are the same */\r
-#define LIGHT_Q3A_DEFAULT              (LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES | LIGHT_FAST)\r
-#define LIGHT_WOLF_DEFAULT             (LIGHT_ATTEN_LINEAR | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES | LIGHT_FAST)\r
-\r
-#define MAX_TRACE_TEST_NODES   256\r
-#define DEFAULT_INHIBIT_RADIUS 1.5f\r
-\r
-#define LUXEL_EPSILON                  0.125f\r
-#define VERTEX_EPSILON                 -0.125f\r
-#define GRID_EPSILON                   0.0f\r
-\r
-#define DEFAULT_LIGHTMAP_SAMPLE_SIZE   16\r
-#define DEFAULT_LIGHTMAP_SAMPLE_OFFSET 1.0f\r
-#define DEFAULT_SUBDIVIDE_THRESHOLD            1.0f\r
-\r
-#define        EXTRA_SCALE                             2       /* -extrawide = -super 2 */\r
-#define        EXTRAWIDE_SCALE                 2       /* -extrawide = -super 2 -filter */\r
-\r
-#define CLUSTER_UNMAPPED               -1\r
-#define CLUSTER_OCCLUDED               -2\r
-#define CLUSTER_FLOODED                        -3\r
-\r
-#define VERTEX_LUXEL_SIZE              3\r
-#define BSP_LUXEL_SIZE                 3\r
-#define RAD_LUXEL_SIZE                 3\r
-#define SUPER_LUXEL_SIZE               4\r
-#define SUPER_ORIGIN_SIZE              3\r
-#define SUPER_NORMAL_SIZE              3\r
-#define SUPER_DELUXEL_SIZE             3\r
-#define BSP_DELUXEL_SIZE               3\r
-\r
-#define VERTEX_LUXEL( s, v )   (vertexLuxels[ s ] + ((v) * VERTEX_LUXEL_SIZE))\r
-#define RAD_VERTEX_LUXEL( s, v )(radVertexLuxels[ s ] + ((v) * VERTEX_LUXEL_SIZE))\r
-#define BSP_LUXEL( s, x, y )   (lm->bspLuxels[ s ] + ((((y) * lm->w) + (x)) * BSP_LUXEL_SIZE))\r
-#define RAD_LUXEL( s, x, y )   (lm->radLuxels[ s ] + ((((y) * lm->w) + (x)) * RAD_LUXEL_SIZE))\r
-#define SUPER_LUXEL( s, x, y ) (lm->superLuxels[ s ] + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))\r
-#define SUPER_ORIGIN( x, y )   (lm->superOrigins + ((((y) * lm->sw) + (x)) * SUPER_ORIGIN_SIZE))\r
-#define SUPER_NORMAL( x, y )   (lm->superNormals + ((((y) * lm->sw) + (x)) * SUPER_NORMAL_SIZE))\r
-#define SUPER_CLUSTER( x, y )  (lm->superClusters + (((y) * lm->sw) + (x)))\r
-#define SUPER_DELUXEL( x, y )  (lm->superDeluxels + ((((y) * lm->sw) + (x)) * SUPER_DELUXEL_SIZE))\r
-#define BSP_DELUXEL( x, y )            (lm->bspDeluxels + ((((y) * lm->w) + (x)) * BSP_DELUXEL_SIZE))\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-abstracted bsp file\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-#define EXTERNAL_LIGHTMAP              "lm_%04d.tga"\r
-\r
-#define MAX_LIGHTMAPS                  4                       /* RBSP */\r
-#define MAX_LIGHT_STYLES               64\r
-#define        MAX_SWITCHED_LIGHTS             32\r
-#define LS_NORMAL                              0x00\r
-#define LS_UNUSED                              0xFE\r
-#define        LS_NONE                                 0xFF\r
-\r
-#define MAX_LIGHTMAP_SHADERS   256\r
-\r
-/* ok to increase these at the expense of more memory */\r
-#define        MAX_MAP_MODELS                  0x400\r
-#define        MAX_MAP_BRUSHES                 0x8000\r
-#define        MAX_MAP_ENTITIES                0x1000          //%     0x800   /* ydnar */\r
-#define        MAX_MAP_ENTSTRING               0x80000         //%     0x40000 /* ydnar */\r
-#define        MAX_MAP_SHADERS                 0x400\r
-\r
-#define        MAX_MAP_AREAS                   0x100           /* MAX_MAP_AREA_BYTES in q_shared must match! */\r
-#define        MAX_MAP_FOGS                    30                      //& 0x100       /* RBSP (32 - world fog - goggles) */\r
-#define        MAX_MAP_PLANES                  0x100000        //%     0x20000 /* ydnar for md */\r
-#define        MAX_MAP_NODES                   0x20000\r
-#define        MAX_MAP_BRUSHSIDES              0x100000        //%     0x20000 /* ydnar */\r
-#define        MAX_MAP_LEAFS                   0x20000\r
-#define        MAX_MAP_LEAFFACES               0x20000\r
-#define        MAX_MAP_LEAFBRUSHES             0x40000\r
-#define        MAX_MAP_PORTALS                 0x20000\r
-#define        MAX_MAP_LIGHTING                0x800000\r
-#define        MAX_MAP_LIGHTGRID               0x100000        //%     0x800000 /* ydnar: set to points, not bytes */\r
-#define        MAX_MAP_VISIBILITY              0x200000\r
-\r
-#define        MAX_MAP_DRAW_SURFS              0x20000\r
-#define        MAX_MAP_DRAW_VERTS              0x80000\r
-#define        MAX_MAP_DRAW_INDEXES    0x80000\r
-\r
-\r
-/* key / value pair sizes in the entities lump */\r
-#define        MAX_KEY                                 32\r
-#define        MAX_VALUE                               1024\r
-\r
-/* the editor uses these predefined yaw angles to orient entities up or down */\r
-#define        ANGLE_UP                                -1\r
-#define        ANGLE_DOWN                              -2\r
-\r
-#define        LIGHTMAP_WIDTH                  128\r
-#define        LIGHTMAP_HEIGHT                 128\r
-\r
-#define MIN_WORLD_COORD                        (-65536)\r
-#define        MAX_WORLD_COORD                 (65536)\r
-#define WORLD_SIZE                             (MAX_WORLD_COORD - MIN_WORLD_COORD)\r
-\r
-\r
-typedef void                                   (*bspFunc)( const char * );\r
-\r
-\r
-typedef struct\r
-{\r
-       int             offset, length;\r
-}\r
-bspLump_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       char            ident[ 4 ];\r
-       int                     version;\r
-       \r
-       bspLump_t       lumps[ 100 ];   /* theoretical maximum # of bsp lumps */\r
-}\r
-bspHeader_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       float           mins[ 3 ], maxs[ 3 ];\r
-       int                     firstBSPSurface, numBSPSurfaces;\r
-       int                     firstBSPBrush, numBSPBrushes;\r
-}\r
-bspModel_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       char            shader[ MAX_QPATH ];\r
-       int                     surfaceFlags;\r
-       int                     contentFlags;\r
-}\r
-bspShader_t;\r
-\r
-\r
-/* planes x^1 is allways the opposite of plane x */\r
-\r
-typedef struct\r
-{\r
-       float           normal[ 3 ];\r
-       float           dist;\r
-}\r
-bspPlane_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       int                     planeNum;\r
-       int                     children[ 2 ];          /* negative numbers are -(leafs+1), not nodes */\r
-       int                     mins[ 3 ];                      /* for frustom culling */\r
-       int                     maxs[ 3 ];\r
-}\r
-bspNode_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       int                     cluster;                        /* -1 = opaque cluster (do I still store these?) */\r
-       int                     area;\r
-       \r
-       int                     mins[ 3 ];                      /* for frustum culling */\r
-       int                     maxs[ 3 ];\r
-       \r
-       int                     firstBSPLeafSurface;\r
-       int                     numBSPLeafSurfaces;\r
-       \r
-       int                     firstBSPLeafBrush;\r
-       int                     numBSPLeafBrushes;\r
-}\r
-bspLeaf_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       int                     planeNum;                       /* positive plane side faces out of the leaf */\r
-       int                     shaderNum;\r
-       int                     surfaceNum;                     /* RBSP */\r
-}\r
-bspBrushSide_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       int                     firstSide;\r
-       int                     numSides;\r
-       int                     shaderNum;                      /* the shader that determines the content flags */\r
-}\r
-bspBrush_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       char            shader[ MAX_QPATH ];\r
-       int                     brushNum;\r
-       int                     visibleSide;            /* the brush side that ray tests need to clip against (-1 == none) */\r
-}\r
-bspFog_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       vec3_t          xyz;\r
-       float           st[ 2 ];\r
-       float           lightmap[ MAX_LIGHTMAPS ][ 2 ]; /* RBSP */\r
-       vec3_t          normal;\r
-       byte            color[ MAX_LIGHTMAPS ][ 4 ];    /* RBSP */\r
-}\r
-bspDrawVert_t;\r
-\r
-\r
-typedef enum\r
-{\r
-       MST_BAD,\r
-       MST_PLANAR,\r
-       MST_PATCH,\r
-       MST_TRIANGLE_SOUP,\r
-       MST_FLARE,\r
-       MST_FOLIAGE\r
-}\r
-bspSurfaceType_t;\r
-\r
-\r
-typedef struct bspGridPoint_s\r
-{\r
-       byte            ambient[ MAX_LIGHTMAPS ][ 3 ];\r
-       byte            directed[ MAX_LIGHTMAPS ][ 3 ];\r
-       byte            styles[ MAX_LIGHTMAPS ];\r
-       byte            latLong[ 2 ];\r
-}\r
-bspGridPoint_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       int                     shaderNum;\r
-       int                     fogNum;\r
-       int                     surfaceType;\r
-       \r
-       int                     firstVert;\r
-       int                     numVerts;\r
-       \r
-       int                     firstIndex;\r
-       int                     numIndexes;\r
-       \r
-       byte            lightmapStyles[ MAX_LIGHTMAPS ];                                                /* RBSP */\r
-       byte            vertexStyles[ MAX_LIGHTMAPS ];                                                  /* RBSP */\r
-       int                     lightmapNum[ MAX_LIGHTMAPS ];                                                   /* RBSP */\r
-       int                     lightmapX[ MAX_LIGHTMAPS ], lightmapY[ MAX_LIGHTMAPS ]; /* RBSP */\r
-       int                     lightmapWidth, lightmapHeight;\r
-       \r
-       vec3_t          lightmapOrigin;\r
-       vec3_t          lightmapVecs[ 3 ];      /* on patches, [ 0 ] and [ 1 ] are lodbounds */\r
-       \r
-       int                     patchWidth;\r
-       int                     patchHeight;\r
-}\r
-bspDrawSurface_t;\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-general types\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/* ydnar: for smaller structs */\r
-typedef char   qb_t;\r
-\r
-\r
-/* ydnar: for q3map_tcMod */\r
-typedef float  tcMod_t[ 3 ][ 3 ];\r
-\r
-\r
-/* ydnar: for multiple game support */\r
-typedef struct surfaceParm_s\r
-{\r
-       char            *name;\r
-       int                     contentFlags, contentFlagsClear;\r
-       int                     surfaceFlags, surfaceFlagsClear;\r
-       int                     compileFlags, compileFlagsClear;\r
-}\r
-surfaceParm_t;\r
-\r
-\r
-typedef struct game_s\r
-{\r
-       char                            *arg;                                                   /* -game matches this */\r
-       char                            *gamePath;                                              /* main game data dir */\r
-       char                            *homeBasePath;                                  /* home sub-dir on unix */\r
-       char                            *magic;                                                 /* magic word for figuring out base path */\r
-       char                            *shaderPath;                                    /* shader directory */\r
-       qboolean                        wolfLight;                                              /* when true, lights work like wolf q3map  */\r
-       qboolean                        emitFlares;                                             /* when true, emit flare surfaces */\r
-       char                            *flareShader;                                   /* default flare shader (MUST BE SET) */\r
-       char                            *bspIdent;                                              /* 4-letter bsp file prefix */\r
-       int                                     bspVersion;                                             /* BSP version to use */\r
-       bspFunc                         load, write;                                    /* load/write function pointers */\r
-       surfaceParm_t           surfaceParms[ 128 ];                    /* surfaceparm array */\r
-}\r
-game_t;\r
-\r
-\r
-typedef struct image_s\r
-{\r
-       char                            *name, *filename;\r
-       int                                     refCount;\r
-       int                                     width, height;\r
-       byte                            *pixels;\r
-}\r
-image_t;\r
-\r
-\r
-typedef struct sun_s\r
-{\r
-       struct sun_s            *next;\r
-       vec3_t                          direction, color;\r
-       float                           photons, deviance, filterRadius;\r
-       int                                     numSamples;\r
-}\r
-sun_t;\r
-\r
-\r
-typedef struct surfaceModel_s \r
-{\r
-       struct surfaceModel_s   *next;\r
-       char                            model[ MAX_QPATH ];\r
-       float                           density, odds;\r
-       float                           minScale, maxScale;\r
-       float                           minAngle, maxAngle;\r
-       qboolean                        oriented;\r
-}\r
-surfaceModel_t;\r
-\r
-\r
-/* ydnar/sd: foliage stuff for wolf et (engine-supported optimization of the above) */\r
-typedef struct foliage_s \r
-{\r
-       struct foliage_s        *next;\r
-       char                            model[ MAX_QPATH ];\r
-       float                           scale, density, odds;\r
-       qboolean                        inverseAlpha;\r
-}\r
-foliage_t;\r
-\r
-typedef struct foliageInstance_s\r
-{\r
-       vec3_t                          xyz, normal;\r
-}\r
-foliageInstance_t;\r
-\r
-\r
-typedef struct remap_s\r
-{\r
-       struct remap_s          *next;\r
-       char                            from[ 1024 ];\r
-       char                            to[ MAX_QPATH ];\r
-}\r
-remap_t;\r
-\r
-\r
-typedef enum\r
-{\r
-       AM_NONE,\r
-       AM_DOT_PRODUCT\r
-}\r
-alphaModType_t;\r
-\r
-\r
-typedef struct alphaMod_s\r
-{\r
-       struct alphaMod_s       *next;\r
-       alphaModType_t          type;\r
-       vec_t                           data[ 16 ];\r
-}\r
-alphaMod_t;\r
-\r
-\r
-typedef enum\r
-{\r
-       IM_NONE,\r
-       IM_OPAQUE,\r
-       IM_MASKED,\r
-       IM_BLEND\r
-}\r
-implicitMap_t;\r
-\r
-\r
-typedef struct shaderInfo_s\r
-{\r
-       char                            shader[ MAX_QPATH ];\r
-       int                                     surfaceFlags;\r
-       int                                     contentFlags;\r
-       int                                     compileFlags;\r
-       float                           value;                                                  /* light value */\r
-       \r
-       char                            backShader[ MAX_QPATH ];                /* for surfaces that generate different front and back passes */\r
-       char                            flareShader[ MAX_QPATH ];               /* for light flares */\r
-       char                            cloneShader[ MAX_QPATH ];               /* ydnar: for cloning of a surface */\r
-       char                            damageShader[ MAX_QPATH ];              /* ydnar: sof2 damage shader name */\r
-\r
-       surfaceModel_t          *surfaceModel;                                  /* ydnar: for distribution of models */\r
-       foliage_t                       *foliage;                                               /* ydnar/splash damage: wolf et foliage */\r
-       \r
-       float                           subdivisions;                                   /* from a "tesssize xxx" */\r
-       float                           backsplashFraction;                             /* floating point value, usually 0.05 */\r
-       float                           backsplashDistance;                             /* default 16 */\r
-       float                           lightSubdivide;                                 /* default 999 */\r
-       float                           lightFilterRadius;                              /* ydnar: lightmap filtering/blurring radius for lights created by this shader (default: 0) */\r
-       \r
-       int                                     lightmapSampleSize;                             /* lightmap sample size */\r
-       float                           lightmapSampleOffset;                   /* ydnar: lightmap sample offset (default: 1.0) */\r
-       \r
-       float                           bounceScale;                                    /* ydnar: radiosity re-emission [0,1.0+] */\r
-       float                           offset;                                                 /* ydnar: offset in units */\r
-       float                           shadeAngleDegrees;                              /* ydnar: breaking angle for smooth shading (degrees) */\r
-       \r
-       vec3_t                          mins, maxs;                                             /* ydnar: for particle studio vertexDeform move support */\r
-       \r
-       qb_t                            legacyTerrain;                                  /* ydnar: enable legacy terrain crutches */\r
-       qb_t                            indexed;                                                /* ydnar: attempt to use indexmap (terrain alphamap style) */\r
-       qb_t                            forceMeta;                                              /* ydnar: force metasurface path */\r
-       qb_t                            noClip;                                                 /* ydnar: don't clip into bsp, preserve original face winding */\r
-       qb_t                            noFast;                                                 /* ydnar: supress fast lighting for surfaces with this shader */\r
-       qb_t                            invert;                                                 /* ydnar: reverse facing */\r
-       qb_t                            nonplanar;                                              /* ydnar: for nonplanar meta surface merging */\r
-       qb_t                            tcGen;                                                  /* ydnar: has explicit texcoord generation */\r
-       vec3_t                          vecs[ 2 ];                                              /* ydnar: explicit texture vectors for [0,1] texture space */\r
-       tcMod_t                         mod;                                                    /* ydnar: q3map_tcMod matrix for djbob :) */\r
-       vec3_t                          lightmapAxis;                                   /* ydnar: explicit lightmap axis projection */\r
-       alphaMod_t                      *alphaMod;                                              /* ydnar: q3map_alphaMod support */\r
-       \r
-       int                                     furNumLayers;                                   /* ydnar: number of fur layers */\r
-       float                           furOffset;                                              /* ydnar: offset of each layer */\r
-       float                           furFade;                                                /* ydnar: alpha fade amount per layer */\r
-\r
-       qb_t                            splotchFix;                                             /* ydnar: filter splotches on lightmaps */\r
-       \r
-       qb_t                            hasPasses;                                              /* false if the shader doesn't define any rendering passes */\r
-       qb_t                            globalTexture;                                  /* don't normalize texture repeats */\r
-       qb_t                            twoSided;                                               /* cull none */\r
-       qb_t                            autosprite;                                             /* autosprite shaders will become point lights instead of area lights */\r
-       qb_t                            polygonOffset;                                  /* ydnar: don't face cull this or against this */\r
-       qb_t                            patchShadows;                                   /* have patches casting shadows when using -light for this surface */\r
-       qb_t                            vertexShadows;                                  /* shadows will be casted at this surface even when vertex lit */\r
-       qb_t                            forceSunlight;                                  /* force sun light at this surface even tho we might not calculate shadows in vertex lighting */\r
-       qb_t                            notjunc;                                                /* don't use this surface for tjunction fixing */\r
-       qb_t                            fogParms;                                               /* ydnar: has fogparms */\r
-       qb_t                            noFog;                                                  /* ydnar: supress fogging */\r
-       \r
-       qb_t                            clipModel;                                              /* ydnar: solid model hack */\r
-       \r
-       byte                            styleMarker;                                    /* ydnar: light styles hack */\r
-       \r
-       float                           vertexScale;                                    /* vertex light scale */\r
-       \r
-       char                            skyParmsImageBase[ MAX_QPATH ]; /* ydnar: for skies */\r
-       \r
-       char                            editorImagePath[ MAX_QPATH ];   /* use this image to generate texture coordinates */\r
-       char                            lightImagePath[ MAX_QPATH ];    /* use this image to generate color / averageColor */\r
-       char                            normalImagePath[ MAX_QPATH ];   /* ydnar: normalmap image for bumpmapping */\r
-       \r
-       implicitMap_t           implicitMap;                                    /* ydnar: enemy territory implicit shaders */\r
-       char                            implicitImagePath[ MAX_QPATH ];\r
-       \r
-       image_t                         *shaderImage;\r
-       image_t                         *lightImage;\r
-       image_t                         *normalImage;\r
-       \r
-       float                           skyLightValue;                                  /* ydnar */\r
-       int                                     skyLightIterations;                             /* ydnar */\r
-       sun_t                           *sun;                                                   /* ydnar */\r
-       \r
-       vec3_t                          color;                                                  /* normalized color */\r
-       vec3_t                          averageColor;\r
-       byte                            lightStyle;\r
-       \r
-       qb_t                            lmMergable;                                             /* ydnar */\r
-       int                                     lmCustomWidth, lmCustomHeight;  /* ydnar */\r
-       float                           lmGamma;                                                /* ydnar */\r
-       float                           lmFilterRadius;                                 /* ydnar: lightmap filtering/blurring radius for this shader (default: 0) */\r
-       \r
-       int                                     shaderWidth, shaderHeight;              /* ydnar */\r
-       float                           stFlat[ 2 ];\r
-       \r
-       vec3_t                          fogDir;                                                 /* ydnar */\r
-       \r
-       char                            *shaderText;                                    /* ydnar */\r
-       qb_t                            custom;\r
-       qb_t                            finished;\r
-}\r
-shaderInfo_t;\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-bsp structures\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-typedef struct face_s\r
-{\r
-       struct face_s           *next;\r
-       int                                     planenum;\r
-       int                                     priority;\r
-       qboolean                        checked;\r
-       int                                     compileFlags;\r
-       winding_t                       *w;\r
-}\r
-face_t;\r
-\r
-\r
-typedef struct plane_s\r
-{\r
-       vec3_t                          normal;\r
-       vec_t                           dist;\r
-       int                                     type;\r
-       struct plane_s          *hash_chain;\r
-}\r
-plane_t;\r
-\r
-\r
-typedef struct side_s\r
-{\r
-       int                                     planenum;\r
-       \r
