mirror of
https://github.com/alliedmodders/hl2sdk.git
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3957adff10
Recompiled tier1 and mathlib for all platforms will come in next commit.
1161 lines
33 KiB
C++
1161 lines
33 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Defines and structures for the BSP file format.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef BSPFILE_H
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#define BSPFILE_H
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#pragma once
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#ifndef MATHLIB_H
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#include "mathlib/mathlib.h"
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#endif
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#include "datamap.h"
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#include "mathlib/bumpvects.h"
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#include "mathlib/compressed_light_cube.h"
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// little-endian "VBSP"
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#define IDBSPHEADER (('P'<<24)+('S'<<16)+('B'<<8)+'V')
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// MINBSPVERSION is the minimum acceptable version. The engine will load MINBSPVERSION through BSPVERSION
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#define MINBSPVERSION 19
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#define BSPVERSION 20
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// This needs to match the value in gl_lightmap.h
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// Need to dynamically allocate the weights and light values in radial_t to make this variable.
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#define MAX_BRUSH_LIGHTMAP_DIM_WITHOUT_BORDER 32
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// This is one more than what vbsp cuts for to allow for rounding errors
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#define MAX_BRUSH_LIGHTMAP_DIM_INCLUDING_BORDER 35
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// We can have larger lightmaps on displacements
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#define MAX_DISP_LIGHTMAP_DIM_WITHOUT_BORDER 125
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#define MAX_DISP_LIGHTMAP_DIM_INCLUDING_BORDER 128
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// This is the actual max.. (change if you change the brush lightmap dim or disp lightmap dim
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#define MAX_LIGHTMAP_DIM_WITHOUT_BORDER MAX_DISP_LIGHTMAP_DIM_WITHOUT_BORDER
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#define MAX_LIGHTMAP_DIM_INCLUDING_BORDER MAX_DISP_LIGHTMAP_DIM_INCLUDING_BORDER
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#define MAX_LIGHTSTYLES 64
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// upper design bounds
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#define MIN_MAP_DISP_POWER 2 // Minimum and maximum power a displacement can be.
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#define MAX_MAP_DISP_POWER 4
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// Max # of neighboring displacement touching a displacement's corner.
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#define MAX_DISP_CORNER_NEIGHBORS 4
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#define NUM_DISP_POWER_VERTS(power) ( ((1 << (power)) + 1) * ((1 << (power)) + 1) )
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#define NUM_DISP_POWER_TRIS(power) ( (1 << (power)) * (1 << (power)) * 2 )
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#if !defined( BSP_USE_LESS_MEMORY )
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// Common limits
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// leaffaces, leafbrushes, planes, and verts are still bounded by
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// 16 bit short limits
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#define MAX_MAP_MODELS 1024
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#define MAX_MAP_BRUSHES 8192
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#define MAX_MAP_ENTITIES 8192
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#define MAX_MAP_TEXINFO 12288
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#define MAX_MAP_TEXDATA 2048
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#define MAX_MAP_DISPINFO 2048
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#define MAX_MAP_DISP_VERTS ( MAX_MAP_DISPINFO * ((1<<MAX_MAP_DISP_POWER)+1) * ((1<<MAX_MAP_DISP_POWER)+1) )
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#define MAX_MAP_DISP_TRIS ( (1 << MAX_MAP_DISP_POWER) * (1 << MAX_MAP_DISP_POWER) * 2 )
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#define MAX_DISPVERTS NUM_DISP_POWER_VERTS( MAX_MAP_DISP_POWER )
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#define MAX_DISPTRIS NUM_DISP_POWER_TRIS( MAX_MAP_DISP_POWER )
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#define MAX_MAP_AREAS 256
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#define MAX_MAP_AREA_BYTES (MAX_MAP_AREAS/8)
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#define MAX_MAP_AREAPORTALS 1024
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// Planes come in pairs, thus an even number.
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#define MAX_MAP_PLANES 65536
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#define MAX_MAP_NODES 65536
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#define MAX_MAP_BRUSHSIDES 65536
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#define MAX_MAP_LEAFS 65536
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#define MAX_MAP_VERTS 65536
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#define MAX_MAP_VERTNORMALS 256000
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#define MAX_MAP_VERTNORMALINDICES 256000
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#define MAX_MAP_FACES 65536
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#define MAX_MAP_LEAFFACES 65536
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#define MAX_MAP_LEAFBRUSHES 65536
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#define MAX_MAP_PORTALS 65536
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#define MAX_MAP_CLUSTERS 65536
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#define MAX_MAP_LEAFWATERDATA 32768
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#define MAX_MAP_PORTALVERTS 128000
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#define MAX_MAP_EDGES 256000
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#define MAX_MAP_SURFEDGES 512000
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#define MAX_MAP_LIGHTING 0x1000000
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#define MAX_MAP_VISIBILITY 0x1000000 // increased BSPVERSION 7
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#define MAX_MAP_TEXTURES 1024
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#define MAX_MAP_WORLDLIGHTS 8192
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#define MAX_MAP_CUBEMAPSAMPLES 1024
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#define MAX_MAP_OVERLAYS 512
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#define MAX_MAP_WATEROVERLAYS 16384
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#define MAX_MAP_TEXDATA_STRING_DATA 256000
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#define MAX_MAP_TEXDATA_STRING_TABLE 65536
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// this is stuff for trilist/tristrips, etc.
