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41
engine/gl_model.h
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41
engine/gl_model.h
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef GL_MODEL_H
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#define GL_MODEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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struct mnode_t;
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struct mleaf_t;
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struct mtexinfo_t;
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typedef struct mtexdata_s mtexdata_t;
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struct model_t;
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struct dvis_t;
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struct dworldlight_t;
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struct decallist_t;
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void Map_VisClear( void );
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void Map_VisSetup( model_t *worldmodel, int visorigincount, const Vector origins[], bool forcenovis, unsigned int &returnFlags );
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byte *Map_VisCurrent( void );
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int Map_VisCurrentCluster( void );
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bool Map_VisForceFullSky();
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// reconstruct the ambient lighting for a leaf at the given position in worldspace
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void Mod_LeafAmbientColorAtPos( Vector *pOut, const Vector &pos, int leafIndex );
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extern int DecalListCreate( decallist_t *pList );
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extern int r_visframecount;
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#include "modelloader.h"
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#endif // GL_MODEL_H
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