-       int                                     outputNum;                      /* set when the side is written to the file list */\r
-       \r
-       float                           texMat[ 2 ][ 3 ];       /* brush primitive texture matrix */\r
-       float                           vecs[ 2 ][ 4 ];         /* old-style texture coordinate mapping */\r
-\r
-       winding_t                       *winding;\r
-       winding_t                       *visibleHull;           /* convex hull of all visible fragments */\r
-\r
-       shaderInfo_t            *shaderInfo;\r
-\r
-       int                                     contentFlags;           /* from shaderInfo */\r
-       int                                     surfaceFlags;           /* from shaderInfo */\r
-       int                                     compileFlags;           /* from shaderInfo */\r
-       int                                     value;                          /* from shaderInfo */\r
-\r
-       qboolean                        visible;                        /* choose visble planes first */\r
-       qboolean                        bevel;                          /* don't ever use for bsp splitting, and don't bother making windings for it */\r
-       qboolean                        backSide;                       /* generated side for a q3map_backShader */\r
-       \r
-       qboolean                        culled;                         /* ydnar: face culling */\r
-}\r
-side_t;\r
-\r
-\r
-typedef struct sideRef_s\r
-{\r
-       struct sideRef_s        *next;\r
-       side_t                          *side;\r
-}\r
-sideRef_t;\r
-\r
-\r
-/* ydnar: generic index mapping for entities (natural extension of terrain texturing) */\r
-typedef struct indexMap_s\r
-{\r
-       int                                     w, h, numLayers;\r
-       char                            name[ MAX_QPATH ], shader[ MAX_QPATH ];\r
-       float                           offsets[ 256 ];\r
-       byte                            *pixels;\r
-}\r
-indexMap_t;\r
-\r
-\r
-typedef struct brush_s\r
-{\r
-       struct brush_s          *next;\r
-       struct brush_s          *original;                      /* chopped up brushes will reference the originals */\r
-       \r
-       int                                     entityNum, brushNum;/* editor numbering */\r
-       int                                     outputNum;                      /* set when the brush is written to the file list */\r
-       \r
-       /* ydnar: for shadowcasting entities */\r
-       int                                     castShadows;\r
-       int                                     recvShadows;\r
-       \r
-       shaderInfo_t            *contentShader;\r
-       shaderInfo_t            *celShader;                     /* :) */\r
-       \r
-       /* ydnar: gs mods */\r
-       float                           lightmapScale;\r
-       vec3_t                          eMins, eMaxs;\r
-       indexMap_t                      *im;\r
-\r
-       int                                     contentFlags;\r
-       int                                     compileFlags;           /* ydnar */\r
-       qboolean                        detail;\r
-       qboolean                        opaque;\r
-\r
-       int                                     portalareas[ 2 ];\r
-\r
-       vec3_t                          mins, maxs;\r
-       int                                     numsides;\r
-       \r
-       side_t                          sides[ 6 ];                     /* variably sized */\r
-}\r
-brush_t;\r
-\r
-\r
-typedef struct fog_s\r
-{\r
-       shaderInfo_t            *si;\r
-       brush_t                         *brush;\r
-       int                                     visibleSide;            /* the brush side that ray tests need to clip against (-1 == none) */\r
-}\r
-fog_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       int                                     width, height;\r
-       bspDrawVert_t           *verts;\r
-}\r
-mesh_t;\r
-\r
-\r
-typedef struct parseMesh_s\r
-{\r
-       struct parseMesh_s      *next;\r
-       \r
-       int                                     entityNum, brushNum;    /* ydnar: editor numbering */\r
-       \r
-       /* ydnar: for shadowcasting entities */\r
-       int                                     castShadows;\r
-       int                                     recvShadows;\r
-       \r
-       mesh_t                          mesh;\r
-       shaderInfo_t            *shaderInfo;\r
-       shaderInfo_t            *celShader;                             /* :) */\r
-       \r
-       /* ydnar: gs mods */\r
-       float                           lightmapScale;\r
-       vec3_t                          eMins, eMaxs;\r
-       indexMap_t                      *im;\r
-       \r
-       /* grouping */\r
-       qboolean                        grouped;\r
-       float                           longestCurve;\r
-       int                                     maxIterations;\r
-}\r
-parseMesh_t;\r
-\r
-\r
-/*\r
-       ydnar: the drawsurf struct was extended to allow for:\r
-       - non-convex planar surfaces\r
-       - non-planar brushface surfaces\r
-       - lightmapped terrain\r
-       - planar patches\r
-*/\r
-\r
-typedef enum\r
-{\r
-       /* ydnar: these match up exactly with bspSurfaceType_t */\r
-       SURFACE_BAD,\r
-       SURFACE_FACE,\r
-       SURFACE_PATCH,\r
-       SURFACE_TRIANGLES,\r
-       SURFACE_FLARE,\r
-       SURFACE_FOLIAGE,        /* wolf et */\r
-       \r
-       /* ydnar: compiler-relevant surface types */\r
-       SURFACE_FORCED_META,\r
-       SURFACE_META,\r
-       SURFACE_FOGHULL,\r
-       SURFACE_DECAL,\r
-       SURFACE_SHADER,\r
-       \r
-       NUM_SURFACE_TYPES\r
-}\r
-surfaceType_t;\r
-\r
-char                   *surfaceTypes[ NUM_SURFACE_TYPES ]\r
-#ifndef MAIN_C\r
-                               ;\r
-#else\r
-                               =\r
-                               {\r
-                                       "SURFACE_BAD",\r
-                                       "SURFACE_FACE",\r
-                                       "SURFACE_PATCH",\r
-                                       "SURFACE_TRIANGLES",\r
-                                       "SURFACE_FLARE",\r
-                                       "SURFACE_FOLIAGE",\r
-                                       "SURFACE_FORCED_META",\r
-                                       "SURFACE_META",\r
-                                       "SURFACE_FOGHULL",\r
-                                       "SURFACE_DECAL",\r
-                                       "SURFACE_SHADER"\r
-                               };\r
-#endif\r
-\r
-\r
-/* ydnar: this struct needs an overhaul (again, heh) */\r
-typedef struct mapDrawSurface_s\r
-{\r
-       surfaceType_t           type;\r
-       qboolean                        planar;\r
-       int                                     outputNum;                      /* ydnar: to match this sort of thing up */\r
-       \r
-       qboolean                        fur;                            /* ydnar: this is kind of a hack, but hey... */\r
-       qboolean                        skybox;                         /* ydnar: yet another fun hack */\r
-       \r
-       struct mapDrawSurface_s *parent;                /* ydnar: for cloned (skybox) surfaces to share lighting data */\r
-       \r
-       shaderInfo_t            *shaderInfo;\r
-       shaderInfo_t            *celShader;\r
-       brush_t                         *mapBrush;\r
-       parseMesh_t                     *mapMesh;\r
-       sideRef_t                       *sideRef;\r
-       \r
-       int                                     fogNum;\r
-       \r
-       int                                     numVerts;                       /* vertexes and triangles */\r
-       bspDrawVert_t           *verts;\r
-       int                                     numIndexes;\r
-       int                                     *indexes;\r
-       \r
-       int                                     planeNum;\r
-       vec3_t                          lightmapOrigin;         /* also used for flares */\r
-       vec3_t                          lightmapVecs[ 3 ];      /* also used for flares */\r
-       int                                     lightStyle;                     /* used for flares */\r
-       \r
-       /* ydnar: per-surface (per-entity, actually) lightmap sample size scaling */\r
-       float                           lightmapScale;\r
-       \r
-       /* ydnar: surface classification */\r
-       vec3_t                          mins, maxs;\r
-       vec3_t                          lightmapAxis;\r
-       int                                     sampleSize;\r
-       \r
-       /* ydnar: shadow group support */\r
-       int                                     castShadows, recvShadows;\r
-       \r
-       /* ydnar: texture coordinate range monitoring for hardware with limited texcoord precision (in texel space) */\r
-       float                           bias[ 2 ];\r
-       int                                     texMins[ 2 ], texMaxs[ 2 ], texRange[ 2 ];\r
-               \r
-       /* ydnar: for patches */\r
-       float                           longestCurve;\r
-       int                                     maxIterations;\r
-       int                                     patchWidth, patchHeight;\r
-       vec3_t                          bounds[ 2 ];\r
-       \r
-       /* ydnar/sd: for foliage */\r
-       int                                     numFoliageInstances;\r
-       \r
-       /* ydnar: editor/useful numbering */\r
-       int                                     entityNum;\r
-       int                                     surfaceNum;\r
-}\r
-mapDrawSurface_t;\r
-\r
-\r
-typedef struct drawSurfRef_s\r
-{\r
-       struct drawSurfRef_s    *nextRef;\r
-       int                                     outputNum;\r
-}\r
-drawSurfRef_t;\r
-\r
-\r
-/* ydnar: metasurfaces are constructed from lists of metatriangles so they can be merged in the best way */\r
-typedef struct metaTriangle_s\r
-{\r
-       shaderInfo_t            *si;\r
-       side_t                          *side;\r
-       int                                     entityNum, surfaceNum, planeNum, fogNum, sampleSize, castShadows, recvShadows;\r
-       vec4_t                          plane;\r
-       vec3_t                          lightmapAxis;\r
-       int                                     indexes[ 3 ];\r
-}\r
-metaTriangle_t;\r
-\r
-\r
-typedef struct epair_s\r
-{\r
-       struct epair_s          *next;\r
-       char                            *key, *value;\r
-}\r
-epair_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       vec3_t                          origin;\r
-       brush_t                         *brushes, *lastBrush;\r
-       parseMesh_t                     *patches;\r
-       int                                     mapEntityNum, firstDrawSurf;\r
-       int                                     firstBrush, numBrushes;         /* only valid during BSP compile */\r
-       epair_t                         *epairs;\r
-}\r
-entity_t;\r
-\r
-\r
-typedef struct node_s\r
-{\r
-       /* both leafs and nodes */\r
-       int                                     planenum;               /* -1 = leaf node */\r
-       struct node_s           *parent;\r
-       vec3_t                          mins, maxs;             /* valid after portalization */\r
-       brush_t                         *volume;                /* one for each leaf/node */\r
-\r
-       /* nodes only */\r
-       side_t                          *side;                  /* the side that created the node */\r
-       struct node_s           *children[ 2 ];\r
-       int                                     compileFlags;   /* ydnar: hint, antiportal */\r
-       int                                     tinyportals;\r
-       vec3_t                          referencepoint;\r
-\r
-       /* leafs only */\r
-       qboolean                        opaque;                 /* view can never be inside */\r
-       qboolean                        areaportal;\r
-       qboolean                        skybox;                 /* ydnar: a skybox leaf */\r
-       qboolean                        sky;                    /* ydnar: a sky leaf */\r
-       int                                     cluster;                /* for portalfile writing */\r
-       int                                     area;                   /* for areaportals */\r
-       brush_t                         *brushlist;             /* fragments of all brushes in this leaf */\r
-       drawSurfRef_t           *drawSurfReferences;\r
-\r
-       int                                     occupied;               /* 1 or greater can reach entity */\r
-       entity_t                        *occupant;              /* for leak file testing */\r
-\r
-       struct portal_s         *portals;               /* also on nodes during construction */\r
-}\r
-node_t;\r
-\r
-\r
-typedef struct portal_s\r
-{\r
-       plane_t                         plane;\r
-       node_t                          *onnode;                /* NULL = outside box */\r
-       node_t                          *nodes[ 2 ];    /* [ 0 ] = front side of plane */\r
-       struct portal_s         *next[ 2 ];\r
-       winding_t                       *winding;\r
-\r
-       qboolean                        sidefound;              /* false if ->side hasn't been checked */\r
-       int                                     compileFlags;   /* from original face that caused the split */\r
-       side_t                          *side;                  /* NULL = non-visible */\r
-}\r
-portal_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       node_t                          *headnode;\r
-       node_t                          outside_node;\r
-       vec3_t                          mins, maxs;\r
-}\r
-tree_t;\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-vis structures\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-typedef struct\r
-{\r
-       vec3_t                          normal;\r
-       float                           dist;\r
-}\r
-visPlane_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       int                                     numpoints;\r
-       vec3_t                          points[ MAX_POINTS_ON_FIXED_WINDING     ];              /* variable sized */\r
-} \r
-fixedWinding_t;\r
-\r
-\r
-typedef struct passage_s\r
-{\r
-       struct passage_s        *next;\r
-       byte                            cansee[ 1 ];    /* all portals that can be seen through this passage */\r
-} passage_t;\r
-\r
-\r
-typedef enum\r
-{\r
-       stat_none,\r
-       stat_working,\r
-       stat_done\r
-}\r
-vstatus_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       int                                     num;\r
-       qboolean                        hint;                   /* true if this portal was created from a hint splitter */\r
-       qboolean                        removed;\r
-       visPlane_t                      plane;                  /* normal pointing into neighbor */\r
-       int                                     leaf;                   /* neighbor */\r
-       \r
-       vec3_t                          origin;                 /* for fast clip testing */\r
-       float                           radius;\r
-\r
-       fixedWinding_t          *winding;\r
-       vstatus_t                       status;\r
-       byte                            *portalfront;   /* [portals], preliminary */\r
-       byte                            *portalflood;   /* [portals], intermediate */\r
-       byte                            *portalvis;             /* [portals], final */\r
-\r
-       int                                     nummightsee;    /* bit count on portalflood for sort */\r
-       passage_t                       *passages;              /* there are just as many passages as there */\r
-                                                                               /* are portals in the leaf this portal leads */\r
-}\r
-vportal_t;\r
-\r
-\r
-typedef struct leaf_s\r
-{\r
-       int                                     numportals;\r
-       int                                     merged;\r
-       vportal_t                       *portals[MAX_PORTALS_ON_LEAF];\r
-}\r
-leaf_t;\r
-\r
-       \r
-typedef struct pstack_s\r
-{\r
-       byte                            mightsee[ MAX_PORTALS / 8 ];\r
-       struct pstack_s         *next;\r
-       leaf_t                          *leaf;\r
-       vportal_t                       *portal;                /* portal exiting */\r
-       fixedWinding_t          *source;\r
-       fixedWinding_t          *pass;\r
-\r
-       fixedWinding_t          windings[ 3 ];  /* source, pass, temp in any order */\r
-       int                                     freewindings[ 3 ];\r
-\r
-       visPlane_t                      portalplane;\r
-       int depth;\r
-#ifdef SEPERATORCACHE\r
-       visPlane_t                      seperators[ 2 ][ MAX_SEPERATORS ];\r
-       int                                     numseperators[ 2 ];\r
-#endif\r
-}\r
-pstack_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       vportal_t                       *base;\r
-       int                                     c_chains;\r
-       pstack_t                        pstack_head;\r
-}\r
-threaddata_t;\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-light structures\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/* ydnar: new light struct with flags */\r
-typedef struct light_s\r
-{\r
-       struct light_s          *next;\r
-       \r
-       int                                     type;\r
-       int                                     flags;                  /* ydnar: condensed all the booleans into one flags int */\r
-       shaderInfo_t            *si;\r
-       \r
-       vec3_t                          origin;\r
-       vec3_t                          normal;                 /* for surfaces, spotlights, and suns */\r
-       float                           dist;                   /* plane location along normal */\r
-       \r
-       float                           photons;\r
-       int                                     style;\r
-       vec3_t                          color;\r
-       float                           radiusByDist;   /* for spotlights */\r
-       float                           fade;                   /* ydnar: from wolf, for linear lights */\r
-       float                           angleScale;             /* ydnar: stolen from vlight for K */\r
-\r
-       float                           add;                    /* ydnar: used for area lights */\r
-       float                           envelope;               /* ydnar: units until falloff < tolerance */\r
-       float                           envelope2;              /* ydnar: envelope squared (tiny optimization) */\r
-       vec3_t                          mins, maxs;             /* ydnar: pvs envelope */\r
-       int                                     cluster;                /* ydnar: cluster light falls into */\r
-       \r
-       winding_t                       *w;\r
-       vec3_t                          emitColor;              /* full out-of-gamut value */\r
-       \r
-       float                           falloffTolerance;       /* ydnar: minimum attenuation threshold */\r
-       float                           filterRadius;   /* ydnar: lightmap filter radius in world units, 0 == default */\r
-}\r
-light_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       /* constant input */\r
-       qboolean                        testOcclusion, forceSunlight, testAll;\r
-       int                                     recvShadows;\r
-       \r
-       int                                     numSurfaces;\r
-       int                                     *surfaces;\r
-       \r
-       int                                     numLights;\r
-       light_t                         **lights;\r
-       \r
-       qboolean                        twoSided;\r
-       \r
-       /* per-sample input */\r
-       int                                     cluster;\r
-       vec3_t                          origin, normal;\r
-       vec_t                           inhibitRadius;  /* sphere in which occluding geometry is ignored */\r
-       \r
-       /* per-light input */\r
-       light_t                         *light;\r
-       vec3_t                          end;\r
-       \r
-       /* calculated input */\r
-       vec3_t                          displacement, direction;\r
-       vec_t                           distance;\r
-       \r
-       /* input and output */\r
-       vec3_t                          color;                  /* starts out at full color, may be reduced if transparent surfaces are crossed */\r
-       \r
-       /* output */\r
-       int                                     compileFlags;   /* for determining surface compile flags traced through */\r
-       qboolean                        passSolid;\r
-       qboolean                        opaque;\r
-       \r
-       /* working data */\r
-       int                                     numTestNodes;\r
-       int                                     testNodes[ MAX_TRACE_TEST_NODES ]; \r
-}\r
-trace_t;\r
-\r
-\r
-\r
-/* must be identical to bspDrawVert_t except for float color! */\r
-typedef struct\r
-{\r
-       vec3_t                          xyz;\r
-       float                           st[ 2 ];\r
-       float                           lightmap[ MAX_LIGHTMAPS ][ 2 ];\r
-       vec3_t                          normal;\r
-       float                           color[ MAX_LIGHTMAPS ][ 4 ];\r
-}\r
-radVert_t;\r
-\r
-\r
-typedef struct\r
-{\r
-       int                                     numVerts;\r
-       radVert_t                       verts[ MAX_POINTS_ON_WINDING ];\r
-}\r
-radWinding_t;\r
-\r
-\r
-/* crutch for poor local allocations in win32 smp */\r
-typedef struct\r
-{\r
-       vec_t                           dists[ MAX_POINTS_ON_WINDING + 4 ];\r
-       int                                     sides[ MAX_POINTS_ON_WINDING + 4 ];\r
-}\r
-clipWork_t;\r
-\r
-\r
-/* ydnar: new lightmap handling code */\r
-typedef struct outLightmap_s\r
-{\r
-       int                                     lightmapNum, extLightmapNum;\r
-       int                                     customWidth, customHeight;\r
-       int                                     numLightmaps;\r
-       int                                     freeLuxels;\r
-       int                                     numShaders;\r
-       shaderInfo_t            *shaders[ MAX_LIGHTMAP_SHADERS ];\r
-       byte                            *lightBits;\r
-       byte                            *bspLightBytes;\r
-       byte                            *bspDirBytes;\r
-}\r
-outLightmap_t;\r
-\r
-\r
-typedef struct rawLightmap_s\r
-{\r
-       qboolean                                finished, splotchFix, wrap[ 2 ];\r
-       int                                             customWidth, customHeight;\r
-       float                                   gamma;\r
-       float                                   filterRadius;\r
-       \r
-       int                                             firstLightSurface, numLightSurfaces;    /* index into lightSurfaces */\r
-       int                                             numLightClusters, *lightClusters;\r
-       \r
-       int                                             sampleSize, actualSampleSize, axisNum;\r
-       int                                             entityNum;\r
-       int                                             recvShadows;\r
-       vec3_t                                  mins, maxs, axis, origin, *vecs;\r
-       float                                   *plane;\r
-       int                                             w, h, sw, sh, used;\r
-       \r
-       int                                             numStyledTwins;\r
-       struct rawLightmap_s    *twins[ MAX_LIGHTMAPS ];\r
-\r
-       int                                             outLightmapNums[ MAX_LIGHTMAPS ];\r
-       int                                             twinNums[ MAX_LIGHTMAPS ];\r
-       int                                             lightmapX[ MAX_LIGHTMAPS ], lightmapY[ MAX_LIGHTMAPS ];\r
-       byte                                    styles[ MAX_LIGHTMAPS ];\r
-       float                                   *bspLuxels[ MAX_LIGHTMAPS ];\r
-       float                                   *radLuxels[ MAX_LIGHTMAPS ];\r
-       float                                   *superLuxels[ MAX_LIGHTMAPS ];\r