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#define MAX_MAP_PRIMITIVES 32768
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#define MAX_MAP_PRIMVERTS 65536
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#define MAX_MAP_PRIMINDICES 65536
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#else
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// Xbox 360 - Force static arrays to be very small
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#define MAX_MAP_MODELS 2
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#define MAX_MAP_BRUSHES 2
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#define MAX_MAP_ENTITIES 2
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#define MAX_MAP_TEXINFO 2
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#define MAX_MAP_TEXDATA 2
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#define MAX_MAP_DISPINFO 2
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#define MAX_MAP_DISP_VERTS ( MAX_MAP_DISPINFO * ((1<<MAX_MAP_DISP_POWER)+1) * ((1<<MAX_MAP_DISP_POWER)+1) )
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#define MAX_MAP_DISP_TRIS ( (1 << MAX_MAP_DISP_POWER) * (1 << MAX_MAP_DISP_POWER) * 2 )
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#define MAX_DISPVERTS NUM_DISP_POWER_VERTS( MAX_MAP_DISP_POWER )
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#define MAX_DISPTRIS NUM_DISP_POWER_TRIS( MAX_MAP_DISP_POWER )
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#define MAX_MAP_AREAS 2
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#define MAX_MAP_AREA_BYTES 2
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#define MAX_MAP_AREAPORTALS 2
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#define MAX_MAP_PLANES 2
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#define MAX_MAP_NODES 2
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#define MAX_MAP_BRUSHSIDES 2
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#define MAX_MAP_LEAFS 2
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#define MAX_MAP_VERTS 2
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#define MAX_MAP_VERTNORMALS 2
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#define MAX_MAP_VERTNORMALINDICES 2
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#define MAX_MAP_FACES 2
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#define MAX_MAP_LEAFFACES 2
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#define MAX_MAP_LEAFBRUSHES 2
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#define MAX_MAP_PORTALS 2
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#define MAX_MAP_CLUSTERS 2
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#define MAX_MAP_LEAFWATERDATA 2
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#define MAX_MAP_PORTALVERTS 2
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#define MAX_MAP_EDGES 2
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#define MAX_MAP_SURFEDGES 2
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#define MAX_MAP_LIGHTING 2
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#define MAX_MAP_VISIBILITY 2
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#define MAX_MAP_TEXTURES 2
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#define MAX_MAP_WORLDLIGHTS 2
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#define MAX_MAP_CUBEMAPSAMPLES 2
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#define MAX_MAP_OVERLAYS 2
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#define MAX_MAP_WATEROVERLAYS 2
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#define MAX_MAP_TEXDATA_STRING_DATA 2
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#define MAX_MAP_TEXDATA_STRING_TABLE 2
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#define MAX_MAP_PRIMITIVES 2
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#define MAX_MAP_PRIMVERTS 2
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#define MAX_MAP_PRIMINDICES 2
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#endif // BSP_USE_LESS_MEMORY
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// key / value pair sizes
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#define MAX_KEY 32
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#define MAX_VALUE 1024
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// ------------------------------------------------------------------------------------------------ //
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// Displacement neighbor rules
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// ------------------------------------------------------------------------------------------------ //
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//
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// Each displacement is considered to be in its own space:
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//
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// NEIGHBOREDGE_TOP
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//
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// 1 --- 2
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// | |
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// NEIGHBOREDGE_LEFT | | NEIGHBOREDGE_RIGHT
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// | |
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// 0 --- 3
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//
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// NEIGHBOREDGE_BOTTOM
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//
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//
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// Edge edge of a displacement can have up to two neighbors. If it only has one neighbor
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// and the neighbor fills the edge, then SubNeighbor 0 uses CORNER_TO_CORNER (and SubNeighbor 1
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// is undefined).
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//
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// CORNER_TO_MIDPOINT means that it spans [bottom edge,midpoint] or [left edge,midpoint] depending
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// on which edge you're on.
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//
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// MIDPOINT_TO_CORNER means that it spans [midpoint,top edge] or [midpoint,right edge] depending
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// on which edge you're on.
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//
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// Here's an illustration (where C2M=CORNER_TO_MIDPOINT and M2C=MIDPOINT_TO_CORNER
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//
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//
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// C2M M2C
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//
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// 1 --------------> x --------------> 2
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//
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// ^ ^
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// | |
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// | |
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// M2C | | M2C
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// | |
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// | |
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//
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// x x x
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//
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// ^ ^
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// | |
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// | |
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// C2M | | C2M
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// | |
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// | |
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//
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// 0 --------------> x --------------> 3
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//
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// C2M M2C
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//
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//
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// The CHILDNODE_ defines can be used to refer to a node's child nodes (this is for when you're
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// recursing into the node tree inside a displacement):
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//
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// ---------
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// | | |
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// | 1 | 0 |
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// | | |
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// |---x---|
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// | | |
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// | 2 | 3 |
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// | | |
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// ---------
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//
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// ------------------------------------------------------------------------------------------------ //
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// These can be used to index g_ChildNodeIndexMul.
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enum
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{
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CHILDNODE_UPPER_RIGHT=0,
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CHILDNODE_UPPER_LEFT=1,
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CHILDNODE_LOWER_LEFT=2,
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CHILDNODE_LOWER_RIGHT=3
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};
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// Corner indices. Used to index m_CornerNeighbors.
