public void DumpContents()
{
LogManager.Instance.Write( "Quake3 level statistics" );
LogManager.Instance.Write( "-----------------------" );
LogManager.Instance.Write( "Entities : " + entities.Length.ToString() );
LogManager.Instance.Write( "Faces : " + faces.Length.ToString() );
LogManager.Instance.Write( "Leaf Faces : " + leafFaces.Length.ToString() );
LogManager.Instance.Write( "Leaves : " + leaves.Length.ToString() );
LogManager.Instance.Write( "Lightmaps : " + header.lumps[ (int)Quake3LumpType.Lightmaps ].size / BspLevel.LightmapSize );
LogManager.Instance.Write( "Elements : " + elements.Length.ToString() );
LogManager.Instance.Write( "Models : " + models.Length.ToString() );
LogManager.Instance.Write( "Nodes : " + nodes.Length.ToString() );
LogManager.Instance.Write( "Planes : " + planes.Length.ToString() );
LogManager.Instance.Write( "Shaders : " + shaders.Length.ToString() );
LogManager.Instance.Write( "Vertices : " + vertices.Length.ToString() );
LogManager.Instance.Write( "Vis Clusters : " + visData.clusterCount.ToString() );
LogManager.Instance.Write( "" );
LogManager.Instance.Write( "-= Shaders =-" );
for ( int i = 0; i < shaders.Length; i++ )
LogManager.Instance.Write( String.Format( "Shader {0}: {1:x}", i, shaders[ i ].name ) );
LogManager.Instance.Write( "" );
LogManager.Instance.Write( "-= Entities =-" );
string[] ents = entities.Split( '\0' );
for ( int i = 0; i < ents.Length; i++ )
LogManager.Instance.Write( ents[ i ] );
}