]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake2/q2map/lightmap.c
my own uncrustify run
[xonotic/netradiant.git] / tools / quake2 / q2map / lightmap.c
index 8a9580b7032d3ba007af8df4469f3fe4ea9f245a..70c04585f7574bd4effdbcd411c97cc8df98166c 100644 (file)
@@ -1,50 +1,49 @@
 /*
-Copyright (C) 1999-2006 Id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+   Copyright (C) 1999-2006 Id Software, Inc. and contributors.
+   For a list of contributors, see the accompanying CONTRIBUTORS file.
 
-This file is part of GtkRadiant.
+   This file is part of GtkRadiant.
 
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
+   GtkRadiant is free software; you can redistribute it and/or modify
+   it under the terms of the GNU General Public License as published by
+   the Free Software Foundation; either version 2 of the License, or
+   (at your option) any later version.
 
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+   GtkRadiant is distributed in the hope that it will be useful,
+   but WITHOUT ANY WARRANTY; without even the implied warranty of
+   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+   GNU General Public License for more details.
 
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
-*/
+   You should have received a copy of the GNU General Public License
+   along with GtkRadiant; if not, write to the Free Software
+   Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+ */
 #include "qrad.h"
 
-#define        MAX_LSTYLES     256
+#define MAX_LSTYLES 256
 
 typedef struct
 {
-       dface_t         *faces[2];
-       qboolean        coplanar;
+       dface_t     *faces[2];
+       qboolean coplanar;
 } edgeshare_t;
 
-edgeshare_t    edgeshare[MAX_MAP_EDGES];
+edgeshare_t edgeshare[MAX_MAP_EDGES];
 
-int                    facelinks[MAX_MAP_FACES];
-int                    planelinks[2][MAX_MAP_PLANES];
+int facelinks[MAX_MAP_FACES];
+int planelinks[2][MAX_MAP_PLANES];
 
 /*
-============
-LinkPlaneFaces
-============
-*/
-void LinkPlaneFaces (void)
-{
-       int             i;
-       dface_t *f;
+   ============
+   LinkPlaneFaces
+   ============
+ */
+void LinkPlaneFaces( void ){
+       int i;
+       dface_t *f;
 
        f = dfaces;
-       for (i=0 ; i<numfaces ; i++, f++)
+       for ( i = 0 ; i < numfaces ; i++, f++ )
        {
                facelinks[i] = planelinks[f->side][f->planenum];
                planelinks[f->side][f->planenum] = i;
@@ -52,24 +51,22 @@ void LinkPlaneFaces (void)
 }
 
 /*
-============
-PairEdges
-============
-*/
-void PairEdges (void)
-{
-       int             i, j, k;
-       dface_t *f;
-       edgeshare_t     *e;
+   ============
+   PairEdges
+   ============
+ */
+void PairEdges( void ){
+       int i, j, k;
+       dface_t *f;
+       edgeshare_t *e;
 
        f = dfaces;
-       for (i=0 ; i<numfaces ; i++, f++)
+       for ( i = 0 ; i < numfaces ; i++, f++ )
        {
-               for (j=0 ; j<f->numedges ; j++)
+               for ( j = 0 ; j < f->numedges ; j++ )
                {
                        k = dsurfedges[f->firstedge + j];
-                       if (k < 0)
-                       {
+                       if ( k < 0 ) {
                                e = &edgeshare[-k];
                                e->faces[1] = f;
                        }
@@ -79,63 +76,62 @@ void PairEdges (void)
                                e->faces[0] = f;
                        }
 
-                       if (e->faces[0] && e->faces[1])
-                       {
+                       if ( e->faces[0] && e->faces[1] ) {
                                // determine if coplanar
-                               if (e->faces[0]->planenum == e->faces[1]->planenum)
+                               if ( e->faces[0]->planenum == e->faces[1]->planenum ) {
                                        e->coplanar = true;
+                               }
                        }
                }
        }
 }
 
 /*
-=================================================================
+   =================================================================
 
-  POINT TRIANGULATION
+   POINT TRIANGULATION
 
-=================================================================
-*/
+   =================================================================
+ */
 
 typedef struct triedge_s
 {
-       int                     p0, p1;
-       vec3_t          normal;
-       vec_t           dist;
-       struct triangle_s       *tri;
+       int p0, p1;
+       vec3_t normal;
+       vec_t dist;
+       struct triangle_s   *tri;
 } triedge_t;
 
 typedef struct triangle_s
 {
-       triedge_t       *edges[3];
+       triedge_t   *edges[3];
 } triangle_t;
 
-#define        MAX_TRI_POINTS          1024
-#define        MAX_TRI_EDGES           (MAX_TRI_POINTS*6)
-#define        MAX_TRI_TRIS            (MAX_TRI_POINTS*2)
+#define MAX_TRI_POINTS      1024
+#define MAX_TRI_EDGES       ( MAX_TRI_POINTS * 6 )
+#define MAX_TRI_TRIS        ( MAX_TRI_POINTS * 2 )
 
 typedef struct
 {
-       int                     numpoints;
-       int                     numedges;
-       int                     numtris;
-       dplane_t        *plane;
-       triedge_t       *edgematrix[MAX_TRI_POINTS][MAX_TRI_POINTS];
-       patch_t         *points[MAX_TRI_POINTS];
-       triedge_t       edges[MAX_TRI_EDGES];
-       triangle_t      tris[MAX_TRI_TRIS];
+       int numpoints;
+       int numedges;
+       int numtris;
+       dplane_t    *plane;
+       triedge_t   *edgematrix[MAX_TRI_POINTS][MAX_TRI_POINTS];
+       patch_t     *points[MAX_TRI_POINTS];
+       triedge_t edges[MAX_TRI_EDGES];
+       triangle_t tris[MAX_TRI_TRIS];
 } triangulation_t;
 
 /*
-===============
-AllocTriangulation
-===============
-*/
-triangulation_t        *AllocTriangulation (dplane_t *plane)
-{
-       triangulation_t *t;
-
-       t = malloc(sizeof(triangulation_t));
+   ===============
+   AllocTriangulation
+   ===============
+ */
+triangulation_t *AllocTriangulation( dplane_t *plane ){
+       triangulation_t *t;
+
+       t = malloc( sizeof( triangulation_t ) );
        t->numpoints = 0;
        t->numedges = 0;
        t->numtris = 0;
@@ -148,39 +144,39 @@ triangulation_t   *AllocTriangulation (dplane_t *plane)
 }
 