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enum
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{
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CORNER_LOWER_LEFT=0,
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CORNER_UPPER_LEFT=1,
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CORNER_UPPER_RIGHT=2,
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CORNER_LOWER_RIGHT=3
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};
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// These edge indices must match the edge indices of the CCoreDispSurface.
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enum
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{
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NEIGHBOREDGE_LEFT=0,
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NEIGHBOREDGE_TOP=1,
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NEIGHBOREDGE_RIGHT=2,
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NEIGHBOREDGE_BOTTOM=3
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};
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// These denote where one dispinfo fits on another.
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// Note: tables are generated based on these indices so make sure to update
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// them if these indices are changed.
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typedef enum
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{
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CORNER_TO_CORNER=0,
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CORNER_TO_MIDPOINT=1,
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MIDPOINT_TO_CORNER=2
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} NeighborSpan;
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// These define relative orientations of displacement neighbors.
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typedef enum
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{
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ORIENTATION_CCW_0=0,
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ORIENTATION_CCW_90=1,
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ORIENTATION_CCW_180=2,
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ORIENTATION_CCW_270=3
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} NeighborOrientation;
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//=============================================================================
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enum
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{
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LUMP_ENTITIES = 0, // *
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LUMP_PLANES = 1, // *
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LUMP_TEXDATA = 2, // *
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LUMP_VERTEXES = 3, // *
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LUMP_VISIBILITY = 4, // *
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LUMP_NODES = 5, // *
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LUMP_TEXINFO = 6, // *
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LUMP_FACES = 7, // *
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LUMP_LIGHTING = 8, // *
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LUMP_OCCLUSION = 9,
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LUMP_LEAFS = 10, // *
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LUMP_FACEIDS = 11,
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LUMP_EDGES = 12, // *
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LUMP_SURFEDGES = 13, // *
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LUMP_MODELS = 14, // *
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LUMP_WORLDLIGHTS = 15, //
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LUMP_LEAFFACES = 16, // *
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LUMP_LEAFBRUSHES = 17, // *
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LUMP_BRUSHES = 18, // *
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LUMP_BRUSHSIDES = 19, // *
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LUMP_AREAS = 20, // *
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LUMP_AREAPORTALS = 21, // *
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LUMP_UNUSED0 = 22,
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LUMP_UNUSED1 = 23,
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LUMP_UNUSED2 = 24,
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LUMP_UNUSED3 = 25,
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LUMP_DISPINFO = 26,
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LUMP_ORIGINALFACES = 27,
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LUMP_PHYSDISP = 28,
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LUMP_PHYSCOLLIDE = 29,
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LUMP_VERTNORMALS = 30,
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LUMP_VERTNORMALINDICES = 31,
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LUMP_DISP_LIGHTMAP_ALPHAS = 32,
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LUMP_DISP_VERTS = 33, // CDispVerts
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LUMP_DISP_LIGHTMAP_SAMPLE_POSITIONS = 34, // For each displacement
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// For each lightmap sample
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// byte for index
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// if 255, then index = next byte + 255
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// 3 bytes for barycentric coordinates
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// The game lump is a method of adding game-specific lumps
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// FIXME: Eventually, all lumps could use the game lump system
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LUMP_GAME_LUMP = 35,
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LUMP_LEAFWATERDATA = 36,
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LUMP_PRIMITIVES = 37,
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LUMP_PRIMVERTS = 38,
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LUMP_PRIMINDICES = 39,
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// A pak file can be embedded in a .bsp now, and the file system will search the pak
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// file first for any referenced names, before deferring to the game directory
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// file system/pak files and finally the base directory file system/pak files.
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LUMP_PAKFILE = 40,
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LUMP_CLIPPORTALVERTS = 41,
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// A map can have a number of cubemap entities in it which cause cubemap renders
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// to be taken after running vrad.
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LUMP_CUBEMAPS = 42,
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LUMP_TEXDATA_STRING_DATA = 43,
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LUMP_TEXDATA_STRING_TABLE = 44,
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LUMP_OVERLAYS = 45,
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LUMP_LEAFMINDISTTOWATER = 46,
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LUMP_FACE_MACRO_TEXTURE_INFO = 47,
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LUMP_DISP_TRIS = 48,
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LUMP_PHYSCOLLIDESURFACE = 49, // deprecated. We no longer use win32-specific havok compression on terrain
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LUMP_WATEROVERLAYS = 50,
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LUMP_LEAF_AMBIENT_INDEX_HDR = 51, // index of LUMP_LEAF_AMBIENT_LIGHTING_HDR
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LUMP_LEAF_AMBIENT_INDEX = 52, // index of LUMP_LEAF_AMBIENT_LIGHTING
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// optional lumps for HDR
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LUMP_LIGHTING_HDR = 53,
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LUMP_WORLDLIGHTS_HDR = 54,
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LUMP_LEAF_AMBIENT_LIGHTING_HDR = 55, // NOTE: this data overrides part of the data stored in LUMP_LEAFS.
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LUMP_LEAF_AMBIENT_LIGHTING = 56, // NOTE: this data overrides part of the data stored in LUMP_LEAFS.
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LUMP_XZIPPAKFILE = 57, // deprecated. xbox 1: xzip version of pak file
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LUMP_FACES_HDR = 58, // HDR maps may have different face data.
