// do NOT include-protect this file, or add any fields or labels, because it's included within enums and tables
//
// these macro args get "TAG_" prepended on them for enum purposes, and appear as literal strings for "meminfo" command
TAGDEF(ALL),
TAGDEF(BOTLIB),
TAGDEF(BOTGAME),
TAGDEF(CLIENTS), // Memory used for client info
TAGDEF(DOWNLOAD), // used by the downloading system
TAGDEF(UNKNOWN),
TAGDEF(HUNK), // special usage for config and product id files when FS_Read called before hunk is initialised
TAGDEF(HUNKALLOC), // mem that was formerly from the hunk AFTER the SetMark (ie discarded during vid_reset)
TAGDEF(EVENT),
TAGDEF(FILESYS), // general filesystem usage
TAGDEF(GENERAL),
TAGDEF(GHOUL2), // Ghoul2 stuff
TAGDEF(CLIPBOARD),
TAGDEF(LISTFILES), // for "*.blah" lists
TAGDEF(STRING),
TAGDEF(RENDERER),
TAGDEF(AMBIENTSET),
TAGDEF(GAME), // used by SV_GMalloc(), which becomes Malloc() for the game DLL
TAGDEF(SAVEGAME), // used for allocating chunks during savegame file read
// TAGDEF(WINDING), // used in cm_polylib stuff
TAGDEF(STATIC), // special usage for 1-byte allocations from 0..9 to avoid CopyString() slowdowns during cvar value copies
TAGDEF(SMALL), // used by S_Malloc, but probably more of a hint now. Will be dumped later
TAGDEF(MODEL), // general model usage), includes header-struct-only stuff like 'model_t'
TAGDEF(MODEL_MD3), // specific model types' disk images
TAGDEF(MODEL_MD4), // "
TAGDEF(MODEL_GLM), // "
TAGDEF(MODEL_GLA), // "
TAGDEF(ICARUS), // Memory used internally by the Icarus scripting system
TAGDEF(SHADERTEXT),
TAGDEF(SND_MP3STREAMHDR), // specific MP3 struct for decoding (about 18..22K each?), not the actual MP3 binary
TAGDEF(SND_DYNAMICMUSIC), // in-mem MP3 files
TAGDEF(SND_RAWDATA), // raw sound data, either MP3 or WAV
TAGDEF(TEMP_WORKSPACE), // anything like file loading or image workspace that's only temporary
TAGDEF(TEXTPOOL), // for some special text-pool class thingy
TAGDEF(FX_PARSER), // fx parser ( actually the generic parser that Rick wrote )
TAGDEF(IMAGE_T), // an image_t struct (no longer on the hunk because of cached texture stuff)
// TAGDEF(SOUNDPOOL), // pool of mem for the sound system
TAGDEF(BSP), // guess.
TAGDEF(BSP_DISKIMAGE), // temp during loading, to save both server and renderer fread()ing the same file. Only used if not low physical memory (currently 96MB)
TAGDEF(VM), // stuff for VM, may be zapped later?
TAGDEF(GRIDMESH), // some specific temp workspace that only seems to be in the MP codebase
/* TAGDEF(SHADER),
TAGDEF(RMAP),
TAGDEF(CURVES),
TAGDEF(FILE_TEMP),
TAGDEF(SOUND_TEMP),
TAGDEF(TEMP_IMAGE), // Temporary storage when loading images
TAGDEF(MENU_INIT), // Menu intialisation
TAGDEF(MENU_RUN), // Menu execution
TAGDEF(DATA_IMAGE_LOAD), // Temp storage when loading data images (eg heightmaps), hit location maps)
TAGDEF(WEAPON_SYSTEM), // Anything done in the weapon system (almost all of it's at load time)
TAGDEF(ZIP_TEMP), // Temp memory used by unzip
TAGDEF(ZIPFILE), //
TAGDEF(SEARCHPATH), //
TAGDEF(RESAMPLE), // Temp memory used by the heightmap resampling code
TAGDEF(JPEG), // Hooked into jpeg lib allocator
TAGDEF(GAME),
TAGDEF(TERRAIN), // Memory used by the terrain system
TAGDEF(DOWNLOAD), // For blocks of downloaded data
TAGDEF(NETWORK), //
TAGDEF(EVENT), //
TAGDEF(LISTFILES), //
TAGDEF(LP_ADD), // Local path add
TAGDEF(MINIHEAP), // mini heap memory
TAGDEF(SKIN), // "
TAGDEF(IDTABLE), // class used primarily by Wraith and wpn sys to track unique ID's