 /*
-===============
-FreeTriangulation
-===============
-*/
-void FreeTriangulation (triangulation_t *tr)
-{
-       free (tr);
+   ===============
+   FreeTriangulation
+   ===============
+ */
+void FreeTriangulation( triangulation_t *tr ){
+       free( tr );
 }
 
 
-triedge_t      *FindEdge (triangulation_t *trian, int p0, int p1)
-{
-       triedge_t       *e, *be;
-       vec3_t          v1;
-       vec3_t          normal;
-       vec_t           dist;
+triedge_t   *FindEdge( triangulation_t *trian, int p0, int p1 ){
+       triedge_t   *e, *be;
+       vec3_t v1;
+       vec3_t normal;
+       vec_t dist;
 
-       if (trian->edgematrix[p0][p1])
+       if ( trian->edgematrix[p0][p1] ) {
                return trian->edgematrix[p0][p1];
+       }
 
-       if (trian->numedges > MAX_TRI_EDGES-2)
-               Error ("trian->numedges > MAX_TRI_EDGES-2");
+       if ( trian->numedges > MAX_TRI_EDGES - 2 ) {
+               Error( "trian->numedges > MAX_TRI_EDGES-2" );
+       }
 
-       VectorSubtract (trian->points[p1]->origin, trian->points[p0]->origin, v1);
-       VectorNormalize (v1, v1);
-       CrossProduct (v1, trian->plane->normal, normal);
-       dist = DotProduct (trian->points[p0]->origin, normal);
+       VectorSubtract( trian->points[p1]->origin, trian->points[p0]->origin, v1 );
+       VectorNormalize( v1, v1 );
+       CrossProduct( v1, trian->plane->normal, normal );
+       dist = DotProduct( trian->points[p0]->origin, normal );
 
        e = &trian->edges[trian->numedges];
        e->p0 = p0;
        e->p1 = p1;
        e->tri = NULL;
-       VectorCopy (normal, e->normal);
+       VectorCopy( normal, e->normal );
        e->dist = dist;
        trian->numedges++;
        trian->edgematrix[p0][p1] = e;
@@ -189,7 +185,7 @@ triedge_t   *FindEdge (triangulation_t *trian, int p0, int p1)
        be->p0 = p1;
        be->p1 = p0;
        be->tri = NULL;
-       VectorSubtract (vec3_origin, normal, be->normal);
+       VectorSubtract( vec3_origin, normal, be->normal );
        be->dist = -dist;
        trian->numedges++;
        trian->edgematrix[p1][p0] = be;
@@ -197,12 +193,12 @@ triedge_t *FindEdge (triangulation_t *trian, int p0, int p1)
        return e;
 }
 
-triangle_t     *AllocTriangle (triangulation_t *trian)
-{
-       triangle_t      *t;
+triangle_t  *AllocTriangle( triangulation_t *trian ){
+       triangle_t  *t;
 
-       if (trian->numtris >= MAX_TRI_TRIS)
-               Error ("trian->numtris >= MAX_TRI_TRIS");
+       if ( trian->numtris >= MAX_TRI_TRIS ) {
+               Error( "trian->numtris >= MAX_TRI_TRIS" );
+       }
 
        t = &trian->tris[trian->numtris];
        trian->numtris++;
@@ -211,86 +207,88 @@ triangle_t        *AllocTriangle (triangulation_t *trian)
 }
 
 /*
-============
-TriEdge_r
-============
-*/
-void TriEdge_r (triangulation_t *trian, triedge_t *e)
-{
-       int             i, bestp;
-       vec3_t  v1, v2;
-       vec_t   *p0, *p1, *p;
-       vec_t   best, ang;
-       triangle_t      *nt;
-
-       if (e->tri)
-               return;         // allready connected by someone
+   ============
+   TriEdge_r
+   ============
+ */
+void TriEdge_r( triangulation_t *trian, triedge_t *e ){
+       int i, bestp;
+       vec3_t v1, v2;
+       vec_t   *p0, *p1, *p;
+       vec_t best, ang;
+       triangle_t  *nt;
+
+       if ( e->tri ) {
+               return;     // allready connected by someone
 
+       }
        // find the point with the best angle
        p0 = trian->points[e->p0]->origin;
        p1 = trian->points[e->p1]->origin;
        best = 1.1;
-       for (i=0 ; i< trian->numpoints ; i++)
+       for ( i = 0 ; i < trian->numpoints ; i++ )
        {
                p = trian->points[i]->origin;
                // a 0 dist will form a degenerate triangle
-               if (DotProduct(p, e->normal) - e->dist < 0)
-                       continue;       // behind edge
-               VectorSubtract (p0, p, v1);
-               VectorSubtract (p1, p, v2);
-               if (!VectorNormalize (v1,v1))
+               if ( DotProduct( p, e->normal ) - e->dist < 0 ) {
+                       continue;   // behind edge
+               }
+               VectorSubtract( p0, p, v1 );
+               VectorSubtract( p1, p, v2 );
+               if ( !VectorNormalize( v1,v1 ) ) {
                        continue;
-               if (!VectorNormalize (v2,v2))
+               }
+               if ( !VectorNormalize( v2,v2 ) ) {
                        continue;
-               ang = DotProduct (v1, v2);
-               if (ang < best)
-               {
+               }
+               ang = DotProduct( v1, v2 );
+               if ( ang < best ) {
                        best = ang;
                        bestp = i;
                }
        }
-       if (best >= 1)
-               return;         // edge doesn't match anything
+       if ( best >= 1 ) {
+               return;     // edge doesn't match anything
 