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LUMP_MAP_FLAGS = 59, // extended level-wide flags. not present in all levels
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LUMP_OVERLAY_FADES = 60, // Fade distances for overlays
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};
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// Lumps that have versions are listed here
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enum
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{
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LUMP_LIGHTING_VERSION = 1,
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LUMP_FACES_VERSION = 1,
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LUMP_OCCLUSION_VERSION = 2,
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LUMP_LEAFS_VERSION = 1,
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LUMP_LEAF_AMBIENT_LIGHTING_VERSION = 1,
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};
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#define HEADER_LUMPS 64
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#include "zip_uncompressed.h"
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struct lump_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int fileofs, filelen;
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int version; // default to zero
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// this field was char fourCC[4] previously, but was unused, favoring the LUMP IDs above instead. It has been
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// repurposed for compression. 0 implies the lump is not compressed.
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int uncompressedSize; // default to zero
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};
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struct dheader_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int ident;
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int version;
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lump_t lumps[HEADER_LUMPS];
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int mapRevision; // the map's revision (iteration, version) number (added BSPVERSION 6)
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};
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// level feature flags
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#define LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_NONHDR 0x00000001 // was processed by vrad with -staticproplighting, no hdr data
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#define LVLFLAGS_BAKED_STATIC_PROP_LIGHTING_HDR 0x00000002 // was processed by vrad with -staticproplighting, in hdr
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struct dflagslump_t
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{
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DECLARE_BYTESWAP_DATADESC();
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uint32 m_LevelFlags; // LVLFLAGS_xxx
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};
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struct lumpfileheader_t
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{
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int lumpOffset;
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int lumpID;
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int lumpVersion;
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int lumpLength;
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int mapRevision; // the map's revision (iteration, version) number (added BSPVERSION 6)
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};
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struct dgamelumpheader_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int lumpCount;
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// dgamelump_t follow this
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};
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// This is expected to be a four-CC code ('lump')
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typedef int GameLumpId_t;
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// 360 only: game lump is compressed, filelen reflects original size
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// use next entry fileofs to determine actual disk lump compressed size
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// compression stage ensures a terminal null dictionary entry
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#define GAMELUMPFLAG_COMPRESSED 0x0001
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struct dgamelump_t
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{
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DECLARE_BYTESWAP_DATADESC();
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GameLumpId_t id;
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unsigned short flags;
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unsigned short version;
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int fileofs;
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int filelen;
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};
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extern int g_MapRevision;
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struct dmodel_t
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{
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DECLARE_BYTESWAP_DATADESC();
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Vector mins, maxs;
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Vector origin; // for sounds or lights
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int headnode;
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int firstface, numfaces; // submodels just draw faces without walking the bsp tree
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};
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struct dphysmodel_t
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{
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DECLARE_BYTESWAP_DATADESC()
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int modelIndex;
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int dataSize;
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int keydataSize;
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int solidCount;
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};
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// contains the binary blob for each displacement surface's virtual hull
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struct dphysdisp_t
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{
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DECLARE_BYTESWAP_DATADESC()
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unsigned short numDisplacements;
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//unsigned short dataSize[numDisplacements];
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};
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struct dvertex_t
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{
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DECLARE_BYTESWAP_DATADESC();
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Vector point;
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};
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// planes (x&~1) and (x&~1)+1 are always opposites
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struct dplane_t
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{
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DECLARE_BYTESWAP_DATADESC();
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Vector normal;
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float dist;
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int type; // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate
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};
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#ifndef BSPFLAGS_H
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#include "bspflags.h"
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#endif
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struct dnode_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int planenum;
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int children[2]; // negative numbers are -(leafs+1), not nodes
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short mins[3]; // for frustom culling
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short maxs[3];
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unsigned short firstface;
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unsigned short numfaces; // counting both sides
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short area; // If all leaves below this node are in the same area, then
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// this is the area index. If not, this is -1.
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};
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typedef struct texinfo_s
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{
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DECLARE_BYTESWAP_DATADESC();
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float textureVecsTexelsPerWorldUnits[2][4]; // [s/t][xyz offset]
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float lightmapVecsLuxelsPerWorldUnits[2][4]; // [s/t][xyz offset] - length is in units of texels/area
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int flags; // miptex flags + overrides
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int texdata; // Pointer to texture name, size, etc.
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} texinfo_t;
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#define TEXTURE_NAME_LENGTH 128 // changed from 64 BSPVERSION 8
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struct dtexdata_t
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{
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DECLARE_BYTESWAP_DATADESC();
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Vector reflectivity;
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int nameStringTableID; // index into g_StringTable for the texture name
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int width, height; // source image
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int view_width, view_height; //
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};
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//-----------------------------------------------------------------------------
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// Occluders are simply polygons
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//-----------------------------------------------------------------------------
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// Flags field of doccluderdata_t
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enum
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{
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OCCLUDER_FLAGS_INACTIVE = 0x1,
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};
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struct doccluderdata_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int flags;
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int firstpoly; // index into doccluderpolys
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int polycount;
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Vector mins;
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Vector maxs;
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int area;
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};
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struct doccluderdataV1_t
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{
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int flags;
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int firstpoly; // index into doccluderpolys
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int polycount;
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Vector mins;
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Vector maxs;
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};
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struct doccluderpolydata_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int firstvertexindex; // index into doccludervertindices
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int vertexcount;
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int planenum;
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};
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// NOTE: see the section above titled "displacement neighbor rules".