-       float                                   *superOrigins;\r
-       float                                   *superNormals;\r
-       int                                             *superClusters;\r
-       \r
-       float                                   *superDeluxels; /* average light direction */\r
-       float                                   *bspDeluxels;\r
-}\r
-rawLightmap_t;\r
-\r
-\r
-typedef struct rawGridPoint_s\r
-{\r
-       vec3_t                          ambient[ MAX_LIGHTMAPS ];\r
-       vec3_t                          directed[ MAX_LIGHTMAPS ];\r
-       vec3_t                          dir;\r
-       byte                            styles[ MAX_LIGHTMAPS ];\r
-}\r
-rawGridPoint_t;\r
-\r
-\r
-typedef struct surfaceInfo_s\r
-{\r
-       bspModel_t                      *model;\r
-       shaderInfo_t            *si;\r
-       rawLightmap_t           *lm;\r
-       int                                     parentSurfaceNum, childSurfaceNum;\r
-       int                                     entityNum, castShadows, recvShadows, sampleSize, patchIterations;\r
-       float                           longestCurve;\r
-       float                           *plane;\r
-       vec3_t                          axis, mins, maxs;\r
-       qboolean                        hasLightmap, approximated;\r
-       int                                     firstSurfaceCluster, numSurfaceClusters;\r
-}\r
-surfaceInfo_t;\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-prototypes\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/* main.c */\r
-vec_t                                          Random( void );\r
-int                                                    BSPInfo( int count, char **fileNames );\r
-int                                                    ScaleBSPMain( int argc, char **argv );\r
-int                                                    ConvertMain( int argc, char **argv );\r
-\r
-\r
-/* path_init.c */\r
-void                                           InitPaths( int *argc, char **argv );\r
-\r
-\r
-/* bsp.c */\r
-int                                                    BSPMain( int argc, char **argv );\r
-\r
-\r
-/* convert_map.c */\r
-int                                                    ConvertBSPToMap( char *bspName );\r
-\r
-\r
-/* convert_ase.c */\r
-int                                                    ConvertBSPToASE( char *bspName );\r
-\r
-\r
-/* brush.c */\r
-sideRef_t                                      *AllocSideRef( side_t *side, sideRef_t *next );\r
-int                                                    CountBrushList( brush_t *brushes );\r
-brush_t                                                *AllocBrush( int numsides );\r
-void                                           FreeBrush( brush_t *brushes );\r
-void                                           FreeBrushList( brush_t *brushes );\r
-brush_t                                                *CopyBrush( brush_t *brush );\r
-qboolean                                       BoundBrush( brush_t *brush );\r
-qboolean                                       CreateBrushWindings( brush_t *brush );\r
-brush_t                                                *BrushFromBounds( vec3_t mins, vec3_t maxs );\r
-vec_t                                          BrushVolume( brush_t *brush );\r
-void                                           WriteBSPBrushMap( char *name, brush_t *list );\r
-\r
-void                                           FilterDetailBrushesIntoTree( entity_t *e, tree_t *tree );\r
-void                                           FilterStructuralBrushesIntoTree( entity_t *e, tree_t *tree );\r
-\r
-int                                                    BoxOnPlaneSide( vec3_t mins, vec3_t maxs, plane_t *plane );\r
-qboolean                                       WindingIsTiny( winding_t *w );\r
-\r
-void                                           SplitBrush( brush_t *brush, int planenum, brush_t **front, brush_t **back);\r
-\r
-tree_t                                         *AllocTree( void );\r
-node_t                                         *AllocNode( void );\r
-\r
-\r
-/* mesh.c */\r
-void                                           LerpDrawVert( bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *out );\r
-void                                           LerpDrawVertAmount( bspDrawVert_t *a, bspDrawVert_t *b, float amount, bspDrawVert_t *out );\r
-void                                           FreeMesh( mesh_t *m );\r
-mesh_t                                         *CopyMesh( mesh_t *mesh );\r
-void                                           PrintMesh( mesh_t *m );\r
-mesh_t                                         *TransposeMesh( mesh_t *in );\r
-void                                           InvertMesh( mesh_t *m );\r
-mesh_t                                         *SubdivideMesh( mesh_t in, float maxError, float minLength );\r
-int                                                    IterationsForCurve( float len, int subdivisions );\r
-mesh_t                                         *SubdivideMesh2( mesh_t in, int iterations );\r
-mesh_t                                         *SubdivideMeshQuads( mesh_t *in, float minLength, int maxsize, int *widthtable, int *heighttable );\r
-mesh_t                                         *RemoveLinearMeshColumnsRows( mesh_t *in );\r
-void                                           MakeMeshNormals( mesh_t in );\r
-void                                           PutMeshOnCurve( mesh_t in );\r
-\r
-void                                           MakeNormalVectors( vec3_t forward, vec3_t right, vec3_t up );\r
-\r
-\r
-/* map.c */\r
-void                                           LoadMapFile( char *filename, qboolean onlyLights );\r
-int                                                    FindFloatPlane( vec3_t normal, vec_t dist, int numPoints, vec3_t *points );\r
-int                                                    PlaneTypeForNormal( vec3_t normal );\r
-void                                           AddBrushBevels( void );\r
-brush_t                                                *FinishBrush( void );\r
-\r
-\r
-/* portals.c */\r
-void                                           MakeHeadnodePortals( tree_t *tree );\r
-void                                           MakeNodePortal( node_t *node );\r
-void                                           SplitNodePortals( node_t *node );\r
-\r
-qboolean                                       PortalPassable( portal_t *p );\r
-\r
-qboolean                                       FloodEntities( tree_t *tree );\r
-void                                           FillOutside( node_t *headnode);\r
-void                                           FloodAreas( tree_t *tree);\r
-face_t                                         *VisibleFaces( entity_t *e, tree_t *tree );\r
-void                                           FreePortal( portal_t *p );\r
-\r
-void                                           MakeTreePortals( tree_t *tree );\r
-\r
-\r
-/* leakfile.c */\r
-xmlNodePtr                                     LeakFile( tree_t *tree );\r
-\r
-\r
-/* prtfile.c */\r
-void                                           NumberClusters( tree_t *tree );\r
-void                                           WritePortalFile( tree_t *tree );\r
-\r
-\r
-/* writebsp.c */\r
-void                                           SetModelNumbers( void );\r
-void                                           SetLightStyles( void );\r
-\r
-int                                                    EmitShader( const char *shader, int *contentFlags, int *surfaceFlags );\r
-\r
-void                                           BeginBSPFile( void );\r
-void                                           EndBSPFile( void );\r
-void                                           EmitBrushes( brush_t *brushes, int *firstBrush, int *numBrushes );\r
-void                                           EmitFogs( void );\r
-\r
-void                                           BeginModel( void );\r
-void                                           EndModel( entity_t *e, node_t *headnode );\r
-\r
-\r
-/* tree.c */\r
-void                                           FreeTree( tree_t *tree );\r
-void                                           FreeTree_r( node_t *node );\r
-void                                           PrintTree_r( node_t *node, int depth );\r
-void                                           FreeTreePortals_r( node_t *node );\r
-\r
-\r
-/* patch.c */\r
-void                                           ParsePatch( qboolean onlyLights );\r
-mesh_t                                         *SubdivideMesh( mesh_t in, float maxError, float minLength );\r
-void                                           PatchMapDrawSurfs( entity_t *e );\r
-\r
-\r
-/* tjunction.c */\r
-void                                           FixTJunctions( entity_t *e );\r
-\r
-\r
-/* fog.c */\r
-winding_t                                      *WindingFromDrawSurf( mapDrawSurface_t *ds );\r
-void                                           FogDrawSurfaces( entity_t *e );\r
-int                                                    FogForPoint( vec3_t point, float epsilon );\r
-int                                                    FogForBounds( vec3_t mins, vec3_t maxs, float epsilon );\r
-void                                           CreateMapFogs( void );\r
-\r
-\r
-/* facebsp.c */\r
-face_t                                         *MakeStructuralBSPFaceList( brush_t *list );\r
-face_t                                         *MakeVisibleBSPFaceList( brush_t *list );\r
-tree_t                                         *FaceBSP( face_t *list );\r
-\r
-\r
-/* model.c */\r
-void                                           PicoPrintFunc( int level, const char *str );\r
-void                                           PicoLoadFileFunc( char *name, byte **buffer, int *bufSize );\r
-picoModel_t                                    *FindModel( char *name, int frame );\r
-picoModel_t                                    *LoadModel( char *name, int frame );\r
-void                                           InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale );\r
-void                                           AddTriangleModels( entity_t *e );\r
-\r
-\r
-/* surface.c */\r
-mapDrawSurface_t                       *AllocDrawSurface( surfaceType_t type );\r
-void                                           FinishSurface( mapDrawSurface_t *ds );\r
-void                                           StripFaceSurface( mapDrawSurface_t *ds );\r
-qboolean                                       CalcSurfaceTextureRange( mapDrawSurface_t *ds );\r
-qboolean                                       CalcLightmapAxis( vec3_t normal, vec3_t axis );\r
-void                                           ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds );\r
-void                                           ClassifyEntitySurfaces( entity_t *e );\r
-void                                           TidyEntitySurfaces( entity_t *e );\r
-mapDrawSurface_t                       *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si );\r
-mapDrawSurface_t                       *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si );\r
-qboolean                                       IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c );\r
-void                                           ClearSurface( mapDrawSurface_t *ds );\r
-void                                           AddEntitySurfaceModels( entity_t *e );\r
-mapDrawSurface_t                       *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, winding_t *w );\r
-mapDrawSurface_t                       *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh );\r
-mapDrawSurface_t                       *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, char *flareShader, int lightStyle );\r
-mapDrawSurface_t                       *DrawSurfaceForShader( char *shader );\r
-void                                           ClipSidesIntoTree( entity_t *e, tree_t *tree );\r
-void                                           MakeDebugPortalSurfs( tree_t *tree );\r
-void                                           MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader );\r
-void                                           SubdivideFaceSurfaces( entity_t *e, tree_t *tree );\r
-void                                           AddEntitySurfaceModels( entity_t *e );\r
-int                                                    AddSurfaceModels( mapDrawSurface_t *ds );\r
-void                                           FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree );\r
-\r
-\r
-/* surface_fur.c */\r
-void                                           Fur( mapDrawSurface_t *src );\r
-\r
-\r
-/* surface_foliage.c */\r
-void                                           Foliage( mapDrawSurface_t *src );\r
-\r
-\r
-/* ydnar: surface_meta.c */\r
-void                                           ClearMetaTriangles( void );\r
-int                                                    FindMetaTriangle( metaTriangle_t *src, bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *c, int planeNum );\r
-void                                           MakeEntityMetaTriangles( entity_t *e );\r
-void                                           FixMetaTJunctions( void );\r
-void                                           SmoothMetaTriangles( void );\r
-void                                           MergeMetaTriangles( void );\r
-\r
-\r
-/* surface_extra.c */\r
-void                                           SetDefaultSampleSize( int sampleSize );\r
-\r
-void                                           SetSurfaceExtra( mapDrawSurface_t *ds, int num );\r
-\r
-shaderInfo_t                           *GetSurfaceExtraShaderInfo( int num );\r
-int                                                    GetSurfaceExtraParentSurfaceNum( int num );\r
-int                                                    GetSurfaceExtraEntityNum( int num );\r
-int                                                    GetSurfaceExtraCastShadows( int num );\r
-int                                                    GetSurfaceExtraRecvShadows( int num );\r
-int                                                    GetSurfaceExtraSampleSize( int num );\r
-float                                          GetSurfaceExtraLongestCurve( int num );\r
-void                                           GetSurfaceExtraLightmapAxis( int num, vec3_t lightmapAxis );\r
-\r
-void                                           WriteSurfaceExtraFile( const char *path );\r
-void                                           LoadSurfaceExtraFile( const char *path );\r
-\r
-\r
-/* decals.c */\r
-void                                           ProcessDecals( void );\r
-void                                           MakeEntityDecals( entity_t *e );\r
-\r
-\r
-/* brush_primit.c */\r
-void                                           ComputeAxisBase( vec3_t normal, vec3_t texX, vec3_t texY);\r
-\r
-\r
-/* vis.c */\r
-fixedWinding_t                         *NewFixedWinding( int points );\r
-int                                                    VisMain( int argc, char **argv );\r
-\r
-/* visflow.c */\r
-int                                                    CountBits( byte *bits, int numbits );\r
-void                                           PassageFlow( int portalnum );\r
-void                                           CreatePassages( int portalnum );\r
-void                                           PassageMemory( void );\r
-void                                           BasePortalVis( int portalnum );\r
-void                                           BetterPortalVis( int portalnum );\r
-void                                           PortalFlow( int portalnum );\r
-void                                           PassagePortalFlow( int portalnum );\r
-\r
-\r
-\r
-/* light.c  */\r
-float                                          PointToPolygonFormFactor( const vec3_t point, const vec3_t normal, const winding_t *w );\r
-int                                                    LightContributionToSample( trace_t *trace );\r
-void                                           LightingAtSample( trace_t *trace, byte styles[ MAX_LIGHTMAPS ], vec3_t colors[ MAX_LIGHTMAPS ] );\r
-int                                                    LightContributionToPoint( trace_t *trace );\r
-int                                                    LightMain( int argc, char **argv );\r
-\r
-\r
-/* light_trace.c */\r
-void                                           SetupTraceNodes( void );\r
-void                                           TraceLine( trace_t *trace );\r
-float                                          SetupTrace( trace_t *trace );\r
-\r
-\r
-/* light_bounce.c */\r
-qboolean                                       RadSampleImage( byte *pixels, int width, int height, float st[ 2 ], float color[ 4 ] );\r
-void                                           RadLightForTriangles( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw );\r
-void                                           RadLightForPatch( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw );\r
-void                                           RadCreateDiffuseLights( void );\r
-void                                           RadFreeLights();\r
-\r
-\r
-/* light_ydnar.c */\r
-void                                           ColorToBytes( const float *color, byte *colorBytes, float scale );\r
-void                                           SmoothNormals( void );\r
-\r
-void                                           MapRawLightmap( int num );\r
-void                                           IlluminateRawLightmap( int num );\r
-void                                           IlluminateVertexes( int num );\r
-\r
-void                                           SetupBrushes( void );\r
-void                                           SetupClusters( void );\r
-qboolean                                       ClusterVisible( int a, int b );\r
-qboolean                                       ClusterVisibleToPoint( vec3_t point, int cluster );\r
-int                                                    ClusterForPoint( vec3_t point );\r
-int                                                    ClusterForPointExt( vec3_t point, float epsilon );\r
-int                                                    ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters );\r
-int                                                    ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags );\r
-void                                           SetupEnvelopes( qboolean forGrid, qboolean fastFlag );\r
-void                                           FreeTraceLights( trace_t *trace );\r
-void                                           CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace );\r
-void                                           CreateTraceLightsForSurface( int num, trace_t *trace );\r
-\r
-\r
-/* lightmaps_ydnar.c */\r
-void                                           ExportLightmaps( void );\r
-\r
-int                                                    ExportLightmapsMain( int argc, char **argv );\r
-int                                                    ImportLightmapsMain( int argc, char **argv );\r
-\r
-void                                           SetupSurfaceLightmaps( void );\r
-void                                           StitchSurfaceLightmaps( void );\r
-void                                           StoreSurfaceLightmaps( void );\r
-\r
-\r
-/* image.c */\r
-void                                           ImageFree( image_t *image );\r
-image_t                                                *ImageFind( const char *filename );\r
-image_t                                                *ImageLoad( const char *filename );\r
-\r
-\r
-/* shaders.c */\r
-void                                           AlphaMod( alphaMod_t *am, int numVerts, bspDrawVert_t *drawVerts );\r
-\r
-void                                           TcMod( tcMod_t mod, float st[ 2 ] );\r
-void                                           TcModIdentity( tcMod_t mod );\r
-void                                           TcModMultiply( tcMod_t a, tcMod_t b, tcMod_t out );\r
-void                                           TcModTranslate( tcMod_t mod, float s, float t );\r
-void                                           TcModScale( tcMod_t mod, float s, float t );\r
-void                                           TcModRotate( tcMod_t mod, float euler );\r
-\r
-qboolean                                       ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags );\r
-\r
-void                                           BeginMapShaderFile( const char *mapFile );\r
-void                                           WriteMapShaderFile( void );\r
-shaderInfo_t                           *CustomShader( shaderInfo_t *si, char *find, char *replace );\r
-void                                           EmitVertexRemapShader( char *from, char *to );\r
-\r
-void                                           LoadShaderInfo( void );\r
-shaderInfo_t                           *ShaderInfoForShader( const char *shader );\r
-\r
-\r
-/* bspfile_abstract.c */\r
-void                                           SetGridPoints( int n );\r
-void                                           SetDrawVerts( int n );\r
-void                                           IncDrawVerts();\r
-void                                           SetDrawSurfaces(int n);\r
-void                                           SetDrawSurfacesBuffer();\r
-void                                           BSPFilesCleanup();\r
-\r
-void                                           SwapBlock( int *block, int size );\r
-\r
-int                                                    GetLumpElements( bspHeader_t *header, int lump, int size );\r
-void                                           *GetLump( bspHeader_t *header, int lump );\r
-int                                                    CopyLump( bspHeader_t *header, int lump, void *dest, int size );\r
-void                                           AddLump( FILE *file, bspHeader_t *header, int lumpNum, const void *data, int length );\r
-\r
-void                                           LoadBSPFile( const char *filename );\r
-void                                           WriteBSPFile( const char *filename );\r
-void                                           PrintBSPFileSizes( void );\r
-\r
-epair_t                                                *ParseEPair( void );\r
-void                                           ParseEntities( void );\r
-void                                           UnparseEntities( void );\r
-void                                           PrintEntity( const entity_t *ent );\r
-void                                           SetKeyValue( entity_t *ent, const char *key, const char *value );\r
-const char                                     *ValueForKey( const entity_t *ent, const char *key );\r
-int                                                    IntForKey( const entity_t *ent, const char *key );\r
-vec_t                                          FloatForKey( const entity_t *ent, const char *key );\r
-void                                           GetVectorForKey( const entity_t *ent, const char *key, vec3_t vec );\r
-entity_t                                       *FindTargetEntity( const char *target );\r
-void                                           GetEntityShadowFlags( const entity_t *ent, const entity_t *ent2, int *castShadows, int *recvShadows );\r
-\r
-\r
-/* bspfile_ibsp.c */\r
-void                                           LoadIBSPFile( const char *filename );\r
-void                                           WriteIBSPFile( const char *filename );\r
-\r
-\r
-/* bspfile_rbsp.c */\r
-void                                           LoadRBSPFile( const char *filename );\r
-void                                           WriteRBSPFile( const char *filename );\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-bsp/general global variables\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-#ifdef MAIN_C\r
-       #define Q_EXTERN\r
-       #define Q_ASSIGN( a )   = a\r
-#else\r
-       #define Q_EXTERN extern\r
-       #define Q_ASSIGN( a )   \r
-#endif\r
-\r
-/* game support */\r
-Q_EXTERN game_t                                games[]\r
-#ifndef MAIN_C\r
-                                                       ;\r
-#else\r
-                                                       =\r
-                                                       {\r
-                                                               #include "game_quake3.h"\r