+       }
        // make a new triangle
-       nt = AllocTriangle (trian);
+       nt = AllocTriangle( trian );
        nt->edges[0] = e;
-       nt->edges[1] = FindEdge (trian, e->p1, bestp);
-       nt->edges[2] = FindEdge (trian, bestp, e->p0);
-       for (i=0 ; i<3 ; i++)
+       nt->edges[1] = FindEdge( trian, e->p1, bestp );
+       nt->edges[2] = FindEdge( trian, bestp, e->p0 );
+       for ( i = 0 ; i < 3 ; i++ )
                nt->edges[i]->tri = nt;
-       TriEdge_r (trian, FindEdge (trian, bestp, e->p1));
-       TriEdge_r (trian, FindEdge (trian, e->p0, bestp));
+       TriEdge_r( trian, FindEdge( trian, bestp, e->p1 ) );
+       TriEdge_r( trian, FindEdge( trian, e->p0, bestp ) );
 }
 
 /*
-============
-TriangulatePoints
-============
-*/
-void TriangulatePoints (triangulation_t *trian)
-{
-       vec_t   d, bestd;
-       vec3_t  v1;
-       int             bp1, bp2, i, j;
-       vec_t   *p1, *p2;
-       triedge_t       *e, *e2;
-
-       if (trian->numpoints < 2)
+   ============
+   TriangulatePoints
+   ============
+ */
+void TriangulatePoints( triangulation_t *trian ){
+       vec_t d, bestd;
+       vec3_t v1;
+       int bp1, bp2, i, j;
+       vec_t   *p1, *p2;
+       triedge_t   *e, *e2;
+
+       if ( trian->numpoints < 2 ) {
                return;
+       }
 
        // find the two closest points
        bestd = 9999;
-       for (i=0 ; i<trian->numpoints ; i++)
+       for ( i = 0 ; i < trian->numpoints ; i++ )
        {
                p1 = trian->points[i]->origin;
-               for (j=i+1 ; j<trian->numpoints ; j++)
+               for ( j = i + 1 ; j < trian->numpoints ; j++ )
                {
                        p2 = trian->points[j]->origin;
-                       VectorSubtract (p2, p1, v1);
-                       d = VectorLength (v1);
-                       if (d < bestd)
-                       {
+                       VectorSubtract( p2, p1, v1 );
+                       d = VectorLength( v1 );
+                       if ( d < bestd ) {
                                bestd = d;
                                bp1 = i;
                                bp2 = j;
@@ -298,215 +296,214 @@ void TriangulatePoints (triangulation_t *trian)
                }
        }
 
-       e = FindEdge (trian, bp1, bp2);
-       e2 = FindEdge (trian, bp2, bp1);
-       TriEdge_r (trian, e);
-       TriEdge_r (trian, e2);
+       e = FindEdge( trian, bp1, bp2 );
+       e2 = FindEdge( trian, bp2, bp1 );
+       TriEdge_r( trian, e );
+       TriEdge_r( trian, e2 );
 }
 
 /*
-===============
-AddPointToTriangulation
-===============
-*/
-void AddPointToTriangulation (patch_t *patch, triangulation_t *trian)
-{
-       int                     pnum;
+   ===============
+   AddPointToTriangulation
+   ===============
+ */
+void AddPointToTriangulation( patch_t *patch, triangulation_t *trian ){
+       int pnum;
 
        pnum = trian->numpoints;
-       if (pnum == MAX_TRI_POINTS)
-               Error ("trian->numpoints == MAX_TRI_POINTS");
+       if ( pnum == MAX_TRI_POINTS ) {
+               Error( "trian->numpoints == MAX_TRI_POINTS" );
+       }
        trian->points[pnum] = patch;
        trian->numpoints++;
 }
 
 /*
-===============
-LerpTriangle
-===============
-*/
-void   LerpTriangle (triangulation_t *trian, triangle_t *t, vec3_t point, vec3_t color)
-{
-       patch_t         *p1, *p2, *p3;
-       vec3_t          base, d1, d2;
-       float           x, y, x1, y1, x2, y2;
+   ===============
+   LerpTriangle
+   ===============
+ */
+void    LerpTriangle( triangulation_t *trian, triangle_t *t, vec3_t point, vec3_t color ){
+       patch_t     *p1, *p2, *p3;
+       vec3_t base, d1, d2;
+       float x, y, x1, y1, x2, y2;
 
        p1 = trian->points[t->edges[0]->p0];
        p2 = trian->points[t->edges[1]->p0];
        p3 = trian->points[t->edges[2]->p0];
 
-       VectorCopy (p1->totallight, base);
-       VectorSubtract (p2->totallight, base, d1);
-       VectorSubtract (p3->totallight, base, d2);
+       VectorCopy( p1->totallight, base );
+       VectorSubtract( p2->totallight, base, d1 );
+       VectorSubtract( p3->totallight, base, d2 );
 
-       x = DotProduct (point, t->edges[0]->normal) - t->edges[0]->dist;
-       y = DotProduct (point, t->edges[2]->normal) - t->edges[2]->dist;
+       x = DotProduct( point, t->edges[0]->normal ) - t->edges[0]->dist;
+       y = DotProduct( point, t->edges[2]->normal ) - t->edges[2]->dist;
 
        x1 = 0;
-       y1 = DotProduct (p2->origin, t->edges[2]->normal) - t->edges[2]->dist;
+       y1 = DotProduct( p2->origin, t->edges[2]->normal ) - t->edges[2]->dist;
 
-       x2 = DotProduct (p3->origin, t->edges[0]->normal) - t->edges[0]->dist;
+       x2 = DotProduct( p3->origin, t->edges[0]->normal ) - t->edges[0]->dist;
        y2 = 0;
 
-       if (fabs(y1)<ON_EPSILON || fabs(x2)<ON_EPSILON)
-       {
-               VectorCopy (base, color);
+       if ( fabs( y1 ) < ON_EPSILON || fabs( x2 ) < ON_EPSILON ) {
+               VectorCopy( base, color );
                return;
        }
 
-       VectorMA (base, x/x2, d2, color);
-       VectorMA (color, y/y1, d1, color);
+       VectorMA( base, x / x2, d2, color );
+       VectorMA( color, y / y1, d1, color );
 }
 
-qboolean PointInTriangle (vec3_t point, triangle_t *t)
-{
-       int             i;
-       triedge_t       *e;
-       vec_t   d;
+qboolean PointInTriangle( vec3_t point, triangle_t *t ){
+       int i;
+       triedge_t   *e;
+       vec_t d;
 