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struct CDispSubNeighbor
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{
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public:
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DECLARE_BYTESWAP_DATADESC();
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unsigned short GetNeighborIndex() const { return m_iNeighbor; }
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NeighborSpan GetSpan() const { return (NeighborSpan)m_Span; }
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NeighborSpan GetNeighborSpan() const { return (NeighborSpan)m_NeighborSpan; }
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NeighborOrientation GetNeighborOrientation() const { return (NeighborOrientation)m_NeighborOrientation; }
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bool IsValid() const { return m_iNeighbor != 0xFFFF; }
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void SetInvalid() { m_iNeighbor = 0xFFFF; }
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public:
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unsigned short m_iNeighbor; // This indexes into ddispinfos.
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// 0xFFFF if there is no neighbor here.
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unsigned char m_NeighborOrientation; // (CCW) rotation of the neighbor wrt this displacement.
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// These use the NeighborSpan type.
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unsigned char m_Span; // Where the neighbor fits onto this side of our displacement.
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unsigned char m_NeighborSpan; // Where we fit onto our neighbor.
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};
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// NOTE: see the section above titled "displacement neighbor rules".
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class CDispNeighbor
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{
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public:
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DECLARE_BYTESWAP_DATADESC();
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void SetInvalid() { m_SubNeighbors[0].SetInvalid(); m_SubNeighbors[1].SetInvalid(); }
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// Returns false if there isn't anything touching this edge.
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bool IsValid() { return m_SubNeighbors[0].IsValid() || m_SubNeighbors[1].IsValid(); }
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public:
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// Note: if there is a neighbor that fills the whole side (CORNER_TO_CORNER),
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// then it will always be in CDispNeighbor::m_Neighbors[0]
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CDispSubNeighbor m_SubNeighbors[2];
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};
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class CDispCornerNeighbors
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{
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public:
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DECLARE_BYTESWAP_DATADESC();
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void SetInvalid() { m_nNeighbors = 0; }
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public:
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unsigned short m_Neighbors[MAX_DISP_CORNER_NEIGHBORS]; // indices of neighbors.
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unsigned char m_nNeighbors;
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};
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class CDispVert
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{
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public:
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DECLARE_BYTESWAP_DATADESC();
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Vector m_vVector; // Vector field defining displacement volume.
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float m_flDist; // Displacement distances.
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float m_flAlpha; // "per vertex" alpha values.
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};
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#define DISPTRI_TAG_SURFACE (1<<0)
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#define DISPTRI_TAG_WALKABLE (1<<1)
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#define DISPTRI_TAG_BUILDABLE (1<<2)
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#define DISPTRI_FLAG_SURFPROP1 (1<<3)
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#define DISPTRI_FLAG_SURFPROP2 (1<<4)
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#define DISPTRI_TAG_REMOVE (1<<5)
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class CDispTri
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{
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public:
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DECLARE_BYTESWAP_DATADESC();
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unsigned short m_uiTags; // Displacement triangle tags.
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};
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class ddispinfo_t
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{
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public:
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DECLARE_BYTESWAP_DATADESC();
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int NumVerts() const { return NUM_DISP_POWER_VERTS(power); }
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int NumTris() const { return NUM_DISP_POWER_TRIS(power); }
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public:
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Vector startPosition; // start position used for orientation -- (added BSPVERSION 6)
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int m_iDispVertStart; // Index into LUMP_DISP_VERTS.
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int m_iDispTriStart; // Index into LUMP_DISP_TRIS.
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int power; // power - indicates size of map (2^power + 1)
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int minTess; // minimum tesselation allowed
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float smoothingAngle; // lighting smoothing angle
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int contents; // surface contents
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unsigned short m_iMapFace; // Which map face this displacement comes from.
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int m_iLightmapAlphaStart; // Index into ddisplightmapalpha.
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// The count is m_pParent->lightmapTextureSizeInLuxels[0]*m_pParent->lightmapTextureSizeInLuxels[1].
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int m_iLightmapSamplePositionStart; // Index into LUMP_DISP_LIGHTMAP_SAMPLE_POSITIONS.
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CDispNeighbor m_EdgeNeighbors[4]; // Indexed by NEIGHBOREDGE_ defines.
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CDispCornerNeighbors m_CornerNeighbors[4]; // Indexed by CORNER_ defines.
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enum unnamed { ALLOWEDVERTS_SIZE = PAD_NUMBER( MAX_DISPVERTS, 32 ) / 32 };
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unsigned long m_AllowedVerts[ALLOWEDVERTS_SIZE]; // This is built based on the layout and sizes of our neighbors
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// and tells us which vertices are allowed to be active.
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};
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// note that edge 0 is never used, because negative edge nums are used for
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// counterclockwise use of the edge in a face
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struct dedge_t
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{
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DECLARE_BYTESWAP_DATADESC();
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unsigned short v[2]; // vertex numbers
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};
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#define MAXLIGHTMAPS 4
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enum dprimitive_type
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{
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PRIM_TRILIST=0,
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PRIM_TRISTRIP=1,
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};
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struct dprimitive_t
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{
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DECLARE_BYTESWAP_DATADESC();
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unsigned char type;
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unsigned short firstIndex;
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unsigned short indexCount;
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unsigned short firstVert;
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unsigned short vertCount;
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};
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struct dprimvert_t
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{
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DECLARE_BYTESWAP_DATADESC();
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Vector pos;
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};
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struct dface_t
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{
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DECLARE_BYTESWAP_DATADESC();
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unsigned short planenum;
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byte side; // faces opposite to the node's plane direction
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byte onNode; // 1 of on node, 0 if in leaf
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int firstedge; // we must support > 64k edges
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short numedges;
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short texinfo;
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// This is a union under the assumption that a fog volume boundary (ie. water surface)
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// isn't a displacement map.