-                                                               ,\r
-                                                               #include "game_tenebrae.h"\r
-                                                               ,\r
-                                                               #include "game_wolf.h"\r
-                                                               ,\r
-                                                               #include "game_wolfet.h"/* most be after game_wolf.h as they share defines! */\r
-                                                               ,\r
-                                                               #include "game_ef.h"\r
-                                                               ,\r
-                                                               #include "game_sof2.h"\r
-                                                               ,\r
-                                                               #include "game_jk2.h"   /* most be after game_sof2.h as they share defines! */\r
-                                                               ,\r
-                                                               #include "game_ja.h"    /* most be after game_jk2.h as they share defines! */\r
-                                                               ,\r
-                                                               { NULL, NULL, NULL, NULL, NULL, qfalse, 0, 0, NULL }    /* null game */\r
-                                                       };\r
-#endif\r
-Q_EXTERN game_t                                *game Q_ASSIGN( &games[ 0 ] );\r
-\r
-\r
-/* general */\r
-Q_EXTERN int                           numImages Q_ASSIGN( 0 );\r
-Q_EXTERN image_t                       images[ MAX_IMAGES ];\r
-\r
-Q_EXTERN int                           numPicoModels Q_ASSIGN( 0 );\r
-Q_EXTERN picoModel_t           *picoModels[ MAX_MODELS ];\r
-\r
-Q_EXTERN shaderInfo_t          *shaderInfo Q_ASSIGN( NULL );\r
-Q_EXTERN int                           numShaderInfo Q_ASSIGN( 0 );\r
-Q_EXTERN int                           numVertexRemaps Q_ASSIGN( 0 );\r
-\r
-Q_EXTERN surfaceParm_t         custSurfaceParms[ MAX_CUST_SURFACEPARMS ];\r
-Q_EXTERN int                           numCustSurfaceParms Q_ASSIGN( 0 );\r
-\r
-Q_EXTERN char                          mapName[ MAX_QPATH ];   /* ydnar: per-map custom shaders for larger lightmaps */\r
-Q_EXTERN char                          mapShaderFile[ 1024 ];\r
-Q_EXTERN qboolean                      warnImage Q_ASSIGN( qtrue );\r
-\r
-/* ydnar: sinusoid samples */\r
-Q_EXTERN float                         jitters[ MAX_JITTERS ];\r
-\r
-\r
-/* commandline arguments */\r
-Q_EXTERN qboolean                      verbose;\r
-Q_EXTERN qboolean                      verboseEntities Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      force Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      infoMode Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      useCustomInfoParms Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      noprune Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      leaktest Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      nodetail Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      nosubdivide Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      notjunc Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      fulldetail Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      nowater Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      noCurveBrushes Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      fakemap Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      coplanar Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      nofog Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      noHint Q_ASSIGN( qfalse );                              /* ydnar */\r
-Q_EXTERN qboolean                      renameModelShaders Q_ASSIGN( qfalse );  /* ydnar */\r
-Q_EXTERN qboolean                      skyFixHack Q_ASSIGN( qfalse );                  /* ydnar */\r
-\r
-Q_EXTERN int                           patchSubdivisions Q_ASSIGN( 8 );                /* ydnar: -patchmeta subdivisions */\r
-\r
-Q_EXTERN int                           maxSurfaceVerts Q_ASSIGN( 64 );                 /* ydnar */\r
-Q_EXTERN int                           maxSurfaceIndexes Q_ASSIGN( 1000 );             /* ydnar */\r
-Q_EXTERN float                         npDegrees Q_ASSIGN( 0.0f );                             /* ydnar: nonplanar degrees */\r
-Q_EXTERN int                           bevelSnap Q_ASSIGN( 0 );                                /* ydnar: bevel plane snap */\r
-Q_EXTERN int                           texRange Q_ASSIGN( 0 );\r
-Q_EXTERN qboolean                      flat Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      meta Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      patchMeta Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      emitFlares Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      debugSurfaces Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      debugInset Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      debugPortals Q_ASSIGN( qfalse );\r
-\r
-Q_EXTERN double                                normalEpsilon Q_ASSIGN( 0.00001 );\r
-Q_EXTERN double                                distanceEpsilon Q_ASSIGN( 0.01 );\r
-\r
-\r
-/* bsp */\r
-Q_EXTERN int                           numMapEntities Q_ASSIGN( 0 );\r
-\r
-Q_EXTERN int                           blockSize[ 3 ]                                  /* should be the same as in radiant */\r
-#ifndef MAIN_C\r
-                                                       ;\r
-#else\r
-                                                       = { 1024, 1024, 1024 };\r
-#endif\r
-\r
-Q_EXTERN char                          name[ 1024 ];\r
-Q_EXTERN char                          source[ 1024 ];\r
-Q_EXTERN char                          outbase[ 32 ];\r
-\r
-Q_EXTERN int                           sampleSize;                                             /* lightmap sample size in units */\r
-\r
-Q_EXTERN int                           mapEntityNum Q_ASSIGN( 0 );\r
-\r
-Q_EXTERN int                           entitySourceBrushes;\r
-\r
-Q_EXTERN plane_t                       mapplanes[ MAX_MAP_PLANES ];    /* mapplanes[ num ^ 1 ] will always be the mirror or mapplanes[ num ] */\r
-Q_EXTERN int                           nummapplanes;                                   /* nummapplanes will always be even */\r
-Q_EXTERN int                           numMapPatches;\r
-Q_EXTERN vec3_t                                mapMins, mapMaxs;\r
-\r
-Q_EXTERN int                           defaultFogNum Q_ASSIGN( -1 );   /* ydnar: cleaner fog handling */\r
-Q_EXTERN int                           numMapFogs Q_ASSIGN( 0 );\r
-Q_EXTERN fog_t                         mapFogs[ MAX_MAP_FOGS ];\r
-\r
-Q_EXTERN entity_t                      *mapEnt;\r
-Q_EXTERN brush_t                       *buildBrush;\r
-Q_EXTERN int                           numActiveBrushes;\r
-Q_EXTERN int                           g_bBrushPrimit;\r
-\r
-Q_EXTERN int                           numStrippedLights Q_ASSIGN( 0 );\r
-\r
-\r
-/* surface stuff */\r
-Q_EXTERN mapDrawSurface_t      *mapDrawSurfs Q_ASSIGN( NULL );\r
-Q_EXTERN int                           numMapDrawSurfs;\r
-\r
-Q_EXTERN int                           numSurfacesByType[ NUM_SURFACE_TYPES ];\r
-Q_EXTERN int                           numClearedSurfaces;\r
-Q_EXTERN int                           numStripSurfaces;\r
-Q_EXTERN int                           numFanSurfaces;\r
-Q_EXTERN int                           numMergedSurfaces;\r
-Q_EXTERN int                           numMergedVerts;\r
-\r
-Q_EXTERN int                           numRedundantIndexes;\r
-\r
-Q_EXTERN int                           numSurfaceModels Q_ASSIGN( 0 );\r
-\r
-Q_EXTERN byte                          debugColors[ 12 ][ 3 ]\r
-#ifndef MAIN_C\r
-                                                       ;\r
-#else\r
-                                                       =\r
-                                                       {\r
-                                                               { 255, 0, 0 },\r
-                                                               { 192, 128, 128 },\r
-                                                               { 255, 255, 0 },\r
-                                                               { 192, 192, 128 },\r
-                                                               { 0, 255, 255 },\r
-                                                               { 128, 192, 192 },\r
-                                                               { 0, 0, 255 },\r
-                                                               { 128, 128, 192 },\r
-                                                               { 255, 0, 255 },\r
-                                                               { 192, 128, 192 },\r
-                                                               { 0, 255, 0 },\r
-                                                               { 128, 192, 128 }\r
-                                                       };\r
-#endif\r
-\r
-Q_EXTERN qboolean                      skyboxPresent Q_ASSIGN( qfalse );\r
-Q_EXTERN int                           skyboxArea Q_ASSIGN( -1 );\r
-Q_EXTERN m4x4_t                                skyboxTransform;\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-vis global variables\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/* commandline arguments */\r
-Q_EXTERN qboolean                      fastvis;\r
-Q_EXTERN qboolean                      noPassageVis;\r
-Q_EXTERN qboolean                      passageVisOnly;\r
-Q_EXTERN qboolean                      mergevis;\r
-Q_EXTERN qboolean                      nosort;\r
-Q_EXTERN qboolean                      saveprt;\r
-Q_EXTERN qboolean                      hint;   /* ydnar */\r
-Q_EXTERN char                          inbase[ MAX_QPATH ];\r
-\r
-/* other bits */\r
-Q_EXTERN int                           totalvis;\r
-\r
-Q_EXTERN float                         farPlaneDist;   /* rr2do2, rf, mre, ydnar all contributed to this one... */\r
-\r
-Q_EXTERN int                           numportals;\r
-Q_EXTERN int                           portalclusters;\r
-\r
-Q_EXTERN vportal_t                     *portals;\r
-Q_EXTERN leaf_t                                *leafs;\r
-\r
-Q_EXTERN vportal_t                     *faces;\r
-Q_EXTERN leaf_t                                *faceleafs;\r
-\r
-Q_EXTERN int                           numfaces;\r
-\r
-Q_EXTERN int                           c_portaltest, c_portalpass, c_portalcheck;\r
-Q_EXTERN int                           c_portalskip, c_leafskip;\r
-Q_EXTERN int                           c_vistest, c_mighttest;\r
-Q_EXTERN int                           c_chains;\r
-\r
-Q_EXTERN byte                          *vismap, *vismap_p, *vismap_end;\r
-\r
-Q_EXTERN int                           testlevel;\r
-\r
-Q_EXTERN byte                          *uncompressed;\r
-\r
-Q_EXTERN int                           leafbytes, leaflongs;\r
-Q_EXTERN int                           portalbytes, portallongs;\r
-\r
-Q_EXTERN vportal_t                     *sorted_portals[ MAX_MAP_PORTALS * 2 ];\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-light global variables\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/* commandline arguments */\r
-Q_EXTERN qboolean                      noSurfaces;\r
-\r
-Q_EXTERN qboolean                      deluxemap;\r
-Q_EXTERN qboolean                      debugDeluxemap;\r
-\r
-Q_EXTERN qboolean                      loMem Q_ASSIGN( qfalse );\r
-\r
-Q_EXTERN qboolean                      fast;\r
-Q_EXTERN qboolean                      faster;\r
-Q_EXTERN qboolean                      fastgrid;\r
-Q_EXTERN qboolean                      fastbounce;\r
-Q_EXTERN qboolean                      cheap;\r
-Q_EXTERN qboolean                      cheapgrid;\r
-Q_EXTERN qboolean                      smooth;\r
-Q_EXTERN int                           bounce;\r
-Q_EXTERN qboolean                      bounceOnly;\r
-Q_EXTERN qboolean                      bouncing;\r
-Q_EXTERN qboolean                      bouncegrid;\r
-Q_EXTERN qboolean                      normalmap;\r
-Q_EXTERN qboolean                      trisoup;\r
-Q_EXTERN qboolean                      shade;\r
-Q_EXTERN float                         shadeAngleDegrees Q_ASSIGN( 0.0f );\r
-Q_EXTERN int                           superSample Q_ASSIGN( 0 );\r
-Q_EXTERN int                           lightSamples Q_ASSIGN( 1 );\r
-Q_EXTERN qboolean                      filter;\r
-Q_EXTERN qboolean                      sunOnly;\r
-Q_EXTERN int                           approximateTolerance Q_ASSIGN( 0 );\r
-Q_EXTERN qboolean                      noCollapse;\r
-Q_EXTERN qboolean                      debug;\r
-Q_EXTERN qboolean                      debugSurfaces;\r
-Q_EXTERN qboolean                      debugUnused;\r
-Q_EXTERN qboolean                      debugAxis;\r
-Q_EXTERN qboolean                      debugCluster;\r
-Q_EXTERN qboolean                      debugOrigin;\r
-Q_EXTERN qboolean                      exportLightmaps;\r
-Q_EXTERN qboolean                      externalLightmaps;\r
-Q_EXTERN int                           lmCustomSize Q_ASSIGN( LIGHTMAP_WIDTH );\r
-\r
-/* standard flags */\r
-Q_EXTERN qboolean                      noTrace;\r
-Q_EXTERN qboolean                      patchShadows;\r
-Q_EXTERN qboolean                      dump;\r
-Q_EXTERN qboolean                      extra;\r
-Q_EXTERN qboolean                      extraWide;\r
-Q_EXTERN qboolean                      lightmapBorder;\r
-\r
-Q_EXTERN qboolean                      noSurfaces;\r
-\r
-Q_EXTERN int                           sampleSize Q_ASSIGN( DEFAULT_LIGHTMAP_SAMPLE_SIZE );\r
-Q_EXTERN qboolean                      noVertexLighting Q_ASSIGN( qfalse );\r
-Q_EXTERN qboolean                      noGridLighting Q_ASSIGN( qfalse );\r
-\r
-/* longest distance across the map */\r
-Q_EXTERN float                         maxMapDistance Q_ASSIGN( 0 );\r
-\r
-/* for run time tweaking of light sources */\r
-Q_EXTERN float                         pointScale Q_ASSIGN( 7500.0f );\r
-Q_EXTERN float                         areaScale Q_ASSIGN( 0.25f );\r
-Q_EXTERN float                         skyScale Q_ASSIGN( 1.0f );\r
-Q_EXTERN float                         bounceScale Q_ASSIGN( 0.25f );\r
-\r
-/* ydnar: for runtime tweaking of falloff tolerance */\r
-Q_EXTERN float                         falloffTolerance Q_ASSIGN( 1.0f );\r
-\r
-Q_EXTERN qboolean                      exactPointToPolygon Q_ASSIGN( qtrue );\r
-\r
-Q_EXTERN float                         formFactorValueScale Q_ASSIGN( 3.0f );\r
-\r
-Q_EXTERN float                         linearScale Q_ASSIGN( 1.0f / 8000.0f );\r
-\r
-Q_EXTERN light_t                       *lights;\r
-Q_EXTERN int                           numPointLights;\r
-Q_EXTERN int                           numSpotLights;\r
-Q_EXTERN int                           numSunLights;\r
-Q_EXTERN int                           numAreaLights;\r
-\r
-/* ydnar: for luxel placement */\r
-Q_EXTERN int                           numSurfaceClusters, maxSurfaceClusters;\r
-Q_EXTERN int                           *surfaceClusters;\r
-\r
-/* ydnar: for radiosity */\r
-Q_EXTERN int                           numDiffuseLights;\r
-Q_EXTERN int                           numBrushDiffuseLights;\r
-Q_EXTERN int                           numTriangleDiffuseLights;\r
-Q_EXTERN int                           numPatchDiffuseLights;\r
-\r
-/* ydnar: general purpose extra copy of drawvert list */\r
-Q_EXTERN bspDrawVert_t         *yDrawVerts;\r
-\r
-/* ydnar: for tracing statistics */\r
-Q_EXTERN int                           minSurfacesTested;\r
-Q_EXTERN int                           maxSurfacesTested;\r
-Q_EXTERN int                           totalSurfacesTested;\r
-Q_EXTERN int                           totalTraces;\r
-\r
-Q_EXTERN FILE                          *dumpFile;\r
-\r
-Q_EXTERN int                           c_visible, c_occluded;\r
-Q_EXTERN int                           c_subsampled;   /* ydnar */\r
-\r
-Q_EXTERN int                           defaultLightSubdivide Q_ASSIGN( 999 );\r
-\r
-Q_EXTERN vec3_t                                ambientColor;\r
-Q_EXTERN vec3_t                                minLight, minVertexLight, minGridLight;\r
-\r
-Q_EXTERN int                           *entitySurface;\r
-Q_EXTERN vec3_t                                *surfaceOrigin;\r
-\r
-Q_EXTERN vec3_t                                sunDirection;\r
-Q_EXTERN vec3_t                                sunLight;\r
-\r
-/* tracing */\r
-Q_EXTERN int                           c_totalTrace;\r
-Q_EXTERN int                           c_cullTrace, c_testTrace;\r
-Q_EXTERN int                           c_testFacets;\r
-\r
-/* ydnar: light optimization */\r
-Q_EXTERN float                         subdivideThreshold Q_ASSIGN( DEFAULT_SUBDIVIDE_THRESHOLD );\r
-\r
-Q_EXTERN int                           numOpaqueBrushes, maxOpaqueBrush;\r
-Q_EXTERN byte                          *opaqueBrushes;\r
-\r
-Q_EXTERN int                           numLights;\r
-Q_EXTERN int                           numCulledLights;\r
-\r
-Q_EXTERN int                           gridBoundsCulled;\r
-Q_EXTERN int                           gridEnvelopeCulled;\r
-\r
-Q_EXTERN int                           lightsBoundsCulled;\r
-Q_EXTERN int                           lightsEnvelopeCulled;\r
-Q_EXTERN int                           lightsPlaneCulled;\r
-Q_EXTERN int                           lightsClusterCulled;\r
-\r
-/* ydnar: radiosity */\r
-Q_EXTERN float                         diffuseSubdivide Q_ASSIGN( 256.0f );\r
-Q_EXTERN float                         minDiffuseSubdivide Q_ASSIGN( 64.0f );\r
-Q_EXTERN int                           numDiffuseSurfaces Q_ASSIGN( 0 );\r
-\r
-/* ydnar: list of surface information necessary for lightmap calculation */\r
-Q_EXTERN surfaceInfo_t         *surfaceInfos Q_ASSIGN( NULL );\r
-\r
-/* ydnar: sorted list of surfaces */\r
-Q_EXTERN int                           *sortSurfaces Q_ASSIGN( NULL );\r
-\r
-/* clumps of surfaces that share a raw lightmap */\r
-Q_EXTERN int                           numLightSurfaces Q_ASSIGN( 0 );\r
-Q_EXTERN int                           *lightSurfaces Q_ASSIGN( NULL );\r
-\r
-/* raw lightmaps */\r
-Q_EXTERN int                           numRawSuperLuxels Q_ASSIGN( 0 );\r
-Q_EXTERN int                           numRawLightmaps Q_ASSIGN( 0 );\r
-Q_EXTERN rawLightmap_t         *rawLightmaps Q_ASSIGN( NULL );\r
-Q_EXTERN int                           *sortLightmaps Q_ASSIGN( NULL );\r
-\r
-/* vertex luxels */\r
-Q_EXTERN float                         *vertexLuxels[ MAX_LIGHTMAPS ];\r
-Q_EXTERN float                         *radVertexLuxels[ MAX_LIGHTMAPS ];\r
-\r
-/* bsp lightmaps */\r
-Q_EXTERN int                           numLightmapShaders Q_ASSIGN( 0 );\r
-Q_EXTERN int                           numOutLightmaps Q_ASSIGN( 0 );\r
-Q_EXTERN int                           numBSPLightmaps Q_ASSIGN( 0 );\r
-Q_EXTERN int                           numExtLightmaps Q_ASSIGN( 0 );\r
-Q_EXTERN outLightmap_t         *outLightmaps Q_ASSIGN( NULL );\r
-\r
-/* grid points */\r
-Q_EXTERN int                           numRawGridPoints Q_ASSIGN( 0 );\r
-Q_EXTERN rawGridPoint_t                *rawGridPoints Q_ASSIGN( NULL );\r
-\r
-Q_EXTERN int                           numSurfsVertexLit Q_ASSIGN( 0 );\r
-Q_EXTERN int                           numSurfsVertexForced Q_ASSIGN( 0 );\r
-Q_EXTERN int                           numSurfsVertexApproximated Q_ASSIGN( 0 );\r
-Q_EXTERN int                           numSurfsLightmapped Q_ASSIGN( 0 );\r
-Q_EXTERN int                           numPlanarsLightmapped Q_ASSIGN( 0 );\r
-Q_EXTERN int                           numNonPlanarsLightmapped Q_ASSIGN( 0 );\r
-Q_EXTERN int                           numPatchesLightmapped Q_ASSIGN( 0 );\r
-Q_EXTERN int                           numPlanarPatchesLightmapped Q_ASSIGN( 0 );\r
-\r
-Q_EXTERN int                           numLuxels Q_ASSIGN( 0 );\r
-Q_EXTERN int                           numLuxelsMapped Q_ASSIGN( 0 );\r
-Q_EXTERN int                           numLuxelsOccluded Q_ASSIGN( 0 );\r
-Q_EXTERN int                           numLuxelsIlluminated Q_ASSIGN( 0 );\r
-Q_EXTERN int                           numVertsIlluminated Q_ASSIGN( 0 );\r
-\r
-/* lightgrid */\r
-Q_EXTERN vec3_t                                gridMins;\r
-Q_EXTERN int                           gridBounds[ 3 ];\r
-Q_EXTERN vec3_t                                gridSize\r
-#ifndef MAIN_C\r
-                                                       ;\r
-#else\r
-                                                       = { 64, 64, 128 };\r
-#endif\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-abstracted bsp globals\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-Q_EXTERN int                           numEntities Q_ASSIGN( 0 );\r
-Q_EXTERN int                           numBSPEntities Q_ASSIGN( 0 );\r
-Q_EXTERN entity_t                      entities[ MAX_MAP_ENTITIES ];\r
-\r
-Q_EXTERN int                           numBSPModels Q_ASSIGN( 0 );\r
-Q_EXTERN bspModel_t                    bspModels[ MAX_MAP_MODELS ];\r
-\r
-Q_EXTERN int                           numBSPShaders Q_ASSIGN( 0 );\r
-Q_EXTERN bspShader_t           bspShaders[ MAX_MAP_MODELS ];\r
-\r
-Q_EXTERN int                           bspEntDataSize Q_ASSIGN( 0 );\r
-Q_EXTERN char                          bspEntData[ MAX_MAP_ENTSTRING ];\r
-\r
-Q_EXTERN int                           numBSPLeafs Q_ASSIGN( 0 );\r
-Q_EXTERN bspLeaf_t                     bspLeafs[ MAX_MAP_LEAFS ];\r
-\r
-Q_EXTERN int                           numBSPPlanes Q_ASSIGN( 0 );\r
-Q_EXTERN bspPlane_t                    bspPlanes[ MAX_MAP_PLANES ];\r
-\r
-Q_EXTERN int                           numBSPNodes Q_ASSIGN( 0 );\r
-Q_EXTERN bspNode_t                     bspNodes[ MAX_MAP_NODES ];\r
-\r
-Q_EXTERN int                           numBSPLeafSurfaces Q_ASSIGN( 0 );\r
-Q_EXTERN int                           bspLeafSurfaces[ MAX_MAP_LEAFFACES ];\r
-\r
-Q_EXTERN int                           numBSPLeafBrushes Q_ASSIGN( 0 );\r
-Q_EXTERN int                           bspLeafBrushes[ MAX_MAP_LEAFBRUSHES ];\r
-\r
-Q_EXTERN int                           numBSPBrushes Q_ASSIGN( 0 );\r
-Q_EXTERN bspBrush_t                    bspBrushes[ MAX_MAP_BRUSHES ];\r
-\r
-Q_EXTERN int                           numBSPBrushSides Q_ASSIGN( 0 );\r
-Q_EXTERN bspBrushSide_t                bspBrushSides[ MAX_MAP_BRUSHSIDES ];\r
-\r
-Q_EXTERN int                           numBSPLightBytes Q_ASSIGN( 0 );\r
-Q_EXTERN byte                          *bspLightBytes Q_ASSIGN( NULL );\r
-\r
-//%    Q_EXTERN int                            numBSPGridPoints Q_ASSIGN( 0 );\r
-//%    Q_EXTERN byte                           *bspGridPoints Q_ASSIGN( NULL );\r
-\r
-Q_EXTERN int                           numBSPGridPoints Q_ASSIGN( 0 );\r
-Q_EXTERN bspGridPoint_t                *bspGridPoints Q_ASSIGN( NULL );\r
-\r
-Q_EXTERN int                           numBSPVisBytes Q_ASSIGN( 0 );\r
-Q_EXTERN byte                          bspVisBytes[ MAX_MAP_VISIBILITY ];\r
-\r
-Q_EXTERN int                           numBSPDrawVerts Q_ASSIGN( 0 );\r
-Q_EXTERN bspDrawVert_t         *bspDrawVerts Q_ASSIGN( NULL );\r
-\r
-Q_EXTERN int                           numBSPDrawIndexes Q_ASSIGN( 0 );\r
-Q_EXTERN int                           bspDrawIndexes[ MAX_MAP_DRAW_INDEXES ];\r
-\r
-Q_EXTERN int                           numBSPDrawSurfaces Q_ASSIGN( 0 );\r
-Q_EXTERN bspDrawSurface_t      *bspDrawSurfaces Q_ASSIGN( NULL );\r
-\r
-Q_EXTERN int                           numBSPFogs Q_ASSIGN( 0 );\r
-Q_EXTERN bspFog_t                      bspFogs[ MAX_MAP_FOGS ];\r
-\r
-\r
-\r
-/* end marker */\r
-#endif\r
+/*
+Copyright (C) 1999-2007 id Software, Inc. and contributors.
+For a list of contributors, see the accompanying CONTRIBUTORS file.
+
+This file is part of GtkRadiant.
+
+GtkRadiant 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.
+
+GtkRadiant 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 GtkRadiant; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+----------------------------------------------------------------------------------
+
+This code has been altered significantly from its original form, to support
+several games based on the Quake III Arena engine, in the form of "Q3Map2."