-       for (i=0 ; i<3 ; i++)
+       for ( i = 0 ; i < 3 ; i++ )
        {
                e = t->edges[i];
-               d = DotProduct (e->normal, point) - e->dist;
-               if (d < 0)
-                       return false;   // not inside
+               d = DotProduct( e->normal, point ) - e->dist;
+               if ( d < 0 ) {
+                       return false;   // not inside
+               }
        }
 
        return true;
 }
 
 /*
-===============
-SampleTriangulation
-===============
-*/
-void SampleTriangulation (vec3_t point, triangulation_t *trian, vec3_t color)
-{
-       triangle_t      *t;
-       triedge_t       *e;
-       vec_t           d, best;
-       patch_t         *p0, *p1;
-       vec3_t          v1, v2;
-       int                     i, j;
-
-       if (trian->numpoints == 0)
-       {
-               VectorClear (color);
+   ===============
+   SampleTriangulation
+   ===============
+ */
+void SampleTriangulation( vec3_t point, triangulation_t *trian, vec3_t color ){
+       triangle_t  *t;
+       triedge_t   *e;
+       vec_t d, best;
+       patch_t     *p0, *p1;
+       vec3_t v1, v2;
+       int i, j;
+
+       if ( trian->numpoints == 0 ) {
+               VectorClear( color );
                return;
        }
-       if (trian->numpoints == 1)
-       {
-               VectorCopy (trian->points[0]->totallight, color);
+       if ( trian->numpoints == 1 ) {
+               VectorCopy( trian->points[0]->totallight, color );
                return;
        }
 
        // search for triangles
-       for (t = trian->tris, j=0 ; j < trian->numtris ; t++, j++)
+       for ( t = trian->tris, j = 0 ; j < trian->numtris ; t++, j++ )
        {
-               if (!PointInTriangle (point, t))
+               if ( !PointInTriangle( point, t ) ) {
                        continue;
+               }
 
                // this is it
-               LerpTriangle (trian, t, point, color);
+               LerpTriangle( trian, t, point, color );
                return;
        }
-       
+
        // search for exterior edge
-       for (e=trian->edges, j=0 ; j< trian->numedges ; e++, j++)
+       for ( e = trian->edges, j = 0 ; j < trian->numedges ; e++, j++ )
        {
-               if (e->tri)
-                       continue;               // not an exterior edge
+               if ( e->tri ) {
+                       continue;       // not an exterior edge
 
-               d = DotProduct (point, e->normal) - e->dist;
-               if (d < 0)
-                       continue;       // not in front of edge
+               }
+               d = DotProduct( point, e->normal ) - e->dist;
+               if ( d < 0 ) {
+                       continue;   // not in front of edge
 
+               }
                p0 = trian->points[e->p0];
                p1 = trian->points[e->p1];
-       
-               VectorSubtract (p1->origin, p0->origin, v1);
-               VectorNormalize (v1, v1);
-               VectorSubtract (point, p0->origin, v2);
-               d = DotProduct (v2, v1);
-               if (d < 0)
+
+               VectorSubtract( p1->origin, p0->origin, v1 );
+               VectorNormalize( v1, v1 );
+               VectorSubtract( point, p0->origin, v2 );
+               d = DotProduct( v2, v1 );
+               if ( d < 0 ) {
                        continue;
-               if (d > 1)
+               }
+               if ( d > 1 ) {
                        continue;
-               for (i=0 ; i<3 ; i++)
-                       color[i] = p0->totallight[i] + d * (p1->totallight[i] - p0->totallight[i]);
+               }
+               for ( i = 0 ; i < 3 ; i++ )
+                       color[i] = p0->totallight[i] + d * ( p1->totallight[i] - p0->totallight[i] );
                return;
        }
 
        // search for nearest point
        best = 99999;
        p1 = NULL;
-       for (j=0 ; j<trian->numpoints ; j++)
+       for ( j = 0 ; j < trian->numpoints ; j++ )
        {
                p0 = trian->points[j];
-               VectorSubtract (point, p0->origin, v1);
-               d = VectorLength (v1);
-               if (d < best)
-               {
+               VectorSubtract( point, p0->origin, v1 );
+               d = VectorLength( v1 );
+               if ( d < best ) {
                        best = d;
                        p1 = p0;
                }
        }
 
-       if (!p1)
-               Error ("SampleTriangulation: no points");
+       if ( !p1 ) {
+               Error( "SampleTriangulation: no points" );
+       }
 
-       VectorCopy (p1->totallight, color);
+       VectorCopy( p1->totallight, color );
 }
 
 /*
-=================================================================
+   =================================================================
 
-  LIGHTMAP SAMPLE GENERATION
+   LIGHTMAP SAMPLE GENERATION
 
-=================================================================
-*/
+   =================================================================
+ */
 
 
-#define        SINGLEMAP       (64*64*4)
+#define SINGLEMAP   ( 64 * 64 * 4 )
 
 typedef struct
 {
-       vec_t   facedist;
-       vec3_t  facenormal;
+       vec_t facedist;
+       vec3_t facenormal;
 
-       int             numsurfpt;
-       vec3_t  surfpt[SINGLEMAP];
+       int numsurfpt;
+       vec3_t surfpt[SINGLEMAP];
 
-       vec3_t  modelorg;               // for origined bmodels
+       vec3_t modelorg;        // for origined bmodels
 
-       vec3_t  texorg;
-       vec3_t  worldtotex[2];  // s = (world - texorg) . worldtotex[0]
-       vec3_t  textoworld[2];  // world = texorg + s * textoworld[0]
+       vec3_t texorg;
+       vec3_t worldtotex[2];   // s = (world - texorg) . worldtotex[0]
+       vec3_t textoworld[2];   // world = texorg + s * textoworld[0]
 
-       vec_t   exactmins[2], exactmaxs[2];
-       
-       int             texmins[2], texsize[2];
-       int             surfnum;
-       dface_t *face;
+       vec_t exactmins[2], exactmaxs[2];
+
+       int texmins[2], texsize[2];
+       int surfnum;
+       dface_t *face;
 } lightinfo_t;
 