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// FIXME: These should be made a union with a flags or type field for which one it is
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// if we can add more to this.
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// union
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// {
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short dispinfo;
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// This is only for surfaces that are the boundaries of fog volumes
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// (ie. water surfaces)
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// All of the rest of the surfaces can look at their leaf to find out
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// what fog volume they are in.
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short surfaceFogVolumeID;
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// };
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// lighting info
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byte styles[MAXLIGHTMAPS];
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int lightofs; // start of [numstyles*surfsize] samples
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float area;
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// TODO: make these unsigned chars?
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int m_LightmapTextureMinsInLuxels[2];
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int m_LightmapTextureSizeInLuxels[2];
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int origFace; // reference the original face this face was derived from
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public:
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unsigned short GetNumPrims() const;
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void SetNumPrims( unsigned short nPrims );
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bool AreDynamicShadowsEnabled();
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void SetDynamicShadowsEnabled( bool bEnabled );
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// non-polygon primitives (strips and lists)
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private:
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unsigned short m_NumPrims; // Top bit, if set, disables shadows on this surface (this is why there are accessors).
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public:
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unsigned short firstPrimID;
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unsigned int smoothingGroups;
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};
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inline unsigned short dface_t::GetNumPrims() const
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{
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return m_NumPrims & 0x7FFF;
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}
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inline void dface_t::SetNumPrims( unsigned short nPrims )
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{
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Assert( (nPrims & 0x8000) == 0 );
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m_NumPrims &= ~0x7FFF;
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m_NumPrims |= (nPrims & 0x7FFF);
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}
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inline bool dface_t::AreDynamicShadowsEnabled()
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{
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return (m_NumPrims & 0x8000) == 0;
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}
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inline void dface_t::SetDynamicShadowsEnabled( bool bEnabled )
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{
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if ( bEnabled )
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m_NumPrims &= ~0x8000;
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else
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m_NumPrims |= 0x8000;
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}
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struct dfaceid_t
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{
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DECLARE_BYTESWAP_DATADESC();
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unsigned short hammerfaceid;
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};
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// NOTE: Only 7-bits stored!!!
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#define LEAF_FLAGS_SKY 0x01 // This leaf has 3D sky in its PVS
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#define LEAF_FLAGS_RADIAL 0x02 // This leaf culled away some portals due to radial vis
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#define LEAF_FLAGS_SKY2D 0x04 // This leaf has 2D sky in its PVS
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#if defined( _X360 )
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#pragma bitfield_order( push, lsb_to_msb )
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#endif
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#ifdef _WIN32
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#pragma warning( disable:4201 ) // C4201: nonstandard extension used: nameless struct/union
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#endif
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struct dleaf_version_0_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int contents; // OR of all brushes (not needed?)
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short cluster;
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BEGIN_BITFIELD( bf );
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short area:9;
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short flags:7; // Per leaf flags.
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END_BITFIELD();
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short mins[3]; // for frustum culling
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short maxs[3];
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unsigned short firstleafface;
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unsigned short numleaffaces;
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unsigned short firstleafbrush;
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unsigned short numleafbrushes;
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short leafWaterDataID; // -1 for not in water
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// Precaculated light info for entities.
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CompressedLightCube m_AmbientLighting;
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};
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// version 1
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struct dleaf_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int contents; // OR of all brushes (not needed?)
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short cluster;
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BEGIN_BITFIELD( bf );
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short area:9;
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short flags:7; // Per leaf flags.
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END_BITFIELD();
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short mins[3]; // for frustum culling
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short maxs[3];
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unsigned short firstleafface;
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unsigned short numleaffaces;
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unsigned short firstleafbrush;
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unsigned short numleafbrushes;
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short leafWaterDataID; // -1 for not in water
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// NOTE: removed this for version 1 and moved into separate lump "LUMP_LEAF_AMBIENT_LIGHTING" or "LUMP_LEAF_AMBIENT_LIGHTING_HDR"
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// Precaculated light info for entities.