+
+------------------------------------------------------------------------------- */
+
+
+
+/* marker */
+#ifndef Q3MAP2_H
+#define Q3MAP2_H
+
+
+
+/* version */
+#define Q3MAP_VERSION  "2.5.11"
+#define Q3MAP_MOTD             "A well-oiled toaster oven"
+
+
+
+/* -------------------------------------------------------------------------------
+
+dependencies
+
+------------------------------------------------------------------------------- */
+
+/* platform-specific */
+#if defined( __linux__ ) || defined( __APPLE__ )
+       #define Q_UNIX
+#endif
+
+#ifdef Q_UNIX
+       #include <unistd.h>
+       #include <pwd.h>
+       #include <limits.h>
+#endif
+
+#ifdef _WIN32
+       #include <windows.h>
+#endif
+
+
+/* general */
+#include "version.h"                   /* ttimo: might want to guard that if built outside of the GtkRadiant tree */
+
+#include "cmdlib.h"
+#include "mathlib.h"
+#include "md5lib.h"
+#include "ddslib.h"
+
+#include "picomodel.h"
+
+#include "scriplib.h"
+#include "polylib.h"
+#include "imagelib.h"
+#include "qthreads.h"
+#include "inout.h"
+#include "vfs.h"
+#include "png.h"
+#include "radiant_jpeglib.h"
+
+#include <stdlib.h>
+
+
+
+/* -------------------------------------------------------------------------------
+
+port-related hacks
+
+------------------------------------------------------------------------------- */
+
+#define MAC_STATIC_HACK                        0
+#if defined( __APPLE__ ) && MAC_STATIC_HACK 
+       #define MAC_STATIC                      static
+#else
+       #define MAC_STATIC                      
+#endif
+
+#if 1
+       #ifdef _WIN32
+               #define Q_stricmp                       stricmp
+               #define Q_strncasecmp           strnicmp
+       #else
+               #define Q_stricmp                       strcasecmp
+               #define Q_strncasecmp           strncasecmp
+       #endif
+#endif
+
+/* macro version */
+#define VectorMA( a, s, b, c ) ((c)[ 0 ] = (a)[ 0 ] + (s) * (b)[ 0 ], (c)[ 1 ] = (a)[ 1 ] + (s) * (b)[ 1 ], (c)[ 2 ] = (a)[ 2 ] + (s) * (b)[ 2 ])
+
+
+
+/* -------------------------------------------------------------------------------
+
+constants
+
+------------------------------------------------------------------------------- */
+
+/* general */
+#define MAX_QPATH                              64
+
+#define MAX_IMAGES                             512
+#define DEFAULT_IMAGE                  "*default"
+
+#define MAX_MODELS                             512
+
+#define        DEF_BACKSPLASH_FRACTION 0.05f   /* 5% backsplash by default */
+#define        DEF_BACKSPLASH_DISTANCE 23
+
+#define DEF_RADIOSITY_BOUNCE   1.0f    /* ydnar: default to 100% re-emitted light */
+
+#define        MAX_SHADER_INFO                 8192
+#define MAX_CUST_SURFACEPARMS  64
+
+#define        SHADER_MAX_VERTEXES             1000
+#define        SHADER_MAX_INDEXES              (6 * SHADER_MAX_VERTEXES)
+
+#define MAX_JITTERS                            256
+
+
+/* epair parsing (note case-sensitivity directive) */
+#define CASE_INSENSITIVE_EPAIRS        1
+
+#if CASE_INSENSITIVE_EPAIRS
+       #define EPAIR_STRCMP            Q_stricmp
+#else
+       #define EPAIR_STRCMP            strcmp
+#endif
+
+
+/* ydnar: compiler flags, because games have widely varying content/surface flags */
+#define C_SOLID                                        0x00000001
+#define C_TRANSLUCENT                  0x00000002
+#define C_STRUCTURAL                   0x00000004
+#define C_HINT                                 0x00000008
+#define C_NODRAW                               0x00000010
+#define C_LIGHTGRID                            0x00000020
+#define C_ALPHASHADOW                  0x00000040
+#define C_LIGHTFILTER                  0x00000080
+#define C_VERTEXLIT                            0x00000100
+#define C_LIQUID                               0x00000200
+#define C_FOG                                  0x00000400
+#define C_SKY                                  0x00000800
+#define C_ORIGIN                               0x00001000
+#define C_AREAPORTAL                   0x00002000
+#define C_ANTIPORTAL                   0x00004000      /* like hint, but doesn't generate portals */
+#define C_SKIP                                 0x00008000      /* like hint, but skips this face (doesn't split bsp) */
+#define C_NOMARKS                              0x00010000      /* no decals */
+
+#define C_DETAIL                               0x08000000      /* THIS MUST BE THE SAME AS IN RADIANT! */
+
+
+/* shadow flags */
+#define WORLDSPAWN_CAST_SHADOWS        1
+#define WORLDSPAWN_RECV_SHADOWS        1
+#define ENTITY_CAST_SHADOWS            0
+#define ENTITY_RECV_SHADOWS            1
+
+
+/* bsp */
+#define        MAX_PATCH_SIZE                  32
+#define        MAX_BRUSH_SIDES                 1024
+#define MAX_BUILD_SIDES                        300
+
+#define        MAX_EXPANDED_AXIS               128
+
+#define        CLIP_EPSILON                    0.1f
+#define        PLANESIDE_EPSILON               0.001f
+#define        PLANENUM_LEAF                   -1
+
+#define        HINT_PRIORITY                   1000            /* ydnar: force hint splits first and antiportal/areaportal splits last */
+#define ANTIPORTAL_PRIORITY            -1000
+#define AREAPORTAL_PRIORITY            -1000
+
+#define        PSIDE_FRONT                             1
+#define        PSIDE_BACK                              2
+#define        PSIDE_BOTH                              (PSIDE_FRONT | PSIDE_BACK)
+#define        PSIDE_FACING                    4
+
+#define BPRIMIT_UNDEFINED              0
+#define BPRIMIT_OLDBRUSHES             1
+#define BPRIMIT_NEWBRUSHES             2
+
+
+/* vis */
+#define        VIS_HEADER_SIZE                 8
+
+#define SEPERATORCACHE                 /* seperator caching helps a bit */
+
+#define        PORTALFILE                              "PRT1"
+
+#define        MAX_PORTALS                             32768
+#define MAX_SEPERATORS                 MAX_POINTS_ON_WINDING
+#define        MAX_POINTS_ON_FIXED_WINDING     24      /* ydnar: increased this from 12 at the expense of more memory */
+#define        MAX_PORTALS_ON_LEAF             128
+
+
+/* light */
+#define EMIT_POINT                             0
+#define EMIT_AREA                              1
+#define EMIT_SPOT                              2
+#define EMIT_SUN                               3
+
+#define LIGHT_ATTEN_LINEAR             1
+#define LIGHT_ATTEN_ANGLE              2
+#define LIGHT_ATTEN_DISTANCE   4
+#define LIGHT_TWOSIDED                 8
+#define LIGHT_GRID                             16
+#define LIGHT_SURFACES                 32
+#define LIGHT_DARK                             64              /* probably never use this */
+#define LIGHT_FAST                             256
+#define LIGHT_FAST_TEMP                        512
+#define LIGHT_FAST_ACTUAL              (LIGHT_FAST | LIGHT_FAST_TEMP)
+#define LIGHT_NEGATIVE                 1024
+
+#define LIGHT_SUN_DEFAULT              (LIGHT_ATTEN_ANGLE | LIGHT_GRID | LIGHT_SURFACES)
+#define LIGHT_AREA_DEFAULT             (LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES)        /* q3a and wolf are the same */
+#define LIGHT_Q3A_DEFAULT              (LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES | LIGHT_FAST)
+#define LIGHT_WOLF_DEFAULT             (LIGHT_ATTEN_LINEAR | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES | LIGHT_FAST)
+
+#define MAX_TRACE_TEST_NODES   256
+#define DEFAULT_INHIBIT_RADIUS 1.5f
+
+#define LUXEL_EPSILON                  0.125f
+#define VERTEX_EPSILON                 -0.125f
+#define GRID_EPSILON                   0.0f
+
+#define DEFAULT_LIGHTMAP_SAMPLE_SIZE   16
+#define DEFAULT_LIGHTMAP_SAMPLE_OFFSET 1.0f
+#define DEFAULT_SUBDIVIDE_THRESHOLD            1.0f
+
+#define        EXTRA_SCALE                             2       /* -extrawide = -super 2 */
+#define        EXTRAWIDE_SCALE                 2       /* -extrawide = -super 2 -filter */
+
+#define CLUSTER_UNMAPPED               -1
+#define CLUSTER_OCCLUDED               -2
+#define CLUSTER_FLOODED                        -3
+
+#define VERTEX_LUXEL_SIZE              3
+#define BSP_LUXEL_SIZE                 3
+#define RAD_LUXEL_SIZE                 3
+#define SUPER_LUXEL_SIZE               4
+#define SUPER_ORIGIN_SIZE              3
+#define SUPER_NORMAL_SIZE              3
+#define SUPER_DELUXEL_SIZE             3
+#define BSP_DELUXEL_SIZE               3
+
+#define VERTEX_LUXEL( s, v )   (vertexLuxels[ s ] + ((v) * VERTEX_LUXEL_SIZE))
+#define RAD_VERTEX_LUXEL( s, v )(radVertexLuxels[ s ] + ((v) * VERTEX_LUXEL_SIZE))
+#define BSP_LUXEL( s, x, y )   (lm->bspLuxels[ s ] + ((((y) * lm->w) + (x)) * BSP_LUXEL_SIZE))
+#define RAD_LUXEL( s, x, y )   (lm->radLuxels[ s ] + ((((y) * lm->w) + (x)) * RAD_LUXEL_SIZE))
+#define SUPER_LUXEL( s, x, y ) (lm->superLuxels[ s ] + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
+#define SUPER_ORIGIN( x, y )   (lm->superOrigins + ((((y) * lm->sw) + (x)) * SUPER_ORIGIN_SIZE))
+#define SUPER_NORMAL( x, y )   (lm->superNormals + ((((y) * lm->sw) + (x)) * SUPER_NORMAL_SIZE))
+#define SUPER_CLUSTER( x, y )  (lm->superClusters + (((y) * lm->sw) + (x)))
+#define SUPER_DELUXEL( x, y )  (lm->superDeluxels + ((((y) * lm->sw) + (x)) * SUPER_DELUXEL_SIZE))
+#define BSP_DELUXEL( x, y )            (lm->bspDeluxels + ((((y) * lm->w) + (x)) * BSP_DELUXEL_SIZE))
+
+
+
+/* -------------------------------------------------------------------------------
+
+abstracted bsp file
+
+------------------------------------------------------------------------------- */
+
+#define EXTERNAL_LIGHTMAP              "lm_%04d.tga"
+
+#define MAX_LIGHTMAPS                  4                       /* RBSP */
+#define MAX_LIGHT_STYLES               64
+#define        MAX_SWITCHED_LIGHTS             32
+#define LS_NORMAL                              0x00
+#define LS_UNUSED                              0xFE
+#define        LS_NONE                                 0xFF
+
+#define MAX_LIGHTMAP_SHADERS   256
+
+/* ok to increase these at the expense of more memory */
+#define        MAX_MAP_MODELS                  0x400
+#define        MAX_MAP_BRUSHES                 0x8000
+#define        MAX_MAP_ENTITIES                0x1000          //%     0x800   /* ydnar */
+#define        MAX_MAP_ENTSTRING               0x80000         //%     0x40000 /* ydnar */
+#define        MAX_MAP_SHADERS                 0x400
+
+#define        MAX_MAP_AREAS                   0x100           /* MAX_MAP_AREA_BYTES in q_shared must match! */
+#define        MAX_MAP_FOGS                    30                      //& 0x100       /* RBSP (32 - world fog - goggles) */
+#define        MAX_MAP_PLANES                  0x100000        //%     0x20000 /* ydnar for md */
+#define        MAX_MAP_NODES                   0x20000
+#define        MAX_MAP_BRUSHSIDES              0x100000        //%     0x20000 /* ydnar */
+#define        MAX_MAP_LEAFS                   0x20000
+#define        MAX_MAP_LEAFFACES               0x20000
+#define        MAX_MAP_LEAFBRUSHES             0x40000
+#define        MAX_MAP_PORTALS                 0x20000
+#define        MAX_MAP_LIGHTING                0x800000
+#define        MAX_MAP_LIGHTGRID               0x100000        //%     0x800000 /* ydnar: set to points, not bytes */
+#define        MAX_MAP_VISIBILITY              0x200000
+
+#define        MAX_MAP_DRAW_SURFS              0x20000
+#define        MAX_MAP_DRAW_VERTS              0x80000
+#define        MAX_MAP_DRAW_INDEXES    0x80000
+
+
+/* key / value pair sizes in the entities lump */
+#define        MAX_KEY                                 32
+#define        MAX_VALUE                               1024
+
+/* the editor uses these predefined yaw angles to orient entities up or down */
+#define        ANGLE_UP                                -1
+#define        ANGLE_DOWN                              -2
+
+#define        LIGHTMAP_WIDTH                  128
+#define        LIGHTMAP_HEIGHT                 128
+
+#define MIN_WORLD_COORD                        (-65536)
+#define        MAX_WORLD_COORD                 (65536)
+#define WORLD_SIZE                             (MAX_WORLD_COORD - MIN_WORLD_COORD)
+
+
+typedef void                                   (*bspFunc)( const char * );
+
+
+typedef struct
+{
+       int             offset, length;
+}
+bspLump_t;
+
+
+typedef struct
+{
+       char            ident[ 4 ];
+       int                     version;
+       
+       bspLump_t       lumps[ 100 ];   /* theoretical maximum # of bsp lumps */
+}
+bspHeader_t;
+
+
+typedef struct
+{
+       float           mins[ 3 ], maxs[ 3 ];
+       int                     firstBSPSurface, numBSPSurfaces;
+       int                     firstBSPBrush, numBSPBrushes;
+}
+bspModel_t;
+
+
+typedef struct
+{
+       char            shader[ MAX_QPATH ];
+       int                     surfaceFlags;
+       int                     contentFlags;
+}
+bspShader_t;
+
+
+/* planes x^1 is allways the opposite of plane x */
+
+typedef struct
+{
+       float           normal[ 3 ];
+       float           dist;
+}
+bspPlane_t;
+
+
+typedef struct
+{
+       int                     planeNum;
+       int                     children[ 2 ];          /* negative numbers are -(leafs+1), not nodes */
+       int                     mins[ 3 ];                      /* for frustom culling */
+       int                     maxs[ 3 ];
+}
+bspNode_t;
+
+
+typedef struct
+{
+       int                     cluster;                        /* -1 = opaque cluster (do I still store these?) */
+       int                     area;
+       
+       int                     mins[ 3 ];                      /* for frustum culling */
+       int                     maxs[ 3 ];
+       
+       int                     firstBSPLeafSurface;
+       int                     numBSPLeafSurfaces;
+       
+       int                     firstBSPLeafBrush;
+       int                     numBSPLeafBrushes;
+}
+bspLeaf_t;
+
+
+typedef struct
+{
+       int                     planeNum;                       /* positive plane side faces out of the leaf */
+       int                     shaderNum;
+       int                     surfaceNum;                     /* RBSP */
+}
+bspBrushSide_t;
+
+
+typedef struct
+{
+       int                     firstSide;
+       int                     numSides;
+       int                     shaderNum;                      /* the shader that determines the content flags */
+}
+bspBrush_t;
+
+
+typedef struct
+{
+       char            shader[ MAX_QPATH ];
+       int                     brushNum;
+       int                     visibleSide;            /* the brush side that ray tests need to clip against (-1 == none) */
+}
+bspFog_t;
+
+
+typedef struct
+{
+       vec3_t          xyz;
+       float           st[ 2 ];
+       float           lightmap[ MAX_LIGHTMAPS ][ 2 ]; /* RBSP */
+       vec3_t          normal;
+       byte            color[ MAX_LIGHTMAPS ][ 4 ];    /* RBSP */
+}
+bspDrawVert_t;
+
+
+typedef enum
+{
+       MST_BAD,
+       MST_PLANAR,
+       MST_PATCH,
+       MST_TRIANGLE_SOUP,
+       MST_FLARE,
+       MST_FOLIAGE
+}
+bspSurfaceType_t;
+
+
+typedef struct bspGridPoint_s
+{
+       byte            ambient[ MAX_LIGHTMAPS ][ 3 ];
+       byte            directed[ MAX_LIGHTMAPS ][ 3 ];
+       byte            styles[ MAX_LIGHTMAPS ];
+       byte            latLong[ 2 ];
+}
+bspGridPoint_t;
+
+
+typedef struct
+{
+       int                     shaderNum;
+       int                     fogNum;
+       int                     surfaceType;
+       
+       int                     firstVert;
+       int                     numVerts;
+       
+       int                     firstIndex;
+       int                     numIndexes;
+       
+       byte            lightmapStyles[ MAX_LIGHTMAPS ];                                                /* RBSP */
+       byte            vertexStyles[ MAX_LIGHTMAPS ];                                                  /* RBSP */
+       int                     lightmapNum[ MAX_LIGHTMAPS ];                                                   /* RBSP */
+       int                     lightmapX[ MAX_LIGHTMAPS ], lightmapY[ MAX_LIGHTMAPS ]; /* RBSP */
+       int                     lightmapWidth, lightmapHeight;
+       
+       vec3_t          lightmapOrigin;
+       vec3_t          lightmapVecs[ 3 ];      /* on patches, [ 0 ] and [ 1 ] are lodbounds */
+       
+       int                     patchWidth;
+       int                     patchHeight;
+}
+bspDrawSurface_t;
+
+
+
+/* -------------------------------------------------------------------------------
+
+general types
+
+------------------------------------------------------------------------------- */
+
+/* ydnar: for smaller structs */
+typedef char   qb_t;
+
+
+/* ydnar: for q3map_tcMod */
+typedef float  tcMod_t[ 3 ][ 3 ];
+
+
+/* ydnar: for multiple game support */
+typedef struct surfaceParm_s
+{
+       char            *name;
+       int                     contentFlags, contentFlagsClear;
+       int                     surfaceFlags, surfaceFlagsClear;
+       int                     compileFlags, compileFlagsClear;
+}
+surfaceParm_t;
+
+
+typedef struct game_s
+{
+       char                            *arg;                                                   /* -game matches this */
+       char                            *gamePath;                                              /* main game data dir */
+       char                            *homeBasePath;                                  /* home sub-dir on unix */
+       char                            *magic;                                                 /* magic word for figuring out base path */
+       char                            *shaderPath;                                    /* shader directory */
+       qboolean                        wolfLight;                                              /* when true, lights work like wolf q3map  */
+       qboolean                        emitFlares;                                             /* when true, emit flare surfaces */
+       char                            *flareShader;                                   /* default flare shader (MUST BE SET) */
+       char                            *bspIdent;                                              /* 4-letter bsp file prefix */
+       int                                     bspVersion;                                             /* BSP version to use */
+       bspFunc                         load, write;                                    /* load/write function pointers */
+       surfaceParm_t           surfaceParms[ 128 ];                    /* surfaceparm array */
+}
+game_t;
+
+
+typedef struct image_s
+{
+       char                            *name, *filename;
+       int                                     refCount;
+       int                                     width, height;
+       byte                            *pixels;
+}
+image_t;
+
+
+typedef struct sun_s
+{
+       struct sun_s            *next;
+       vec3_t                          direction, color;
+       float                           photons, deviance, filterRadius;
+       int                                     numSamples;
+}
+sun_t;
+
+
+typedef struct surfaceModel_s 
+{
+       struct surfaceModel_s   *next;
+       char                            model[ MAX_QPATH ];
+       float                           density, odds;
+       float                           minScale, maxScale;
+       float                           minAngle, maxAngle;
+       qboolean                        oriented;
+}
+surfaceModel_t;
+
+
+/* ydnar/sd: foliage stuff for wolf et (engine-supported optimization of the above) */
+typedef struct foliage_s 
+{
+       struct foliage_s        *next;
+       char                            model[ MAX_QPATH ];
+       float                           scale, density, odds;
+       qboolean                        inverseAlpha;
+}
+foliage_t;
+
+typedef struct foliageInstance_s
+{
+       vec3_t                          xyz, normal;
+}
+foliageInstance_t;
+
+
+typedef struct remap_s
+{
+       struct remap_s          *next;
+       char                            from[ 1024 ];
+       char                            to[ MAX_QPATH ];
+}
+remap_t;
+
+
+typedef enum
+{
+       AM_NONE,
+       AM_DOT_PRODUCT
+}
+alphaModType_t;
+
+
+typedef struct alphaMod_s
+{
+       struct alphaMod_s       *next;
+       alphaModType_t          type;
+       vec_t                           data[ 16 ];
+}
+alphaMod_t;
+
+
+typedef enum
+{
+       IM_NONE,
+       IM_OPAQUE,
+       IM_MASKED,
+       IM_BLEND
+}
+implicitMap_t;
+
+
+typedef struct shaderInfo_s
+{
+       char                            shader[ MAX_QPATH ];
+       int                                     surfaceFlags;
+       int                                     contentFlags;
+       int                                     compileFlags;
+       float                           value;                                                  /* light value */
+       
+       char                            backShader[ MAX_QPATH ];                /* for surfaces that generate different front and back passes */
+       char                            flareShader[ MAX_QPATH ];               /* for light flares */
+       char                            cloneShader[ MAX_QPATH ];               /* ydnar: for cloning of a surface */
+       char                            damageShader[ MAX_QPATH ];              /* ydnar: sof2 damage shader name */
+
+       surfaceModel_t          *surfaceModel;                                  /* ydnar: for distribution of models */
+       foliage_t                       *foliage;                                               /* ydnar/splash damage: wolf et foliage */
+       
+       float                           subdivisions;                                   /* from a "tesssize xxx" */
+       float                           backsplashFraction;                             /* floating point value, usually 0.05 */
+       float                           backsplashDistance;                             /* default 16 */
+       float                           lightSubdivide;                                 /* default 999 */
+       float                           lightFilterRadius;                              /* ydnar: lightmap filtering/blurring radius for lights created by this shader (default: 0) */
+       
+       int                                     lightmapSampleSize;                             /* lightmap sample size */
+       float                           lightmapSampleOffset;                   /* ydnar: lightmap sample offset (default: 1.0) */
+       
+       float                           bounceScale;                                    /* ydnar: radiosity re-emission [0,1.0+] */
+       float                           offset;                                                 /* ydnar: offset in units */
+       float                           shadeAngleDegrees;                              /* ydnar: breaking angle for smooth shading (degrees) */
+       
+       vec3_t                          mins, maxs;                                             /* ydnar: for particle studio vertexDeform move support */
+       
+       qb_t                            legacyTerrain;                                  /* ydnar: enable legacy terrain crutches */
+       qb_t                            indexed;                                                /* ydnar: attempt to use indexmap (terrain alphamap style) */
+       qb_t                            forceMeta;                                              /* ydnar: force metasurface path */
+       qb_t                            noClip;                                                 /* ydnar: don't clip into bsp, preserve original face winding */
+       qb_t                            noFast;                                                 /* ydnar: supress fast lighting for surfaces with this shader */
+       qb_t                            invert;                                                 /* ydnar: reverse facing */
+       qb_t                            nonplanar;                                              /* ydnar: for nonplanar meta surface merging */
+       qb_t                            tcGen;                                                  /* ydnar: has explicit texcoord generation */
+       vec3_t                          vecs[ 2 ];                                              /* ydnar: explicit texture vectors for [0,1] texture space */
+       tcMod_t                         mod;                                                    /* ydnar: q3map_tcMod matrix for djbob :) */
+       vec3_t                          lightmapAxis;                                   /* ydnar: explicit lightmap axis projection */
+       alphaMod_t                      *alphaMod;                                              /* ydnar: q3map_alphaMod support */
+       
+       int                                     furNumLayers;                                   /* ydnar: number of fur layers */
+       float                           furOffset;                                              /* ydnar: offset of each layer */
+       float                           furFade;                                                /* ydnar: alpha fade amount per layer */
