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engine: add bsp v21 support, add StaticPropLump_t v7-v11 support
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+28
-2
@@ -22,7 +22,7 @@
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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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#define BSPVERSION 21
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// This needs to match the value in gl_lightmap.h
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@@ -62,7 +62,7 @@
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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_DISPINFO 10240
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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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@@ -364,6 +364,7 @@ enum
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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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LUMP_WORLDLIGHTS_VERSION = 1
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};
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@@ -966,7 +967,31 @@ enum emittype_t
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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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#define DWL_FLAGS_CASTENTITYSHADOWS 0x0002 // This says that the light will cast shadows from entities
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// Old version of the worldlight struct, used for backward compatibility loading.
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struct dworldlight_version0_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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struct dworldlight_t
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{
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@@ -974,6 +999,7 @@ struct dworldlight_t
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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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Vector shadow_cast_offset; // gets added to the light origin when this light is used as a shadow caster (only if DWL_FLAGS_CASTENTITYSHADOWS flag is set)
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int cluster;
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emittype_t type;
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int style;
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