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// CompressedLightCube m_AmbientLighting;
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};
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#ifdef _WIN32
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#pragma warning( default:4201 ) // C4201: nonstandard extension used: nameless struct/union
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#endif
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#if defined( _X360 )
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#pragma bitfield_order( pop )
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#endif
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// each leaf contains N samples of the ambient lighting
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// each sample contains a cube of ambient light projected on to each axis
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// and a sampling position encoded as a 0.8 fraction (mins=0,maxs=255) of the leaf's bounding box
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struct dleafambientlighting_t
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{
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DECLARE_BYTESWAP_DATADESC();
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CompressedLightCube cube;
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byte x; // fixed point fraction of leaf bounds
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byte y; // fixed point fraction of leaf bounds
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byte z; // fixed point fraction of leaf bounds
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byte pad; // unused
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};
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struct dleafambientindex_t
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{
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DECLARE_BYTESWAP_DATADESC();
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unsigned short ambientSampleCount;
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unsigned short firstAmbientSample;
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};
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struct dbrushside_t
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{
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DECLARE_BYTESWAP_DATADESC();
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unsigned short planenum; // facing out of the leaf
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short texinfo;
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short dispinfo; // displacement info (BSPVERSION 7)
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short bevel; // is the side a bevel plane? (BSPVERSION 7)
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};
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struct dbrush_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int firstside;
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int numsides;
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int contents;
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};
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#define ANGLE_UP -1
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#define ANGLE_DOWN -2
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// the visibility lump consists of a header with a count, then
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// byte offsets for the PVS and PHS of each cluster, then the raw
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// compressed bit vectors
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#define DVIS_PVS 0
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#define DVIS_PAS 1
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struct dvis_t
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{
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int numclusters;
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int bitofs[8][2]; // bitofs[numclusters][2]
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};
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// each area has a list of portals that lead into other areas
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// when portals are closed, other areas may not be visible or
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// hearable even if the vis info says that it should be
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struct dareaportal_t
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{
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DECLARE_BYTESWAP_DATADESC();
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unsigned short m_PortalKey; // Entities have a key called portalnumber (and in vbsp a variable
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// called areaportalnum) which is used
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// to bind them to the area portals by comparing with this value.
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unsigned short otherarea; // The area this portal looks into.
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unsigned short m_FirstClipPortalVert; // Portal geometry.
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unsigned short m_nClipPortalVerts;
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int planenum;
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};
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struct darea_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int numareaportals;
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int firstareaportal;
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};
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struct dleafwaterdata_t
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{
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DECLARE_BYTESWAP_DATADESC();
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float surfaceZ;
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float minZ;
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short surfaceTexInfoID;
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};
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class CFaceMacroTextureInfo
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{
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public:
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DECLARE_BYTESWAP_DATADESC();
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// This looks up into g_TexDataStringTable, which looks up into g_TexDataStringData.
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// 0xFFFF if the face has no macro texture.
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unsigned short m_MacroTextureNameID;
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};
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// lights that were used to illuminate the world
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enum emittype_t
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{
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emit_surface, // 90 degree spotlight
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emit_point, // simple point light source
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emit_spotlight, // spotlight with penumbra
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emit_skylight, // directional light with no falloff (surface must trace to SKY texture)
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emit_quakelight, // linear falloff, non-lambertian
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emit_skyambient, // spherical light source with no falloff (surface must trace to SKY texture)
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};
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// Flags for dworldlight_t::flags
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#define DWL_FLAGS_INAMBIENTCUBE 0x0001 // This says that the light was put into the per-leaf ambient cubes.
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struct dworldlight_t
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{
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DECLARE_BYTESWAP_DATADESC();
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Vector origin;
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Vector intensity;
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Vector normal; // for surfaces and spotlights
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int cluster;
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emittype_t type;
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int style;
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float stopdot; // start of penumbra for emit_spotlight
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float stopdot2; // end of penumbra for emit_spotlight
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float exponent; //
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float radius; // cutoff distance
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// falloff for emit_spotlight + emit_point:
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// 1 / (constant_attn + linear_attn * dist + quadratic_attn * dist^2)
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float constant_attn;
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float linear_attn;
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float quadratic_attn;
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int flags; // Uses a combination of the DWL_FLAGS_ defines.
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int texinfo; //
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int owner; // entity that this light it relative to
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};
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|
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struct dcubemapsample_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int origin[3]; // position of light snapped to the nearest integer
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// the filename for the vtf file is derived from the position
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unsigned char size; // 0 - default
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// otherwise, 1<<(size-1)
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};
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|
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#define OVERLAY_BSP_FACE_COUNT 64
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|
|
#define OVERLAY_NUM_RENDER_ORDERS (1<<OVERLAY_RENDER_ORDER_NUM_BITS)
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#define OVERLAY_RENDER_ORDER_NUM_BITS 2
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|
#define OVERLAY_RENDER_ORDER_MASK 0xC000 // top 2 bits set
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|
|
|
struct doverlay_t
|
|
{
|
|
DECLARE_BYTESWAP_DATADESC();
|
|
int nId;
|
|
short nTexInfo;
|
|
|
|
// Accessors..
|
|
void SetFaceCount( unsigned short count );
|
|
unsigned short GetFaceCount() const;
|
|
|
|
void SetRenderOrder( unsigned short order );
|
|
unsigned short GetRenderOrder() const;
|
|
|
|
private:
|
|
unsigned short m_nFaceCountAndRenderOrder;
|
|
|
|
public:
|
|
int aFaces[OVERLAY_BSP_FACE_COUNT];
|
|
float flU[2];
|
|
float flV[2];
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|
Vector vecUVPoints[4];
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Vector vecOrigin;
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|
Vector vecBasisNormal;
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|
};
|
|
|
|
|
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inline void doverlay_t::SetFaceCount( unsigned short count )
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|
{
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|
m_nFaceCountAndRenderOrder &= OVERLAY_RENDER_ORDER_MASK;
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|
m_nFaceCountAndRenderOrder |= (count & ~OVERLAY_RENDER_ORDER_MASK);
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|
}
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|
|
|
inline unsigned short doverlay_t::GetFaceCount() const
|
|
{
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|
return m_nFaceCountAndRenderOrder & ~OVERLAY_RENDER_ORDER_MASK;
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|
}
|
|
|
|
inline void doverlay_t::SetRenderOrder( unsigned short order )
|
|
{
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|
m_nFaceCountAndRenderOrder &= ~OVERLAY_RENDER_ORDER_MASK;
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|
m_nFaceCountAndRenderOrder |= (order << (16 - OVERLAY_RENDER_ORDER_NUM_BITS)); // leave 2 bits for render order.