+
+       qb_t                            splotchFix;                                             /* ydnar: filter splotches on lightmaps */
+       
+       qb_t                            hasPasses;                                              /* false if the shader doesn't define any rendering passes */
+       qb_t                            globalTexture;                                  /* don't normalize texture repeats */
+       qb_t                            twoSided;                                               /* cull none */
+       qb_t                            autosprite;                                             /* autosprite shaders will become point lights instead of area lights */
+       qb_t                            polygonOffset;                                  /* ydnar: don't face cull this or against this */
+       qb_t                            patchShadows;                                   /* have patches casting shadows when using -light for this surface */
+       qb_t                            vertexShadows;                                  /* shadows will be casted at this surface even when vertex lit */
+       qb_t                            forceSunlight;                                  /* force sun light at this surface even tho we might not calculate shadows in vertex lighting */
+       qb_t                            notjunc;                                                /* don't use this surface for tjunction fixing */
+       qb_t                            fogParms;                                               /* ydnar: has fogparms */
+       qb_t                            noFog;                                                  /* ydnar: supress fogging */
+       
+       qb_t                            clipModel;                                              /* ydnar: solid model hack */
+       
+       byte                            styleMarker;                                    /* ydnar: light styles hack */
+       
+       float                           vertexScale;                                    /* vertex light scale */
+       
+       char                            skyParmsImageBase[ MAX_QPATH ]; /* ydnar: for skies */
+       
+       char                            editorImagePath[ MAX_QPATH ];   /* use this image to generate texture coordinates */
+       char                            lightImagePath[ MAX_QPATH ];    /* use this image to generate color / averageColor */
+       char                            normalImagePath[ MAX_QPATH ];   /* ydnar: normalmap image for bumpmapping */
+       
+       implicitMap_t           implicitMap;                                    /* ydnar: enemy territory implicit shaders */
+       char                            implicitImagePath[ MAX_QPATH ];
+       
+       image_t                         *shaderImage;
+       image_t                         *lightImage;
+       image_t                         *normalImage;
+       
+       float                           skyLightValue;                                  /* ydnar */
+       int                                     skyLightIterations;                             /* ydnar */
+       sun_t                           *sun;                                                   /* ydnar */
+       
+       vec3_t                          color;                                                  /* normalized color */
+       vec3_t                          averageColor;
+       byte                            lightStyle;
+       
+       qb_t                            lmMergable;                                             /* ydnar */
+       int                                     lmCustomWidth, lmCustomHeight;  /* ydnar */
+       float                           lmGamma;                                                /* ydnar */
+       float                           lmFilterRadius;                                 /* ydnar: lightmap filtering/blurring radius for this shader (default: 0) */
+       
+       int                                     shaderWidth, shaderHeight;              /* ydnar */
+       float                           stFlat[ 2 ];
+       
+       vec3_t                          fogDir;                                                 /* ydnar */
+       
+       char                            *shaderText;                                    /* ydnar */
+       qb_t                            custom;
+       qb_t                            finished;
+}
+shaderInfo_t;
+
+
+
+/* -------------------------------------------------------------------------------
+
+bsp structures
+
+------------------------------------------------------------------------------- */
+
+typedef struct face_s
+{
+       struct face_s           *next;
+       int                                     planenum;
+       int                                     priority;
+       qboolean                        checked;
+       int                                     compileFlags;
+       winding_t                       *w;
+}
+face_t;
+
+
+typedef struct plane_s
+{
+       vec3_t                          normal;
+       vec_t                           dist;
+       int                                     type;
+       struct plane_s          *hash_chain;
+}
+plane_t;
+
+
+typedef struct side_s
+{
+       int                                     planenum;
+       
+       int                                     outputNum;                      /* set when the side is written to the file list */
+       
+       float                           texMat[ 2 ][ 3 ];       /* brush primitive texture matrix */
+       float                           vecs[ 2 ][ 4 ];         /* old-style texture coordinate mapping */
+
+       winding_t                       *winding;
+       winding_t                       *visibleHull;           /* convex hull of all visible fragments */
+
+       shaderInfo_t            *shaderInfo;
+
+       int                                     contentFlags;           /* from shaderInfo */
+       int                                     surfaceFlags;           /* from shaderInfo */
+       int                                     compileFlags;           /* from shaderInfo */
+       int                                     value;                          /* from shaderInfo */
+
+       qboolean                        visible;                        /* choose visble planes first */
+       qboolean                        bevel;                          /* don't ever use for bsp splitting, and don't bother making windings for it */
+       qboolean                        backSide;                       /* generated side for a q3map_backShader */
+       
+       qboolean                        culled;                         /* ydnar: face culling */
+}
+side_t;
+
+
+typedef struct sideRef_s
+{
+       struct sideRef_s        *next;
+       side_t                          *side;
+}
+sideRef_t;
+
+
+/* ydnar: generic index mapping for entities (natural extension of terrain texturing) */
+typedef struct indexMap_s
+{
+       int                                     w, h, numLayers;
+       char                            name[ MAX_QPATH ], shader[ MAX_QPATH ];
+       float                           offsets[ 256 ];
+       byte                            *pixels;
+}
+indexMap_t;
+
+
+typedef struct brush_s
+{
+       struct brush_s          *next;
+       struct brush_s          *original;                      /* chopped up brushes will reference the originals */
+       
+       int                                     entityNum, brushNum;/* editor numbering */
+       int                                     outputNum;                      /* set when the brush is written to the file list */
+       
+       /* ydnar: for shadowcasting entities */
+       int                                     castShadows;
+       int                                     recvShadows;
+       
+       shaderInfo_t            *contentShader;
+       shaderInfo_t            *celShader;                     /* :) */
+       
+       /* ydnar: gs mods */
+       float                           lightmapScale;
+       vec3_t                          eMins, eMaxs;
+       indexMap_t                      *im;
+
+       int                                     contentFlags;
+       int                                     compileFlags;           /* ydnar */
+       qboolean                        detail;
+       qboolean                        opaque;
+
+       int                                     portalareas[ 2 ];
+
+       vec3_t                          mins, maxs;
+       int                                     numsides;
+       
+       side_t                          sides[ 6 ];                     /* variably sized */
+}
+brush_t;
+
+
+typedef struct fog_s
+{
+       shaderInfo_t            *si;
+       brush_t                         *brush;
+       int                                     visibleSide;            /* the brush side that ray tests need to clip against (-1 == none) */
+}
+fog_t;
+
+
+typedef struct
+{
+       int                                     width, height;
+       bspDrawVert_t           *verts;
+}
+mesh_t;
+
+
+typedef struct parseMesh_s
+{
+       struct parseMesh_s      *next;
+       
+       int                                     entityNum, brushNum;    /* ydnar: editor numbering */
+       
+       /* ydnar: for shadowcasting entities */
+       int                                     castShadows;
+       int                                     recvShadows;
+       
+       mesh_t                          mesh;
+       shaderInfo_t            *shaderInfo;
+       shaderInfo_t            *celShader;                             /* :) */
+       
+       /* ydnar: gs mods */
+       float                           lightmapScale;
+       vec3_t                          eMins, eMaxs;
+       indexMap_t                      *im;
+       
+       /* grouping */
+       qboolean                        grouped;
+       float                           longestCurve;
+       int                                     maxIterations;
+}
+parseMesh_t;
+
+
+/*
+       ydnar: the drawsurf struct was extended to allow for:
+       - non-convex planar surfaces
+       - non-planar brushface surfaces
+       - lightmapped terrain
+       - planar patches
+*/
+
+typedef enum
+{
+       /* ydnar: these match up exactly with bspSurfaceType_t */
+       SURFACE_BAD,
+       SURFACE_FACE,
+       SURFACE_PATCH,
+       SURFACE_TRIANGLES,
+       SURFACE_FLARE,
+       SURFACE_FOLIAGE,        /* wolf et */
+       
+       /* ydnar: compiler-relevant surface types */
+       SURFACE_FORCED_META,
+       SURFACE_META,
+       SURFACE_FOGHULL,
+       SURFACE_DECAL,
+       SURFACE_SHADER,
+       
+       NUM_SURFACE_TYPES
+}
+surfaceType_t;
+
+char                   *surfaceTypes[ NUM_SURFACE_TYPES ]
+#ifndef MAIN_C
+                               ;
+#else
+                               =
+                               {
+                                       "SURFACE_BAD",
+                                       "SURFACE_FACE",
+                                       "SURFACE_PATCH",
+                                       "SURFACE_TRIANGLES",
+                                       "SURFACE_FLARE",
+                                       "SURFACE_FOLIAGE",
+                                       "SURFACE_FORCED_META",
+                                       "SURFACE_META",
+                                       "SURFACE_FOGHULL",
+                                       "SURFACE_DECAL",
+                                       "SURFACE_SHADER"
+                               };
+#endif
+
+
+/* ydnar: this struct needs an overhaul (again, heh) */
+typedef struct mapDrawSurface_s
+{
+       surfaceType_t           type;
+       qboolean                        planar;
+       int                                     outputNum;                      /* ydnar: to match this sort of thing up */
+       
+       qboolean                        fur;                            /* ydnar: this is kind of a hack, but hey... */
+       qboolean                        skybox;                         /* ydnar: yet another fun hack */
+       
+       struct mapDrawSurface_s *parent;                /* ydnar: for cloned (skybox) surfaces to share lighting data */
+       
+       shaderInfo_t            *shaderInfo;
+       shaderInfo_t            *celShader;
+       brush_t                         *mapBrush;
+       parseMesh_t                     *mapMesh;
+       sideRef_t                       *sideRef;
+       
+       int                                     fogNum;
+       
+       int                                     numVerts;                       /* vertexes and triangles */
+       bspDrawVert_t           *verts;
+       int                                     numIndexes;
+       int                                     *indexes;
+       
+       int                                     planeNum;
+       vec3_t                          lightmapOrigin;         /* also used for flares */
+       vec3_t                          lightmapVecs[ 3 ];      /* also used for flares */
+       int                                     lightStyle;                     /* used for flares */
+       
+       /* ydnar: per-surface (per-entity, actually) lightmap sample size scaling */
+       float                           lightmapScale;
+       
+       /* ydnar: surface classification */
+       vec3_t                          mins, maxs;
+       vec3_t                          lightmapAxis;
+       int                                     sampleSize;
+       
+       /* ydnar: shadow group support */
+       int                                     castShadows, recvShadows;
+       
+       /* ydnar: texture coordinate range monitoring for hardware with limited texcoord precision (in texel space) */
+       float                           bias[ 2 ];
+       int                                     texMins[ 2 ], texMaxs[ 2 ], texRange[ 2 ];
+               
+       /* ydnar: for patches */
+       float                           longestCurve;
+       int                                     maxIterations;
+       int                                     patchWidth, patchHeight;
+       vec3_t                          bounds[ 2 ];
+       
+       /* ydnar/sd: for foliage */
+       int                                     numFoliageInstances;
+       
+       /* ydnar: editor/useful numbering */
+       int                                     entityNum;
+       int                                     surfaceNum;
+}
+mapDrawSurface_t;
+
+
+typedef struct drawSurfRef_s
+{
+       struct drawSurfRef_s    *nextRef;
+       int                                     outputNum;
+}
+drawSurfRef_t;
+
+
+/* ydnar: metasurfaces are constructed from lists of metatriangles so they can be merged in the best way */
+typedef struct metaTriangle_s
+{
+       shaderInfo_t            *si;
+       side_t                          *side;
+       int                                     entityNum, surfaceNum, planeNum, fogNum, sampleSize, castShadows, recvShadows;
+       vec4_t                          plane;
+       vec3_t                          lightmapAxis;
+       int                                     indexes[ 3 ];
+}
+metaTriangle_t;
+
+
+typedef struct epair_s
+{
+       struct epair_s          *next;
+       char                            *key, *value;
+}
+epair_t;
+
+
+typedef struct
+{
+       vec3_t                          origin;
+       brush_t                         *brushes, *lastBrush;
+       parseMesh_t                     *patches;
+       int                                     mapEntityNum, firstDrawSurf;
+       int                                     firstBrush, numBrushes;         /* only valid during BSP compile */
+       epair_t                         *epairs;
+}
+entity_t;
+
+
+typedef struct node_s
+{
+       /* both leafs and nodes */
+       int                                     planenum;               /* -1 = leaf node */
+       struct node_s           *parent;
+       vec3_t                          mins, maxs;             /* valid after portalization */
+       brush_t                         *volume;                /* one for each leaf/node */
+
+       /* nodes only */
+       side_t                          *side;                  /* the side that created the node */
+       struct node_s           *children[ 2 ];
+       int                                     compileFlags;   /* ydnar: hint, antiportal */
+       int                                     tinyportals;
+       vec3_t                          referencepoint;
+
+       /* leafs only */
+       qboolean                        opaque;                 /* view can never be inside */
+       qboolean                        areaportal;
+       qboolean                        skybox;                 /* ydnar: a skybox leaf */
+       qboolean                        sky;                    /* ydnar: a sky leaf */
+       int                                     cluster;                /* for portalfile writing */
+       int                                     area;                   /* for areaportals */
+       brush_t                         *brushlist;             /* fragments of all brushes in this leaf */
+       drawSurfRef_t           *drawSurfReferences;
+
+       int                                     occupied;               /* 1 or greater can reach entity */
+       entity_t                        *occupant;              /* for leak file testing */
+
+       struct portal_s         *portals;               /* also on nodes during construction */
+}
+node_t;
+
+
+typedef struct portal_s
+{
+       plane_t                         plane;
+       node_t                          *onnode;                /* NULL = outside box */
+       node_t                          *nodes[ 2 ];    /* [ 0 ] = front side of plane */
+       struct portal_s         *next[ 2 ];
+       winding_t                       *winding;
+
+       qboolean                        sidefound;              /* false if ->side hasn't been checked */
+       int                                     compileFlags;   /* from original face that caused the split */
+       side_t                          *side;                  /* NULL = non-visible */
+}
+portal_t;
+
+
+typedef struct
+{
+       node_t                          *headnode;
+       node_t                          outside_node;
+       vec3_t                          mins, maxs;
+}
+tree_t;
+
+
+
+/* -------------------------------------------------------------------------------
+
+vis structures
+
+------------------------------------------------------------------------------- */
+
+typedef struct
+{
+       vec3_t                          normal;
+       float                           dist;
+}
+visPlane_t;
+
+
+typedef struct
+{
+       int                                     numpoints;
+       vec3_t                          points[ MAX_POINTS_ON_FIXED_WINDING     ];              /* variable sized */
+} 
+fixedWinding_t;
+
+
+typedef struct passage_s
+{
+       struct passage_s        *next;
+       byte                            cansee[ 1 ];    /* all portals that can be seen through this passage */
+} passage_t;
+
+
+typedef enum
+{
+       stat_none,
+       stat_working,
+       stat_done
+}
+vstatus_t;
+
+
+typedef struct
+{
+       int                                     num;
+       qboolean                        hint;                   /* true if this portal was created from a hint splitter */
+       qboolean                        removed;
+       visPlane_t                      plane;                  /* normal pointing into neighbor */
+       int                                     leaf;                   /* neighbor */
+       
+       vec3_t                          origin;                 /* for fast clip testing */
+       float                           radius;
+
+       fixedWinding_t          *winding;
+       vstatus_t                       status;
+       byte                            *portalfront;   /* [portals], preliminary */
+       byte                            *portalflood;   /* [portals], intermediate */
+       byte                            *portalvis;             /* [portals], final */
+
+       int                                     nummightsee;    /* bit count on portalflood for sort */
+       passage_t                       *passages;              /* there are just as many passages as there */
+                                                                               /* are portals in the leaf this portal leads */
+}
+vportal_t;
+
+
+typedef struct leaf_s
+{
+       int                                     numportals;
+       int                                     merged;
+       vportal_t                       *portals[MAX_PORTALS_ON_LEAF];
+}
+leaf_t;
+
+       
+typedef struct pstack_s
+{
+       byte                            mightsee[ MAX_PORTALS / 8 ];
+       struct pstack_s         *next;
+       leaf_t                          *leaf;
+       vportal_t                       *portal;                /* portal exiting */
+       fixedWinding_t          *source;
+       fixedWinding_t          *pass;
+
+       fixedWinding_t          windings[ 3 ];  /* source, pass, temp in any order */
+       int                                     freewindings[ 3 ];
+
+       visPlane_t                      portalplane;
+       int depth;
+#ifdef SEPERATORCACHE
+       visPlane_t                      seperators[ 2 ][ MAX_SEPERATORS ];
+       int                                     numseperators[ 2 ];
+#endif
+}
+pstack_t;
+
+
+typedef struct
+{
+       vportal_t                       *base;
+       int                                     c_chains;
+       pstack_t                        pstack_head;
+}
+threaddata_t;
+
+
+
+/* -------------------------------------------------------------------------------
+
+light structures
+
+------------------------------------------------------------------------------- */
+
+/* ydnar: new light struct with flags */
+typedef struct light_s
+{
+       struct light_s          *next;
+       
+       int                                     type;
+       int                                     flags;                  /* ydnar: condensed all the booleans into one flags int */
+       shaderInfo_t            *si;
+       
+       vec3_t                          origin;
+       vec3_t                          normal;                 /* for surfaces, spotlights, and suns */
+       float                           dist;                   /* plane location along normal */
+       
+       float                           photons;
+       int                                     style;
+       vec3_t                          color;
+       float                           radiusByDist;   /* for spotlights */
+       float                           fade;                   /* ydnar: from wolf, for linear lights */
+       float                           angleScale;             /* ydnar: stolen from vlight for K */
+
+       float                           add;                    /* ydnar: used for area lights */
+       float                           envelope;               /* ydnar: units until falloff < tolerance */
+       float                           envelope2;              /* ydnar: envelope squared (tiny optimization) */
+       vec3_t                          mins, maxs;             /* ydnar: pvs envelope */
+       int                                     cluster;                /* ydnar: cluster light falls into */
+       
+       winding_t                       *w;
+       vec3_t                          emitColor;              /* full out-of-gamut value */
+       
+       float                           falloffTolerance;       /* ydnar: minimum attenuation threshold */
+       float                           filterRadius;   /* ydnar: lightmap filter radius in world units, 0 == default */
+}
+light_t;
+
+
+typedef struct
+{
+       /* constant input */
+       qboolean                        testOcclusion, forceSunlight, testAll;
+       int                                     recvShadows;
+       
+       int                                     numSurfaces;
+       int                                     *surfaces;
+       
+       int                                     numLights;
+       light_t                         **lights;
+       
+       qboolean                        twoSided;
+       
+       /* per-sample input */
+       int                                     cluster;
+       vec3_t                          origin, normal;
+       vec_t                           inhibitRadius;  /* sphere in which occluding geometry is ignored */
+       
+       /* per-light input */
+       light_t                         *light;
+       vec3_t                          end;
+       
+       /* calculated input */
+       vec3_t                          displacement, direction;
+       vec_t                           distance;
+       
+       /* input and output */
+       vec3_t                          color;                  /* starts out at full color, may be reduced if transparent surfaces are crossed */
+       
+       /* output */