 
 /*
-================
-CalcFaceExtents
-
-Fills in s->texmins[] and s->texsize[]
-also sets exactmins[] and exactmaxs[]
-================
-*/
-void CalcFaceExtents (lightinfo_t *l)
-{
+   ================
+   CalcFaceExtents
+
+   Fills in s->texmins[] and s->texsize[]
+   also sets exactmins[] and exactmaxs[]
+   ================
+ */
+void CalcFaceExtents( lightinfo_t *l ){
        dface_t *s;
-       vec_t   mins[2], maxs[2], val;
-       int             i,j, e;
-       dvertex_t       *v;
-       texinfo_t       *tex;
-       vec3_t          vt;
+       vec_t mins[2], maxs[2], val;
+       int i,j, e;
+       dvertex_t   *v;
+       texinfo_t   *tex;
+       vec3_t vt;
 
        s = l->face;
 
@@ -514,214 +511,216 @@ void CalcFaceExtents (lightinfo_t *l)
        maxs[0] = maxs[1] = -99999;
 
        tex = &texinfo[s->texinfo];
-       
-       for (i=0 ; i<s->numedges ; i++)
+
+       for ( i = 0 ; i < s->numedges ; i++ )
        {
-               e = dsurfedges[s->firstedge+i];
-               if (e >= 0)
+               e = dsurfedges[s->firstedge + i];
+               if ( e >= 0 ) {
                        v = dvertexes + dedges[e].v[0];
-               else
+               }
+               else{
                        v = dvertexes + dedges[-e].v[1];
-               
+               }
+
 //             VectorAdd (v->point, l->modelorg, vt);
-               VectorCopy (v->point, vt);
+               VectorCopy( v->point, vt );
 
-               for (j=0 ; j<2 ; j++)
+               for ( j = 0 ; j < 2 ; j++ )
                {
-                       val = DotProduct (vt, tex->vecs[j]) + tex->vecs[j][3];
-                       if (val < mins[j])
+                       val = DotProduct( vt, tex->vecs[j] ) + tex->vecs[j][3];
+                       if ( val < mins[j] ) {
                                mins[j] = val;
-                       if (val > maxs[j])
+                       }
+                       if ( val > maxs[j] ) {
                                maxs[j] = val;
+                       }
                }
        }
 
-       for (i=0 ; i<2 ; i++)
-       {       
+       for ( i = 0 ; i < 2 ; i++ )
+       {
                l->exactmins[i] = mins[i];
                l->exactmaxs[i] = maxs[i];
-               
-               mins[i] = floor(mins[i]/16);
-               maxs[i] = ceil(maxs[i]/16);
+
+               mins[i] = floor( mins[i] / 16 );
+               maxs[i] = ceil( maxs[i] / 16 );
 
                l->texmins[i] = mins[i];
                l->texsize[i] = maxs[i] - mins[i];
-               if (l->texsize[0] * l->texsize[1] > SINGLEMAP/4)        // div 4 for extrasamples
-                       Error ("Surface to large to map");
+               if ( l->texsize[0] * l->texsize[1] > SINGLEMAP / 4 ) {  // div 4 for extrasamples
+                       Error( "Surface to large to map" );
+               }
        }
 }
 
 /*
-================
-CalcFaceVectors
-
-Fills in texorg, worldtotex. and textoworld
-================
-*/
-void CalcFaceVectors (lightinfo_t *l)
-{
-       texinfo_t       *tex;
-       int                     i, j;
-       vec3_t  texnormal;
-       vec_t   distscale;
-       vec_t   dist, len;
-       int                     w, h;
+   ================
+   CalcFaceVectors
+
+   Fills in texorg, worldtotex. and textoworld
+   ================
+ */
+void CalcFaceVectors( lightinfo_t *l ){
+       texinfo_t   *tex;
+       int i, j;
+       vec3_t texnormal;
+       vec_t distscale;
+       vec_t dist, len;
+       int w, h;
 
        tex = &texinfo[l->face->texinfo];
-       
+
 // convert from float to double
-       for (i=0 ; i<2 ; i++)
-               for (j=0 ; j<3 ; j++)
+       for ( i = 0 ; i < 2 ; i++ )
+               for ( j = 0 ; j < 3 ; j++ )
                        l->worldtotex[i][j] = tex->vecs[i][j];
 
 // calculate a normal to the texture axis.  points can be moved along this
 // without changing their S/T
-       texnormal[0] = tex->vecs[1][1]*tex->vecs[0][2]
-               - tex->vecs[1][2]*tex->vecs[0][1];
-       texnormal[1] = tex->vecs[1][2]*tex->vecs[0][0]
-               - tex->vecs[1][0]*tex->vecs[0][2];
-       texnormal[2] = tex->vecs[1][0]*tex->vecs[0][1]
-               - tex->vecs[1][1]*tex->vecs[0][0];
-       VectorNormalize (texnormal, texnormal);
+       texnormal[0] = tex->vecs[1][1] * tex->vecs[0][2]
+                                  - tex->vecs[1][2] * tex->vecs[0][1];
+       texnormal[1] = tex->vecs[1][2] * tex->vecs[0][0]
+                                  - tex->vecs[1][0] * tex->vecs[0][2];
+       texnormal[2] = tex->vecs[1][0] * tex->vecs[0][1]
+                                  - tex->vecs[1][1] * tex->vecs[0][0];
+       VectorNormalize( texnormal, texnormal );
 
 // flip it towards plane normal
-       distscale = DotProduct (texnormal, l->facenormal);
-       if (!distscale)
-       {
-               Sys_FPrintf( SYS_VRB, "WARNING: Texture axis perpendicular to face\n");
+       distscale = DotProduct( texnormal, l->facenormal );
+       if ( !distscale ) {
+               Sys_FPrintf( SYS_VRB, "WARNING: Texture axis perpendicular to face\n" );
                distscale = 1;
        }
-       if (distscale < 0)
-       {
+       if ( distscale < 0 ) {
                distscale = -distscale;
-               VectorSubtract (vec3_origin, texnormal, texnormal);
-       }       
+               VectorSubtract( vec3_origin, texnormal, texnormal );
+       }
 
 // distscale is the ratio of the distance along the texture normal to
 // the distance along the plane normal
-       distscale = 1/distscale;
+       distscale = 1 / distscale;
 