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|
}
|
|
|
|
inline unsigned short doverlay_t::GetRenderOrder() const
|
|
{
|
|
return (m_nFaceCountAndRenderOrder >> (16 - OVERLAY_RENDER_ORDER_NUM_BITS));
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|
}
|
|
|
|
|
|
struct doverlayfade_t
|
|
{
|
|
DECLARE_BYTESWAP_DATADESC();
|
|
|
|
float flFadeDistMinSq;
|
|
float flFadeDistMaxSq;
|
|
};
|
|
|
|
|
|
#define WATEROVERLAY_BSP_FACE_COUNT 256
|
|
#define WATEROVERLAY_RENDER_ORDER_NUM_BITS 2
|
|
#define WATEROVERLAY_NUM_RENDER_ORDERS (1<<WATEROVERLAY_RENDER_ORDER_NUM_BITS)
|
|
#define WATEROVERLAY_RENDER_ORDER_MASK 0xC000 // top 2 bits set
|
|
struct dwateroverlay_t
|
|
{
|
|
DECLARE_BYTESWAP_DATADESC();
|
|
int nId;
|
|
short nTexInfo;
|
|
|
|
// Accessors..
|
|
void SetFaceCount( unsigned short count );
|
|
unsigned short GetFaceCount() const;
|
|
void SetRenderOrder( unsigned short order );
|
|
unsigned short GetRenderOrder() const;
|
|
|
|
private:
|
|
|
|
unsigned short m_nFaceCountAndRenderOrder;
|
|
|
|
public:
|
|
|
|
int aFaces[WATEROVERLAY_BSP_FACE_COUNT];
|
|
float flU[2];
|
|
float flV[2];
|
|
Vector vecUVPoints[4];
|
|
Vector vecOrigin;
|
|
Vector vecBasisNormal;
|
|
};
|
|
|
|
inline void dwateroverlay_t::SetFaceCount( unsigned short count )
|
|
{
|
|
m_nFaceCountAndRenderOrder &= WATEROVERLAY_RENDER_ORDER_MASK;
|
|
m_nFaceCountAndRenderOrder |= (count & ~WATEROVERLAY_RENDER_ORDER_MASK);
|
|
}
|
|
|
|
inline unsigned short dwateroverlay_t::GetFaceCount() const
|
|
{
|
|
return m_nFaceCountAndRenderOrder & ~WATEROVERLAY_RENDER_ORDER_MASK;
|
|
}
|
|
|
|
inline void dwateroverlay_t::SetRenderOrder( unsigned short order )
|
|
{
|
|
m_nFaceCountAndRenderOrder &= ~WATEROVERLAY_RENDER_ORDER_MASK;
|
|
m_nFaceCountAndRenderOrder |= ( order << ( 16 - WATEROVERLAY_RENDER_ORDER_NUM_BITS ) ); // leave 2 bits for render order.
|
|
}
|
|
|
|
inline unsigned short dwateroverlay_t::GetRenderOrder() const
|
|
{
|
|
return ( m_nFaceCountAndRenderOrder >> ( 16 - WATEROVERLAY_RENDER_ORDER_NUM_BITS ) );
|
|
}
|
|
|
|
#ifndef _DEF_BYTE_
|
|
#define _DEF_BYTE_
|
|
typedef unsigned char byte;
|
|
typedef unsigned short word;
|
|
#endif
|
|
|
|
|
|
#define ANGLE_UP -1
|
|
#define ANGLE_DOWN -2
|
|
|
|
|
|
//===============
|
|
|
|
|
|
struct epair_t
|
|
{
|
|
epair_t *next;
|
|
char *key;
|
|
char *value;
|
|
};
|
|
|
|
// finalized page of surface's lightmaps
|
|
#define MAX_LIGHTMAPPAGE_WIDTH 256
|
|
#define MAX_LIGHTMAPPAGE_HEIGHT 128
|
|
typedef struct nameForDatadesc_dlightmappage_t // unnamed structs collide in the datadesc macros
|
|
{
|
|
DECLARE_BYTESWAP_DATADESC();
|
|
byte data[MAX_LIGHTMAPPAGE_WIDTH*MAX_LIGHTMAPPAGE_HEIGHT];
|
|
byte palette[256*4];
|
|
} dlightmappage_t;
|
|
|
|
typedef struct nameForDatadesc_dlightmappageinfo_t // unnamed structs collide in the datadesc macros
|
|
{
|
|
DECLARE_BYTESWAP_DATADESC();
|
|
byte page; // lightmap page [0..?]
|
|
byte offset[2]; // offset into page (s,t)
|
|
byte pad; // unused
|
|
ColorRGBExp32 avgColor; // average used for runtime lighting calcs
|
|
} dlightmappageinfo_t;
|
|
|
|
#endif // BSPFILE_H
|