+       int                                     compileFlags;   /* for determining surface compile flags traced through */
+       qboolean                        passSolid;
+       qboolean                        opaque;
+       
+       /* working data */
+       int                                     numTestNodes;
+       int                                     testNodes[ MAX_TRACE_TEST_NODES ]; 
+}
+trace_t;
+
+
+
+/* must be identical to bspDrawVert_t except for float color! */
+typedef struct
+{
+       vec3_t                          xyz;
+       float                           st[ 2 ];
+       float                           lightmap[ MAX_LIGHTMAPS ][ 2 ];
+       vec3_t                          normal;
+       float                           color[ MAX_LIGHTMAPS ][ 4 ];
+}
+radVert_t;
+
+
+typedef struct
+{
+       int                                     numVerts;
+       radVert_t                       verts[ MAX_POINTS_ON_WINDING ];
+}
+radWinding_t;
+
+
+/* crutch for poor local allocations in win32 smp */
+typedef struct
+{
+       vec_t                           dists[ MAX_POINTS_ON_WINDING + 4 ];
+       int                                     sides[ MAX_POINTS_ON_WINDING + 4 ];
+}
+clipWork_t;
+
+
+/* ydnar: new lightmap handling code */
+typedef struct outLightmap_s
+{
+       int                                     lightmapNum, extLightmapNum;
+       int                                     customWidth, customHeight;
+       int                                     numLightmaps;
+       int                                     freeLuxels;
+       int                                     numShaders;
+       shaderInfo_t            *shaders[ MAX_LIGHTMAP_SHADERS ];
+       byte                            *lightBits;
+       byte                            *bspLightBytes;
+       byte                            *bspDirBytes;
+}
+outLightmap_t;
+
+
+typedef struct rawLightmap_s
+{
+       qboolean                                finished, splotchFix, wrap[ 2 ];
+       int                                             customWidth, customHeight;
+       float                                   gamma;
+       float                                   filterRadius;
+       
+       int                                             firstLightSurface, numLightSurfaces;    /* index into lightSurfaces */
+       int                                             numLightClusters, *lightClusters;
+       
+       int                                             sampleSize, actualSampleSize, axisNum;
+       int                                             entityNum;
+       int                                             recvShadows;
+       vec3_t                                  mins, maxs, axis, origin, *vecs;
+       float                                   *plane;
+       int                                             w, h, sw, sh, used;
+       
+       int                                             numStyledTwins;
+       struct rawLightmap_s    *twins[ MAX_LIGHTMAPS ];
+
+       int                                             outLightmapNums[ MAX_LIGHTMAPS ];
+       int                                             twinNums[ MAX_LIGHTMAPS ];
+       int                                             lightmapX[ MAX_LIGHTMAPS ], lightmapY[ MAX_LIGHTMAPS ];
+       byte                                    styles[ MAX_LIGHTMAPS ];
+       float                                   *bspLuxels[ MAX_LIGHTMAPS ];
+       float                                   *radLuxels[ MAX_LIGHTMAPS ];
+       float                                   *superLuxels[ MAX_LIGHTMAPS ];
+       float                                   *superOrigins;
+       float                                   *superNormals;
+       int                                             *superClusters;
+       
+       float                                   *superDeluxels; /* average light direction */
+       float                                   *bspDeluxels;
+}
+rawLightmap_t;
+
+
+typedef struct rawGridPoint_s
+{
+       vec3_t                          ambient[ MAX_LIGHTMAPS ];
+       vec3_t                          directed[ MAX_LIGHTMAPS ];
+       vec3_t                          dir;
+       byte                            styles[ MAX_LIGHTMAPS ];
+}
+rawGridPoint_t;
+
+
+typedef struct surfaceInfo_s
+{
+       bspModel_t                      *model;
+       shaderInfo_t            *si;
+       rawLightmap_t           *lm;
+       int                                     parentSurfaceNum, childSurfaceNum;
+       int                                     entityNum, castShadows, recvShadows, sampleSize, patchIterations;
+       float                           longestCurve;
+       float                           *plane;
+       vec3_t                          axis, mins, maxs;
+       qboolean                        hasLightmap, approximated;
+       int                                     firstSurfaceCluster, numSurfaceClusters;
+}
+surfaceInfo_t;
+
+
+
+/* -------------------------------------------------------------------------------
+
+prototypes
+
+------------------------------------------------------------------------------- */
+
+/* main.c */
+vec_t                                          Random( void );
+int                                                    BSPInfo( int count, char **fileNames );
+int                                                    ScaleBSPMain( int argc, char **argv );
+int                                                    ConvertMain( int argc, char **argv );
+
+
+/* path_init.c */
+void                                           InitPaths( int *argc, char **argv );
+
+
+/* bsp.c */
+int                                                    BSPMain( int argc, char **argv );
+
+
+/* convert_map.c */
+int                                                    ConvertBSPToMap( char *bspName );
+
+
+/* convert_ase.c */
+int                                                    ConvertBSPToASE( char *bspName );
+
+
+/* brush.c */
+sideRef_t                                      *AllocSideRef( side_t *side, sideRef_t *next );
+int                                                    CountBrushList( brush_t *brushes );
+brush_t                                                *AllocBrush( int numsides );
+void                                           FreeBrush( brush_t *brushes );
+void                                           FreeBrushList( brush_t *brushes );
+brush_t                                                *CopyBrush( brush_t *brush );
+qboolean                                       BoundBrush( brush_t *brush );
+qboolean                                       CreateBrushWindings( brush_t *brush );
+brush_t                                                *BrushFromBounds( vec3_t mins, vec3_t maxs );
+vec_t                                          BrushVolume( brush_t *brush );
+void                                           WriteBSPBrushMap( char *name, brush_t *list );
+
+void                                           FilterDetailBrushesIntoTree( entity_t *e, tree_t *tree );
+void                                           FilterStructuralBrushesIntoTree( entity_t *e, tree_t *tree );
+
+int                                                    BoxOnPlaneSide( vec3_t mins, vec3_t maxs, plane_t *plane );
+qboolean                                       WindingIsTiny( winding_t *w );
+
+void                                           SplitBrush( brush_t *brush, int planenum, brush_t **front, brush_t **back);
+
+tree_t                                         *AllocTree( void );
+node_t                                         *AllocNode( void );
+
+
+/* mesh.c */
+void                                           LerpDrawVert( bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *out );
+void                                           LerpDrawVertAmount( bspDrawVert_t *a, bspDrawVert_t *b, float amount, bspDrawVert_t *out );
+void                                           FreeMesh( mesh_t *m );
+mesh_t                                         *CopyMesh( mesh_t *mesh );
+void                                           PrintMesh( mesh_t *m );
+mesh_t                                         *TransposeMesh( mesh_t *in );
+void                                           InvertMesh( mesh_t *m );
+mesh_t                                         *SubdivideMesh( mesh_t in, float maxError, float minLength );
+int                                                    IterationsForCurve( float len, int subdivisions );
+mesh_t                                         *SubdivideMesh2( mesh_t in, int iterations );
+mesh_t                                         *SubdivideMeshQuads( mesh_t *in, float minLength, int maxsize, int *widthtable, int *heighttable );
+mesh_t                                         *RemoveLinearMeshColumnsRows( mesh_t *in );
+void                                           MakeMeshNormals( mesh_t in );
+void                                           PutMeshOnCurve( mesh_t in );
+
+void                                           MakeNormalVectors( vec3_t forward, vec3_t right, vec3_t up );
+
+
+/* map.c */
+void                                           LoadMapFile( char *filename, qboolean onlyLights );
+int                                                    FindFloatPlane( vec3_t normal, vec_t dist, int numPoints, vec3_t *points );
+int                                                    PlaneTypeForNormal( vec3_t normal );
+void                                           AddBrushBevels( void );
+brush_t                                                *FinishBrush( void );
+
+
+/* portals.c */
+void                                           MakeHeadnodePortals( tree_t *tree );
+void                                           MakeNodePortal( node_t *node );
+void                                           SplitNodePortals( node_t *node );
+
+qboolean                                       PortalPassable( portal_t *p );
+
+qboolean                                       FloodEntities( tree_t *tree );
+void                                           FillOutside( node_t *headnode);
+void                                           FloodAreas( tree_t *tree);
+face_t                                         *VisibleFaces( entity_t *e, tree_t *tree );
+void                                           FreePortal( portal_t *p );
+
+void                                           MakeTreePortals( tree_t *tree );
+
+
+/* leakfile.c */
+xmlNodePtr                                     LeakFile( tree_t *tree );
+
+
+/* prtfile.c */
+void                                           NumberClusters( tree_t *tree );
+void                                           WritePortalFile( tree_t *tree );
+
+
+/* writebsp.c */
+void                                           SetModelNumbers( void );
+void                                           SetLightStyles( void );
+
+int                                                    EmitShader( const char *shader, int *contentFlags, int *surfaceFlags );
+
+void                                           BeginBSPFile( void );
+void                                           EndBSPFile( void );
+void                                           EmitBrushes( brush_t *brushes, int *firstBrush, int *numBrushes );
+void                                           EmitFogs( void );
+
+void                                           BeginModel( void );
+void                                           EndModel( entity_t *e, node_t *headnode );
+
+
+/* tree.c */
+void                                           FreeTree( tree_t *tree );
+void                                           FreeTree_r( node_t *node );
+void                                           PrintTree_r( node_t *node, int depth );
+void                                           FreeTreePortals_r( node_t *node );
+
+
+/* patch.c */
+void                                           ParsePatch( qboolean onlyLights );
+mesh_t                                         *SubdivideMesh( mesh_t in, float maxError, float minLength );
+void                                           PatchMapDrawSurfs( entity_t *e );
+
+
+/* tjunction.c */
+void                                           FixTJunctions( entity_t *e );
+
+
+/* fog.c */
+winding_t                                      *WindingFromDrawSurf( mapDrawSurface_t *ds );
+void                                           FogDrawSurfaces( entity_t *e );
+int                                                    FogForPoint( vec3_t point, float epsilon );
+int                                                    FogForBounds( vec3_t mins, vec3_t maxs, float epsilon );
+void                                           CreateMapFogs( void );
+
+
+/* facebsp.c */
+face_t                                         *MakeStructuralBSPFaceList( brush_t *list );
+face_t                                         *MakeVisibleBSPFaceList( brush_t *list );
+tree_t                                         *FaceBSP( face_t *list );
+
+
+/* model.c */
+void                                           PicoPrintFunc( int level, const char *str );
+void                                           PicoLoadFileFunc( char *name, byte **buffer, int *bufSize );
+picoModel_t                                    *FindModel( char *name, int frame );
+picoModel_t                                    *LoadModel( char *name, int frame );
+void                                           InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale );
+void                                           AddTriangleModels( entity_t *e );
+
+
+/* surface.c */
+mapDrawSurface_t                       *AllocDrawSurface( surfaceType_t type );
+void                                           FinishSurface( mapDrawSurface_t *ds );
+void                                           StripFaceSurface( mapDrawSurface_t *ds );
+qboolean                                       CalcSurfaceTextureRange( mapDrawSurface_t *ds );
+qboolean                                       CalcLightmapAxis( vec3_t normal, vec3_t axis );
+void                                           ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds );
+void                                           ClassifyEntitySurfaces( entity_t *e );
+void                                           TidyEntitySurfaces( entity_t *e );
+mapDrawSurface_t                       *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si );
+mapDrawSurface_t                       *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si );
+qboolean                                       IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c );
+void                                           ClearSurface( mapDrawSurface_t *ds );
+void                                           AddEntitySurfaceModels( entity_t *e );
+mapDrawSurface_t                       *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, winding_t *w );
+mapDrawSurface_t                       *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh );
+mapDrawSurface_t                       *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, char *flareShader, int lightStyle );
+mapDrawSurface_t                       *DrawSurfaceForShader( char *shader );
+void                                           ClipSidesIntoTree( entity_t *e, tree_t *tree );
+void                                           MakeDebugPortalSurfs( tree_t *tree );
+void                                           MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader );
+void                                           SubdivideFaceSurfaces( entity_t *e, tree_t *tree );
+void                                           AddEntitySurfaceModels( entity_t *e );
+int                                                    AddSurfaceModels( mapDrawSurface_t *ds );
+void                                           FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree );
+
+
+/* surface_fur.c */
+void                                           Fur( mapDrawSurface_t *src );
+
+
+/* surface_foliage.c */
+void                                           Foliage( mapDrawSurface_t *src );
+
+
+/* ydnar: surface_meta.c */
+void                                           ClearMetaTriangles( void );
+int                                                    FindMetaTriangle( metaTriangle_t *src, bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *c, int planeNum );
+void                                           MakeEntityMetaTriangles( entity_t *e );
+void                                           FixMetaTJunctions( void );
+void                                           SmoothMetaTriangles( void );
+void                                           MergeMetaTriangles( void );
+
+
+/* surface_extra.c */
+void                                           SetDefaultSampleSize( int sampleSize );
+
+void                                           SetSurfaceExtra( mapDrawSurface_t *ds, int num );
+
+shaderInfo_t                           *GetSurfaceExtraShaderInfo( int num );
+int                                                    GetSurfaceExtraParentSurfaceNum( int num );
+int                                                    GetSurfaceExtraEntityNum( int num );
+int                                                    GetSurfaceExtraCastShadows( int num );
+int                                                    GetSurfaceExtraRecvShadows( int num );
+int                                                    GetSurfaceExtraSampleSize( int num );
+float                                          GetSurfaceExtraLongestCurve( int num );
+void                                           GetSurfaceExtraLightmapAxis( int num, vec3_t lightmapAxis );
+
+void                                           WriteSurfaceExtraFile( const char *path );
+void                                           LoadSurfaceExtraFile( const char *path );
+
+
+/* decals.c */
+void                                           ProcessDecals( void );
+void                                           MakeEntityDecals( entity_t *e );
+
+
+/* brush_primit.c */
+void                                           ComputeAxisBase( vec3_t normal, vec3_t texX, vec3_t texY);
+
+
+/* vis.c */
+fixedWinding_t                         *NewFixedWinding( int points );
+int                                                    VisMain( int argc, char **argv );
+
+/* visflow.c */
+int                                                    CountBits( byte *bits, int numbits );
+void                                           PassageFlow( int portalnum );
+void                                           CreatePassages( int portalnum );
+void                                           PassageMemory( void );
+void                                           BasePortalVis( int portalnum );
+void                                           BetterPortalVis( int portalnum );
+void                                           PortalFlow( int portalnum );
+void                                           PassagePortalFlow( int portalnum );
+
+
+
+/* light.c  */
+float                                          PointToPolygonFormFactor( const vec3_t point, const vec3_t normal, const winding_t *w );
+int                                                    LightContributionToSample( trace_t *trace );
+void                                           LightingAtSample( trace_t *trace, byte styles[ MAX_LIGHTMAPS ], vec3_t colors[ MAX_LIGHTMAPS ] );
+int                                                    LightContributionToPoint( trace_t *trace );
+int                                                    LightMain( int argc, char **argv );
+
+
+/* light_trace.c */
+void                                           SetupTraceNodes( void );
+void                                           TraceLine( trace_t *trace );
+float                                          SetupTrace( trace_t *trace );
+
+
+/* light_bounce.c */
+qboolean                                       RadSampleImage( byte *pixels, int width, int height, float st[ 2 ], float color[ 4 ] );
+void                                           RadLightForTriangles( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw );
+void                                           RadLightForPatch( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw );
+void                                           RadCreateDiffuseLights( void );
+void                                           RadFreeLights();
+
+
+/* light_ydnar.c */
+void                                           ColorToBytes( const float *color, byte *colorBytes, float scale );
+void                                           SmoothNormals( void );
+
+void                                           MapRawLightmap( int num );
+void                                           IlluminateRawLightmap( int num );
+void                                           IlluminateVertexes( int num );
+
+void                                           SetupBrushes( void );
+void                                           SetupClusters( void );
+qboolean                                       ClusterVisible( int a, int b );
+qboolean                                       ClusterVisibleToPoint( vec3_t point, int cluster );
+int                                                    ClusterForPoint( vec3_t point );
+int                                                    ClusterForPointExt( vec3_t point, float epsilon );
+int                                                    ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters );
+int                                                    ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags );
+void                                           SetupEnvelopes( qboolean forGrid, qboolean fastFlag );
+void                                           FreeTraceLights( trace_t *trace );
+void                                           CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace );
+void                                           CreateTraceLightsForSurface( int num, trace_t *trace );
+
+
+/* lightmaps_ydnar.c */
+void                                           ExportLightmaps( void );
+
+int                                                    ExportLightmapsMain( int argc, char **argv );
+int                                                    ImportLightmapsMain( int argc, char **argv );
+
+void                                           SetupSurfaceLightmaps( void );
+void                                           StitchSurfaceLightmaps( void );
+void                                           StoreSurfaceLightmaps( void );
+
+
+/* image.c */
+void                                           ImageFree( image_t *image );
+image_t                                                *ImageFind( const char *filename );
+image_t                                                *ImageLoad( const char *filename );
+
+
+/* shaders.c */
+void                                           AlphaMod( alphaMod_t *am, int numVerts, bspDrawVert_t *drawVerts );
+
+void                                           TcMod( tcMod_t mod, float st[ 2 ] );
+void                                           TcModIdentity( tcMod_t mod );
+void                                           TcModMultiply( tcMod_t a, tcMod_t b, tcMod_t out );
+void                                           TcModTranslate( tcMod_t mod, float s, float t );
+void                                           TcModScale( tcMod_t mod, float s, float t );
+void                                           TcModRotate( tcMod_t mod, float euler );
+
+qboolean                                       ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags );
+
+void                                           BeginMapShaderFile( const char *mapFile );
+void                                           WriteMapShaderFile( void );
+shaderInfo_t                           *CustomShader( shaderInfo_t *si, char *find, char *replace );
+void                                           EmitVertexRemapShader( char *from, char *to );
+
+void                                           LoadShaderInfo( void );
+shaderInfo_t                           *ShaderInfoForShader( const char *shader );
+
+
+/* bspfile_abstract.c */
+void                                           SetGridPoints( int n );
+void                                           SetDrawVerts( int n );
+void                                           IncDrawVerts();
+void                                           SetDrawSurfaces(int n);
+void                                           SetDrawSurfacesBuffer();
+void                                           BSPFilesCleanup();
+
+void                                           SwapBlock( int *block, int size );
+
+int                                                    GetLumpElements( bspHeader_t *header, int lump, int size );
+void                                           *GetLump( bspHeader_t *header, int lump );
+int                                                    CopyLump( bspHeader_t *header, int lump, void *dest, int size );
+void                                           AddLump( FILE *file, bspHeader_t *header, int lumpNum, const void *data, int length );
+
+void                                           LoadBSPFile( const char *filename );
+void                                           WriteBSPFile( const char *filename );
+void                                           PrintBSPFileSizes( void );
+
+epair_t                                                *ParseEPair( void );
+void                                           ParseEntities( void );