-       for (i=0 ; i<2 ; i++)
+       for ( i = 0 ; i < 2 ; i++ )
        {
-               len = VectorLength (l->worldtotex[i]);
-               dist = DotProduct (l->worldtotex[i], l->facenormal);
+               len = VectorLength( l->worldtotex[i] );
+               dist = DotProduct( l->worldtotex[i], l->facenormal );
                dist *= distscale;
-               VectorMA (l->worldtotex[i], -dist, texnormal, l->textoworld[i]);
-               VectorScale (l->textoworld[i], (1/len)*(1/len), l->textoworld[i]);
+               VectorMA( l->worldtotex[i], -dist, texnormal, l->textoworld[i] );
+               VectorScale( l->textoworld[i], ( 1 / len ) * ( 1 / len ), l->textoworld[i] );
        }
 
 
 // calculate texorg on the texture plane
-       for (i=0 ; i<3 ; i++)
-               l->texorg[i] = -tex->vecs[0][3]* l->textoworld[0][i] - tex->vecs[1][3] * l->textoworld[1][i];
+       for ( i = 0 ; i < 3 ; i++ )
+               l->texorg[i] = -tex->vecs[0][3] * l->textoworld[0][i] - tex->vecs[1][3] * l->textoworld[1][i];
 
 // project back to the face plane
-       dist = DotProduct (l->texorg, l->facenormal) - l->facedist - 1;
+       dist = DotProduct( l->texorg, l->facenormal ) - l->facedist - 1;
        dist *= distscale;
-       VectorMA (l->texorg, -dist, texnormal, l->texorg);
+       VectorMA( l->texorg, -dist, texnormal, l->texorg );
 
        // compensate for org'd bmodels
-       VectorAdd (l->texorg, l->modelorg, l->texorg);
+       VectorAdd( l->texorg, l->modelorg, l->texorg );
 
        // total sample count
-       h = l->texsize[1]+1;
-       w = l->texsize[0]+1;
+       h = l->texsize[1] + 1;
+       w = l->texsize[0] + 1;
        l->numsurfpt = w * h;
 }
 
 /*
-=================
-CalcPoints
-
-For each texture aligned grid point, back project onto the plane
-to get the world xyz value of the sample point
-=================
-*/
-void CalcPoints (lightinfo_t *l, float sofs, float tofs)
-{
-       int             i;
-       int             s, t, j;
-       int             w, h, step;
-       vec_t   starts, startt, us, ut;
-       vec_t   *surf;
-       vec_t   mids, midt;
-       vec3_t  facemid;
-       dleaf_t *leaf;
+   =================
+   CalcPoints
+
+   For each texture aligned grid point, back project onto the plane
+   to get the world xyz value of the sample point
+   =================
+ */
+void CalcPoints( lightinfo_t *l, float sofs, float tofs ){
+       int i;
+       int s, t, j;
+       int w, h, step;
+       vec_t starts, startt, us, ut;
+       vec_t   *surf;
+       vec_t mids, midt;
+       vec3_t facemid;
+       dleaf_t *leaf;
 
        surf = l->surfpt[0];
-       mids = (l->exactmaxs[0] + l->exactmins[0])/2;
-       midt = (l->exactmaxs[1] + l->exactmins[1])/2;
+       mids = ( l->exactmaxs[0] + l->exactmins[0] ) / 2;
+       midt = ( l->exactmaxs[1] + l->exactmins[1] ) / 2;
 
-       for (j=0 ; j<3 ; j++)
-               facemid[j] = l->texorg[j] + l->textoworld[0][j]*mids + l->textoworld[1][j]*midt;
+       for ( j = 0 ; j < 3 ; j++ )
+               facemid[j] = l->texorg[j] + l->textoworld[0][j] * mids + l->textoworld[1][j] * midt;
 
-       h = l->texsize[1]+1;
-       w = l->texsize[0]+1;
+       h = l->texsize[1] + 1;
+       w = l->texsize[0] + 1;
        l->numsurfpt = w * h;
 
-       starts = l->texmins[0]*16;
-       startt = l->texmins[1]*16;
+       starts = l->texmins[0] * 16;
+       startt = l->texmins[1] * 16;
        step = 16;
 
 
-       for (t=0 ; t<h ; t++)
+       for ( t = 0 ; t < h ; t++ )
        {
-               for (s=0 ; s<w ; s++, surf+=3)
+               for ( s = 0 ; s < w ; s++, surf += 3 )
                {
-                       us = starts + (s+sofs)*step;
-                       ut = startt + (t+tofs)*step;
+                       us = starts + ( s + sofs ) * step;
+                       ut = startt + ( t + tofs ) * step;
 
 
-               // if a line can be traced from surf to facemid, the point is good
-                       for (i=0 ; i<6 ; i++)
+                       // if a line can be traced from surf to facemid, the point is good
+                       for ( i = 0 ; i < 6 ; i++ )
                        {
-                       // calculate texture point
-                               for (j=0 ; j<3 ; j++)
-                                       surf[j] = l->texorg[j] + l->textoworld[0][j]*us
-                                       + l->textoworld[1][j]*ut;
-
-                               leaf = Rad_PointInLeaf (surf);
-                               if (leaf->contents != CONTENTS_SOLID)
-                               {
-                                       if (!TestLine_r (0, facemid, surf))
-                                               break;  // got it
+                               // calculate texture point
+                               for ( j = 0 ; j < 3 ; j++ )
+                                       surf[j] = l->texorg[j] + l->textoworld[0][j] * us
+                                                         + l->textoworld[1][j] * ut;
+
+                               leaf = Rad_PointInLeaf( surf );
+                               if ( leaf->contents != CONTENTS_SOLID ) {
+                                       if ( !TestLine_r( 0, facemid, surf ) ) {
+                                               break;  // got it
+                                       }
                                }
 