+void                                           UnparseEntities( void );
+void                                           PrintEntity( const entity_t *ent );
+void                                           SetKeyValue( entity_t *ent, const char *key, const char *value );
+const char                                     *ValueForKey( const entity_t *ent, const char *key );
+int                                                    IntForKey( const entity_t *ent, const char *key );
+vec_t                                          FloatForKey( const entity_t *ent, const char *key );
+void                                           GetVectorForKey( const entity_t *ent, const char *key, vec3_t vec );
+entity_t                                       *FindTargetEntity( const char *target );
+void                                           GetEntityShadowFlags( const entity_t *ent, const entity_t *ent2, int *castShadows, int *recvShadows );
+
+
+/* bspfile_ibsp.c */
+void                                           LoadIBSPFile( const char *filename );
+void                                           WriteIBSPFile( const char *filename );
+
+
+/* bspfile_rbsp.c */
+void                                           LoadRBSPFile( const char *filename );
+void                                           WriteRBSPFile( const char *filename );
+
+
+
+/* -------------------------------------------------------------------------------
+
+bsp/general global variables
+
+------------------------------------------------------------------------------- */
+
+#ifdef MAIN_C
+       #define Q_EXTERN
+       #define Q_ASSIGN( a )   = a
+#else
+       #define Q_EXTERN extern
+       #define Q_ASSIGN( a )   
+#endif
+
+/* game support */
+Q_EXTERN game_t                                games[]
+#ifndef MAIN_C
+                                                       ;
+#else
+                                                       =
+                                                       {
+                                                               #include "game_quake3.h"
+                                                               ,
+                                                               #include "game_tenebrae.h"
+                                                               ,
+                                                               #include "game_wolf.h"
+                                                               ,
+                                                               #include "game_wolfet.h"/* most be after game_wolf.h as they share defines! */
+                                                               ,
+                                                               #include "game_ef.h"
+                                                               ,
+                                                               #include "game_sof2.h"
+                                                               ,
+                                                               #include "game_jk2.h"   /* most be after game_sof2.h as they share defines! */
+                                                               ,
+                                                               #include "game_ja.h"    /* most be after game_jk2.h as they share defines! */
+                                                               ,
+                                                               { NULL, NULL, NULL, NULL, NULL, qfalse, 0, 0, NULL }    /* null game */
+                                                       };
+#endif
+Q_EXTERN game_t                                *game Q_ASSIGN( &games[ 0 ] );
+
+
+/* general */
+Q_EXTERN int                           numImages Q_ASSIGN( 0 );
+Q_EXTERN image_t                       images[ MAX_IMAGES ];
+
+Q_EXTERN int                           numPicoModels Q_ASSIGN( 0 );
+Q_EXTERN picoModel_t           *picoModels[ MAX_MODELS ];
+
+Q_EXTERN shaderInfo_t          *shaderInfo Q_ASSIGN( NULL );
+Q_EXTERN int                           numShaderInfo Q_ASSIGN( 0 );
+Q_EXTERN int                           numVertexRemaps Q_ASSIGN( 0 );
+
+Q_EXTERN surfaceParm_t         custSurfaceParms[ MAX_CUST_SURFACEPARMS ];
+Q_EXTERN int                           numCustSurfaceParms Q_ASSIGN( 0 );
+
+Q_EXTERN char                          mapName[ MAX_QPATH ];   /* ydnar: per-map custom shaders for larger lightmaps */
+Q_EXTERN char                          mapShaderFile[ 1024 ];
+Q_EXTERN qboolean                      warnImage Q_ASSIGN( qtrue );
+
+/* ydnar: sinusoid samples */
+Q_EXTERN float                         jitters[ MAX_JITTERS ];
+
+
+/* commandline arguments */
+Q_EXTERN qboolean                      verbose;
+Q_EXTERN qboolean                      verboseEntities Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      force Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      infoMode Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      useCustomInfoParms Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      noprune Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      leaktest Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      nodetail Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      nosubdivide Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      notjunc Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      fulldetail Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      nowater Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      noCurveBrushes Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      fakemap Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      coplanar Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      nofog Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      noHint Q_ASSIGN( qfalse );                              /* ydnar */
+Q_EXTERN qboolean                      renameModelShaders Q_ASSIGN( qfalse );  /* ydnar */
+Q_EXTERN qboolean                      skyFixHack Q_ASSIGN( qfalse );                  /* ydnar */
+
+Q_EXTERN int                           patchSubdivisions Q_ASSIGN( 8 );                /* ydnar: -patchmeta subdivisions */
+
+Q_EXTERN int                           maxSurfaceVerts Q_ASSIGN( 64 );                 /* ydnar */
+Q_EXTERN int                           maxSurfaceIndexes Q_ASSIGN( 1000 );             /* ydnar */
+Q_EXTERN float                         npDegrees Q_ASSIGN( 0.0f );                             /* ydnar: nonplanar degrees */
+Q_EXTERN int                           bevelSnap Q_ASSIGN( 0 );                                /* ydnar: bevel plane snap */
+Q_EXTERN int                           texRange Q_ASSIGN( 0 );
+Q_EXTERN qboolean                      flat Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      meta Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      patchMeta Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      emitFlares Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      debugSurfaces Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      debugInset Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      debugPortals Q_ASSIGN( qfalse );
+
+Q_EXTERN double                                normalEpsilon Q_ASSIGN( 0.00001 );
+Q_EXTERN double                                distanceEpsilon Q_ASSIGN( 0.01 );
+
+
+/* bsp */
+Q_EXTERN int                           numMapEntities Q_ASSIGN( 0 );
+
+Q_EXTERN int                           blockSize[ 3 ]                                  /* should be the same as in radiant */
+#ifndef MAIN_C
+                                                       ;
+#else
+                                                       = { 1024, 1024, 1024 };
+#endif
+
+Q_EXTERN char                          name[ 1024 ];
+Q_EXTERN char                          source[ 1024 ];
+Q_EXTERN char                          outbase[ 32 ];
+
+Q_EXTERN int                           sampleSize;                                             /* lightmap sample size in units */
+
+Q_EXTERN int                           mapEntityNum Q_ASSIGN( 0 );
+
+Q_EXTERN int                           entitySourceBrushes;
+
+Q_EXTERN plane_t                       mapplanes[ MAX_MAP_PLANES ];    /* mapplanes[ num ^ 1 ] will always be the mirror or mapplanes[ num ] */
+Q_EXTERN int                           nummapplanes;                                   /* nummapplanes will always be even */
+Q_EXTERN int                           numMapPatches;
+Q_EXTERN vec3_t                                mapMins, mapMaxs;
+
+Q_EXTERN int                           defaultFogNum Q_ASSIGN( -1 );   /* ydnar: cleaner fog handling */
+Q_EXTERN int                           numMapFogs Q_ASSIGN( 0 );
+Q_EXTERN fog_t                         mapFogs[ MAX_MAP_FOGS ];
+
+Q_EXTERN entity_t                      *mapEnt;
+Q_EXTERN brush_t                       *buildBrush;
+Q_EXTERN int                           numActiveBrushes;
+Q_EXTERN int                           g_bBrushPrimit;
+
+Q_EXTERN int                           numStrippedLights Q_ASSIGN( 0 );
+
+
+/* surface stuff */
+Q_EXTERN mapDrawSurface_t      *mapDrawSurfs Q_ASSIGN( NULL );
+Q_EXTERN int                           numMapDrawSurfs;
+
+Q_EXTERN int                           numSurfacesByType[ NUM_SURFACE_TYPES ];
+Q_EXTERN int                           numClearedSurfaces;
+Q_EXTERN int                           numStripSurfaces;
+Q_EXTERN int                           numFanSurfaces;
+Q_EXTERN int                           numMergedSurfaces;
+Q_EXTERN int                           numMergedVerts;
+
+Q_EXTERN int                           numRedundantIndexes;
+
+Q_EXTERN int                           numSurfaceModels Q_ASSIGN( 0 );
+
+Q_EXTERN byte                          debugColors[ 12 ][ 3 ]
+#ifndef MAIN_C
+                                                       ;
+#else
+                                                       =
+                                                       {
+                                                               { 255, 0, 0 },
+                                                               { 192, 128, 128 },
+                                                               { 255, 255, 0 },
+                                                               { 192, 192, 128 },
+                                                               { 0, 255, 255 },
+                                                               { 128, 192, 192 },
+                                                               { 0, 0, 255 },
+                                                               { 128, 128, 192 },
+                                                               { 255, 0, 255 },
+                                                               { 192, 128, 192 },
+                                                               { 0, 255, 0 },
+                                                               { 128, 192, 128 }
+                                                       };
+#endif
+
+Q_EXTERN qboolean                      skyboxPresent Q_ASSIGN( qfalse );
+Q_EXTERN int                           skyboxArea Q_ASSIGN( -1 );
+Q_EXTERN m4x4_t                                skyboxTransform;
+
+
+
+/* -------------------------------------------------------------------------------
+
+vis global variables
+
+------------------------------------------------------------------------------- */
+
+/* commandline arguments */
+Q_EXTERN qboolean                      fastvis;
+Q_EXTERN qboolean                      noPassageVis;
+Q_EXTERN qboolean                      passageVisOnly;
+Q_EXTERN qboolean                      mergevis;
+Q_EXTERN qboolean                      nosort;
+Q_EXTERN qboolean                      saveprt;
+Q_EXTERN qboolean                      hint;   /* ydnar */
+Q_EXTERN char                          inbase[ MAX_QPATH ];
+
+/* other bits */
+Q_EXTERN int                           totalvis;
+
+Q_EXTERN float                         farPlaneDist;   /* rr2do2, rf, mre, ydnar all contributed to this one... */
+
+Q_EXTERN int                           numportals;
+Q_EXTERN int                           portalclusters;
+
+Q_EXTERN vportal_t                     *portals;
+Q_EXTERN leaf_t                                *leafs;
+
+Q_EXTERN vportal_t                     *faces;
+Q_EXTERN leaf_t                                *faceleafs;
+
+Q_EXTERN int                           numfaces;
+
+Q_EXTERN int                           c_portaltest, c_portalpass, c_portalcheck;
+Q_EXTERN int                           c_portalskip, c_leafskip;
+Q_EXTERN int                           c_vistest, c_mighttest;
+Q_EXTERN int                           c_chains;
+
+Q_EXTERN byte                          *vismap, *vismap_p, *vismap_end;
+
+Q_EXTERN int                           testlevel;
+
+Q_EXTERN byte                          *uncompressed;
+
+Q_EXTERN int                           leafbytes, leaflongs;
+Q_EXTERN int                           portalbytes, portallongs;
+
+Q_EXTERN vportal_t                     *sorted_portals[ MAX_MAP_PORTALS * 2 ];
+
+
+
+/* -------------------------------------------------------------------------------
+
+light global variables
+
+------------------------------------------------------------------------------- */
+
+/* commandline arguments */
+Q_EXTERN qboolean                      noSurfaces;
+
+Q_EXTERN qboolean                      deluxemap;
+Q_EXTERN qboolean                      debugDeluxemap;
+
+Q_EXTERN qboolean                      loMem Q_ASSIGN( qfalse );
+
+Q_EXTERN qboolean                      fast;
+Q_EXTERN qboolean                      faster;
+Q_EXTERN qboolean                      fastgrid;
+Q_EXTERN qboolean                      fastbounce;
+Q_EXTERN qboolean                      cheap;
+Q_EXTERN qboolean                      cheapgrid;
+Q_EXTERN qboolean                      smooth;
+Q_EXTERN int                           bounce;
+Q_EXTERN qboolean                      bounceOnly;
+Q_EXTERN qboolean                      bouncing;
+Q_EXTERN qboolean                      bouncegrid;
+Q_EXTERN qboolean                      normalmap;
+Q_EXTERN qboolean                      trisoup;
+Q_EXTERN qboolean                      shade;
+Q_EXTERN float                         shadeAngleDegrees Q_ASSIGN( 0.0f );
+Q_EXTERN int                           superSample Q_ASSIGN( 0 );
+Q_EXTERN int                           lightSamples Q_ASSIGN( 1 );
+Q_EXTERN qboolean                      filter;
+Q_EXTERN qboolean                      sunOnly;
+Q_EXTERN int                           approximateTolerance Q_ASSIGN( 0 );
+Q_EXTERN qboolean                      noCollapse;
+Q_EXTERN qboolean                      debug;
+Q_EXTERN qboolean                      debugSurfaces;
+Q_EXTERN qboolean                      debugUnused;
+Q_EXTERN qboolean                      debugAxis;
+Q_EXTERN qboolean                      debugCluster;
+Q_EXTERN qboolean                      debugOrigin;
+Q_EXTERN qboolean                      exportLightmaps;
+Q_EXTERN qboolean                      externalLightmaps;
+Q_EXTERN int                           lmCustomSize Q_ASSIGN( LIGHTMAP_WIDTH );
+
+/* standard flags */
+Q_EXTERN qboolean                      noTrace;
+Q_EXTERN qboolean                      patchShadows;
+Q_EXTERN qboolean                      dump;
+Q_EXTERN qboolean                      extra;
+Q_EXTERN qboolean                      extraWide;
+Q_EXTERN qboolean                      lightmapBorder;
+
+Q_EXTERN qboolean                      noSurfaces;
+
+Q_EXTERN int                           sampleSize Q_ASSIGN( DEFAULT_LIGHTMAP_SAMPLE_SIZE );
+Q_EXTERN qboolean                      noVertexLighting Q_ASSIGN( qfalse );
+Q_EXTERN qboolean                      noGridLighting Q_ASSIGN( qfalse );
+
+/* longest distance across the map */
+Q_EXTERN float                         maxMapDistance Q_ASSIGN( 0 );
+
+/* for run time tweaking of light sources */
+Q_EXTERN float                         pointScale Q_ASSIGN( 7500.0f );
+Q_EXTERN float                         areaScale Q_ASSIGN( 0.25f );
+Q_EXTERN float                         skyScale Q_ASSIGN( 1.0f );
+Q_EXTERN float                         bounceScale Q_ASSIGN( 0.25f );
+
+/* ydnar: for runtime tweaking of falloff tolerance */
+Q_EXTERN float                         falloffTolerance Q_ASSIGN( 1.0f );
+
+Q_EXTERN qboolean                      exactPointToPolygon Q_ASSIGN( qtrue );
+
+Q_EXTERN float                         formFactorValueScale Q_ASSIGN( 3.0f );
+
+Q_EXTERN float                         linearScale Q_ASSIGN( 1.0f / 8000.0f );
+
+Q_EXTERN light_t                       *lights;
+Q_EXTERN int                           numPointLights;
+Q_EXTERN int                           numSpotLights;
+Q_EXTERN int                           numSunLights;
+Q_EXTERN int                           numAreaLights;
+
+/* ydnar: for luxel placement */
+Q_EXTERN int                           numSurfaceClusters, maxSurfaceClusters;
+Q_EXTERN int                           *surfaceClusters;
+
+/* ydnar: for radiosity */
+Q_EXTERN int                           numDiffuseLights;
+Q_EXTERN int                           numBrushDiffuseLights;
+Q_EXTERN int                           numTriangleDiffuseLights;
+Q_EXTERN int                           numPatchDiffuseLights;
+
+/* ydnar: general purpose extra copy of drawvert list */
+Q_EXTERN bspDrawVert_t         *yDrawVerts;
+
+/* ydnar: for tracing statistics */
+Q_EXTERN int                           minSurfacesTested;
+Q_EXTERN int                           maxSurfacesTested;
+Q_EXTERN int                           totalSurfacesTested;
+Q_EXTERN int                           totalTraces;
+
+Q_EXTERN FILE                          *dumpFile;
+
+Q_EXTERN int                           c_visible, c_occluded;
+Q_EXTERN int                           c_subsampled;   /* ydnar */
+
+Q_EXTERN int                           defaultLightSubdivide Q_ASSIGN( 999 );
+
+Q_EXTERN vec3_t                                ambientColor;
+Q_EXTERN vec3_t                                minLight, minVertexLight, minGridLight;
+
+Q_EXTERN int                           *entitySurface;
+Q_EXTERN vec3_t                                *surfaceOrigin;
+
+Q_EXTERN vec3_t                                sunDirection;
+Q_EXTERN vec3_t                                sunLight;
+
+/* tracing */
+Q_EXTERN int                           c_totalTrace;
+Q_EXTERN int                           c_cullTrace, c_testTrace;
+Q_EXTERN int                           c_testFacets;
+
+/* ydnar: light optimization */
+Q_EXTERN float                         subdivideThreshold Q_ASSIGN( DEFAULT_SUBDIVIDE_THRESHOLD );
+
+Q_EXTERN int                           numOpaqueBrushes, maxOpaqueBrush;
+Q_EXTERN byte                          *opaqueBrushes;
+
+Q_EXTERN int                           numLights;
+Q_EXTERN int                           numCulledLights;
+
+Q_EXTERN int                           gridBoundsCulled;
+Q_EXTERN int                           gridEnvelopeCulled;
+
+Q_EXTERN int                           lightsBoundsCulled;
+Q_EXTERN int                           lightsEnvelopeCulled;
+Q_EXTERN int                           lightsPlaneCulled;
+Q_EXTERN int                           lightsClusterCulled;
+
+/* ydnar: radiosity */
+Q_EXTERN float                         diffuseSubdivide Q_ASSIGN( 256.0f );
+Q_EXTERN float                         minDiffuseSubdivide Q_ASSIGN( 64.0f );
+Q_EXTERN int                           numDiffuseSurfaces Q_ASSIGN( 0 );
+
+/* ydnar: list of surface information necessary for lightmap calculation */
+Q_EXTERN surfaceInfo_t         *surfaceInfos Q_ASSIGN( NULL );
+
+/* ydnar: sorted list of surfaces */
+Q_EXTERN int                           *sortSurfaces Q_ASSIGN( NULL );
+
+/* clumps of surfaces that share a raw lightmap */
+Q_EXTERN int                           numLightSurfaces Q_ASSIGN( 0 );
+Q_EXTERN int                           *lightSurfaces Q_ASSIGN( NULL );
+
+/* raw lightmaps */
+Q_EXTERN int                           numRawSuperLuxels Q_ASSIGN( 0 );
+Q_EXTERN int                           numRawLightmaps Q_ASSIGN( 0 );
+Q_EXTERN rawLightmap_t         *rawLightmaps Q_ASSIGN( NULL );
+Q_EXTERN int                           *sortLightmaps Q_ASSIGN( NULL );
+
+/* vertex luxels */
+Q_EXTERN float                         *vertexLuxels[ MAX_LIGHTMAPS ];
+Q_EXTERN float                         *radVertexLuxels[ MAX_LIGHTMAPS ];
+
+/* bsp lightmaps */
+Q_EXTERN int                           numLightmapShaders Q_ASSIGN( 0 );
+Q_EXTERN int                           numOutLightmaps Q_ASSIGN( 0 );
+Q_EXTERN int                           numBSPLightmaps Q_ASSIGN( 0 );
+Q_EXTERN int                           numExtLightmaps Q_ASSIGN( 0 );
+Q_EXTERN outLightmap_t         *outLightmaps Q_ASSIGN( NULL );
+
+/* grid points */
+Q_EXTERN int                           numRawGridPoints Q_ASSIGN( 0 );
+Q_EXTERN rawGridPoint_t                *rawGridPoints Q_ASSIGN( NULL );
+
+Q_EXTERN int                           numSurfsVertexLit Q_ASSIGN( 0 );
+Q_EXTERN int                           numSurfsVertexForced Q_ASSIGN( 0 );
+Q_EXTERN int                           numSurfsVertexApproximated Q_ASSIGN( 0 );
+Q_EXTERN int                           numSurfsLightmapped Q_ASSIGN( 0 );
+Q_EXTERN int                           numPlanarsLightmapped Q_ASSIGN( 0 );
+Q_EXTERN int                           numNonPlanarsLightmapped Q_ASSIGN( 0 );
+Q_EXTERN int                           numPatchesLightmapped Q_ASSIGN( 0 );
+Q_EXTERN int                           numPlanarPatchesLightmapped Q_ASSIGN( 0 );
+
+Q_EXTERN int                           numLuxels Q_ASSIGN( 0 );
+Q_EXTERN int                           numLuxelsMapped Q_ASSIGN( 0 );
+Q_EXTERN int                           numLuxelsOccluded Q_ASSIGN( 0 );
+Q_EXTERN int                           numLuxelsIlluminated Q_ASSIGN( 0 );
+Q_EXTERN int                           numVertsIlluminated Q_ASSIGN( 0 );
+
+/* lightgrid */
+Q_EXTERN vec3_t                                gridMins;
+Q_EXTERN int                           gridBounds[ 3 ];
+Q_EXTERN vec3_t                                gridSize
+#ifndef MAIN_C
+                                                       ;
+#else
+                                                       = { 64, 64, 128 };
+#endif
+
+
+
+/* -------------------------------------------------------------------------------
+
+abstracted bsp globals
+
+------------------------------------------------------------------------------- */
+
+Q_EXTERN int                           numEntities Q_ASSIGN( 0 );
+Q_EXTERN int                           numBSPEntities Q_ASSIGN( 0 );
+Q_EXTERN entity_t                      entities[ MAX_MAP_ENTITIES ];
+
+Q_EXTERN int                           numBSPModels Q_ASSIGN( 0 );
+Q_EXTERN bspModel_t                    bspModels[ MAX_MAP_MODELS ];
+
+Q_EXTERN int                           numBSPShaders Q_ASSIGN( 0 );
+Q_EXTERN bspShader_t           bspShaders[ MAX_MAP_MODELS ];
+
+Q_EXTERN int                           bspEntDataSize Q_ASSIGN( 0 );
+Q_EXTERN char                          bspEntData[ MAX_MAP_ENTSTRING ];
+
+Q_EXTERN int                           numBSPLeafs Q_ASSIGN( 0 );
+Q_EXTERN bspLeaf_t                     bspLeafs[ MAX_MAP_LEAFS ];
+
+Q_EXTERN int                           numBSPPlanes Q_ASSIGN( 0 );
+Q_EXTERN bspPlane_t                    bspPlanes[ MAX_MAP_PLANES ];
+
+Q_EXTERN int                           numBSPNodes Q_ASSIGN( 0 );
+Q_EXTERN bspNode_t                     bspNodes[ MAX_MAP_NODES ];
+
+Q_EXTERN int                           numBSPLeafSurfaces Q_ASSIGN( 0 );
+Q_EXTERN int                           bspLeafSurfaces[ MAX_MAP_LEAFFACES ];
+
+Q_EXTERN int                           numBSPLeafBrushes Q_ASSIGN( 0 );
+Q_EXTERN int                           bspLeafBrushes[ MAX_MAP_LEAFBRUSHES ];
+
+Q_EXTERN int                           numBSPBrushes Q_ASSIGN( 0 );
+Q_EXTERN bspBrush_t                    bspBrushes[ MAX_MAP_BRUSHES ];
+
+Q_EXTERN int                           numBSPBrushSides Q_ASSIGN( 0 );
+Q_EXTERN bspBrushSide_t                bspBrushSides[ MAX_MAP_BRUSHSIDES ];
+
+Q_EXTERN int                           numBSPLightBytes Q_ASSIGN( 0 );
+Q_EXTERN byte                          *bspLightBytes Q_ASSIGN( NULL );
+
+//%    Q_EXTERN int                            numBSPGridPoints Q_ASSIGN( 0 );
+//%    Q_EXTERN byte                           *bspGridPoints Q_ASSIGN( NULL );
+
+Q_EXTERN int                           numBSPGridPoints Q_ASSIGN( 0 );
+Q_EXTERN bspGridPoint_t                *bspGridPoints Q_ASSIGN( NULL );
+
+Q_EXTERN int                           numBSPVisBytes Q_ASSIGN( 0 );
+Q_EXTERN byte                          bspVisBytes[ MAX_MAP_VISIBILITY ];
+
+Q_EXTERN int                           numBSPDrawVerts Q_ASSIGN( 0 );
+Q_EXTERN bspDrawVert_t         *bspDrawVerts Q_ASSIGN( NULL );
+
+Q_EXTERN int                           numBSPDrawIndexes Q_ASSIGN( 0 );
+Q_EXTERN int                           bspDrawIndexes[ MAX_MAP_DRAW_INDEXES ];
+
+Q_EXTERN int                           numBSPDrawSurfaces Q_ASSIGN( 0 );
+Q_EXTERN bspDrawSurface_t      *bspDrawSurfaces Q_ASSIGN( NULL );
+
+Q_EXTERN int                           numBSPFogs Q_ASSIGN( 0 );
+Q_EXTERN bspFog_t                      bspFogs[ MAX_MAP_FOGS ];
+
+
+
+/* end marker */
+#endif