                                // nudge it
-                               if (i & 1)
-                               {
-                                       if (us > mids)
-                                       {
+                               if ( i & 1 ) {
+                                       if ( us > mids ) {
                                                us -= 8;
-                                               if (us < mids)
+                                               if ( us < mids ) {
                                                        us = mids;
+                                               }
                                        }
                                        else
                                        {
                                                us += 8;
-                                               if (us > mids)
+                                               if ( us > mids ) {
                                                        us = mids;
+                                               }
                                        }
                                }
                                else
                                {
-                                       if (ut > midt)
-                                       {
+                                       if ( ut > midt ) {
                                                ut -= 8;
-                                               if (ut < midt)
+                                               if ( ut < midt ) {
                                                        ut = midt;
+                                               }
                                        }
                                        else
                                        {
                                                ut += 8;
-                                               if (ut > midt)
+                                               if ( ut > midt ) {
                                                        ut = midt;
+                                               }
                                        }
                                }
                        }
                }
        }
-       
+
 }
 
 
@@ -729,262 +728,268 @@ void CalcPoints (lightinfo_t *l, float sofs, float tofs)
 
 
 
-#define        MAX_STYLES      32
+#define MAX_STYLES  32
 typedef struct
 {
-       int                     numsamples;
-       float           *origins;
-       int                     numstyles;
-       int                     stylenums[MAX_STYLES];
-       float           *samples[MAX_STYLES];
+       int numsamples;
+       float       *origins;
+       int numstyles;
+       int stylenums[MAX_STYLES];
+       float       *samples[MAX_STYLES];
 } facelight_t;
 
-directlight_t  *directlights[MAX_MAP_LEAFS];
-facelight_t            facelight[MAX_MAP_FACES];
-int                            numdlights;
+directlight_t   *directlights[MAX_MAP_LEAFS];
+facelight_t facelight[MAX_MAP_FACES];
+int numdlights;
 
 /*
-==================
-FindTargetEntity
-==================
-*/
-entity_t *FindTargetEntity (char *target)
-{
-       int             i;
-       char    *n;
-
-       for (i=0 ; i<num_entities ; i++)
+   ==================
+   FindTargetEntity
+   ==================
+ */
+entity_t *FindTargetEntity( char *target ){
+       int i;
+       char    *n;
+
+       for ( i = 0 ; i < num_entities ; i++ )
        {
-               n = ValueForKey (&entities[i], "targetname");
-               if (!strcmp (n, target))
+               n = ValueForKey( &entities[i], "targetname" );
+               if ( !strcmp( n, target ) ) {
                        return &entities[i];
+               }
        }
 
        return NULL;
 }
 
 //#define      DIRECT_LIGHT    3000
-#define        DIRECT_LIGHT    3
+#define DIRECT_LIGHT    3
 
 /*
-=============
-CreateDirectLights
-=============
-*/
-void CreateDirectLights (void)
-{
-       int             i;
-       patch_t *p;
-       directlight_t   *dl;
-       dleaf_t *leaf;
-       int             cluster;
-       entity_t        *e, *e2;
-       char    *name;
-       char    *target;
-       float   angle;
-       vec3_t  dest;
-       char    *_color;
-       float   intensity;
+   =============
+   CreateDirectLights
+   =============
+ */
+void CreateDirectLights( void ){
+       int i;
+       patch_t *p;
+       directlight_t   *dl;
+       dleaf_t *leaf;
+       int cluster;
+       entity_t    *e, *e2;
+       char    *name;
+       char    *target;
+       float angle;
+       vec3_t dest;
+       char    *_color;
+       float intensity;
 
        //
        // surfaces
        //
-       for (i=0, p=patches ; i< (int) num_patches ; i++, p++)
+       for ( i = 0, p = patches ; i < (int) num_patches ; i++, p++ )
        {
-               if (p->totallight[0] < DIRECT_LIGHT
-                       && p->totallight[1] < DIRECT_LIGHT
-                       && p->totallight[2] < DIRECT_LIGHT)
+               if ( p->totallight[0] < DIRECT_LIGHT
+                        && p->totallight[1] < DIRECT_LIGHT
+                        && p->totallight[2] < DIRECT_LIGHT ) {
                        continue;
+               }
 
                numdlights++;
-               dl = malloc(sizeof(directlight_t));
-               memset (dl, 0, sizeof(*dl));
+               dl = malloc( sizeof( directlight_t ) );
+               memset( dl, 0, sizeof( *dl ) );
 
-               VectorCopy (p->origin, dl->origin);
+               VectorCopy( p->origin, dl->origin );
 
-               leaf = Rad_PointInLeaf (dl->origin);
+               leaf = Rad_PointInLeaf( dl->origin );
                cluster = leaf->cluster;
                dl->next = directlights[cluster];
                directlights[cluster] = dl;
 
                dl->type = emit_surface;
-               VectorCopy (p->plane->normal, dl->normal);
+               VectorCopy( p->plane->normal, dl->normal );
 
-               dl->intensity = ColorNormalize (p->totallight, dl->color);
+               dl->intensity = ColorNormalize( p->totallight, dl->color );
                dl->intensity *= p->area * direct_scale;
-               VectorClear (p->totallight);    // all sent now
+               VectorClear( p->totallight );    // all sent now
        }
 
        //
        // entities
        //
-       for (i=0 ; i<num_entities ; i++)
+       for ( i = 0 ; i < num_entities ; i++ )
        {
                e = &entities[i];
-               name = ValueForKey (e, "classname");
-               if (strncmp (name, "light", 5))
+               name = ValueForKey( e, "classname" );
+               if ( strncmp( name, "light", 5 ) ) {
                        continue;
+               }
 
                numdlights++;
-               dl = malloc(sizeof(directlight_t));
-               memset (dl, 0, sizeof(*dl));
-
-               GetVectorForKey (e, "origin", dl->origin);
-               dl->style = FloatForKey (e, "_style");
-               if (!dl->style)
-                       dl->style = FloatForKey (e, "style");
-               if (dl->style < 0 || dl->style >= MAX_LSTYLES)
+               dl = malloc( sizeof( directlight_t ) );
+               memset( dl, 0, sizeof( *dl ) );
+
+               GetVectorForKey( e, "origin", dl->origin );
+               dl->style = FloatForKey( e, "_style" );
+               if ( !dl->style ) {
+                       dl->style = FloatForKey( e, "style" );
+               }
+               if ( dl->style < 0 || dl->style >= MAX_LSTYLES ) {
                        dl->style = 0;
+               }
 
-               leaf = Rad_PointInLeaf (dl->origin);
+               leaf = Rad_PointInLeaf( dl->origin );
                cluster = leaf->cluster;
 
                dl->next = directlights[cluster];
                directlights[cluster] = dl;
 
-               intensity = FloatForKey (e, "light");
-               if (!intensity)
-                       intensity = FloatForKey (e, "_light");
-               if (!intensity)
+               intensity = FloatForKey( e, "light" );
+               if ( !intensity ) {
+                       intensity = FloatForKey( e, "_light" );
+               }
+               if ( !intensity ) {
                        intensity = 300;
-               _color = ValueForKey (e, "_color");
-               if (_color && _color[0])
-               {
-                       sscanf (_color, "%f %f %f", &dl->color[0],&dl->color[1],&dl->color[2]);
-                       ColorNormalize (dl->color, dl->color);
                }
-               else
+               _color = ValueForKey( e, "_color" );
+               if ( _color && _color[0] ) {
+                       sscanf( _color, "%f %f %f", &dl->color[0],&dl->color[1],&dl->color[2] );
+                       ColorNormalize( dl->color, dl->color );
+               }
+               else{
                        dl->color[0] = dl->color[1] = dl->color[2] = 1.0;
-               dl->intensity = intensity*entity_scale;
+               }
+               dl->intensity = intensity * entity_scale;
                dl->type = emit_point;
 
-               target = ValueForKey (e, "target");
+               target = ValueForKey( e, "target" );
 
-               if (!strcmp (name, "light_spot") || target[0])
-               {
+               if ( !strcmp( name, "light_spot" ) || target[0] ) {
                        dl->type = emit_spotlight;
-                       dl->stopdot = FloatForKey (e, "_cone");
-                       if (!dl->stopdot)
+                       dl->stopdot = FloatForKey( e, "_cone" );
+                       if ( !dl->stopdot ) {
                                dl->stopdot = 10;
-                       dl->stopdot = cos(dl->stopdot/180*3.14159);
-                       if (target[0])
-                       {       // point towards target
-                               e2 = FindTargetEntity (target);
-                               if (!e2)
-                                       Sys_Printf ("WARNING: light at (%i %i %i) has missing target\n",
-                                       (int)dl->origin[0], (int)dl->origin[1], (int)dl->origin[2]);
+                       }
+                       dl->stopdot = cos( dl->stopdot / 180 * 3.14159 );
+                       if ( target[0] ) { // point towards target
+                               e2 = FindTargetEntity( target );
+                               if ( !e2 ) {
+                                       Sys_Printf( "WARNING: light at (%i %i %i) has missing target\n",
+                                                               (int)dl->origin[0], (int)dl->origin[1], (int)dl->origin[2] );
+                               }
                                else
                                {
-                                       GetVectorForKey (e2, "origin", dest);
-                                       VectorSubtract (dest, dl->origin, dl->normal);
-                                       VectorNormalize (dl->normal, dl->normal);
+                                       GetVectorForKey( e2, "origin", dest );
+                                       VectorSubtract( dest, dl->origin, dl->normal );
+                                       VectorNormalize( dl->normal, dl->normal );
                                }
                        }
                        else
-                       {       // point down angle
-                               angle = FloatForKey (e, "angle");
-                               if (angle == ANGLE_UP)
-                               {
+                       {   // point down angle
+                               angle = FloatForKey( e, "angle" );
+                               if ( angle == ANGLE_UP ) {
                                        dl->normal[0] = dl->normal[1] = 0;
                                        dl->normal[2] = 1;
                                }
-                               else if (angle == ANGLE_DOWN)
-                               {
+                               else if ( angle == ANGLE_DOWN ) {
                                        dl->normal[0] = dl->normal[1] = 0;
                                        dl->normal[2] = -1;
                                }
                                else
                                {
                                        dl->normal[2] = 0;
-                                       dl->normal[0] = cos (angle/180*3.14159);
-                                       dl->normal[1] = sin (angle/180*3.14159);
+                                       dl->normal[0] = cos( angle / 180 * 3.14159 );
+                                       dl->normal[1] = sin( angle / 180 * 3.14159 );
                                }
                        }
                }
        }
 
-       Sys_FPrintf( SYS_VRB, "%i direct lights\n", numdlights);
+       Sys_FPrintf( SYS_VRB, "%i direct lights\n", numdlights );
 }
 
 /*
-=============
-GatherSampleLight
-
-Lightscale is the normalizer for multisampling
-=============
-*/
-void GatherSampleLight (vec3_t pos, vec3_t normal,
-                       float **styletable, int offset, int mapsize, float lightscale)
-{
-       int                             i;
-       directlight_t   *l;
-       byte                    pvs[(MAX_MAP_LEAFS+7)/8];
-       vec3_t                  delta;
-       float                   dot, dot2;
-       float                   dist;
-       float                   scale;
-       float                   *dest;
+   =============
+   GatherSampleLight
+
+   Lightscale is the normalizer for multisampling
+   =============
+ */
+void GatherSampleLight( vec3_t pos, vec3_t normal,
+                                               float **styletable, int offset, int mapsize, float lightscale ){
+       int i;
+       directlight_t   *l;
+       byte pvs[( MAX_MAP_LEAFS + 7 ) / 8];
+       vec3_t delta;
+       float dot, dot2;
+       float dist;
+       float scale;
+       float           *dest;
 
        // get the PVS for the pos to limit the number of checks
-       if (!PvsForOrigin (pos, pvs))
-       {
+       if ( !PvsForOrigin( pos, pvs ) ) {
                return;
        }
 
-       for (i = 0 ; i<dvis->numclusters ; i++)
+       for ( i = 0 ; i < dvis->numclusters ; i++ )
        {
-               if ( ! (pvs[ i>>3] & (1<<(i&7))) )
+               if ( !( pvs[ i >> 3] & ( 1 << ( i & 7 ) ) ) ) {
                        continue;
+               }
 
-               for (l=directlights[i] ; l ; l=l->next)
+               for ( l = directlights[i] ; l ; l = l->next )
                {
-                       VectorSubtract (l->origin, pos, delta);
-                       dist = VectorNormalize (delta, delta);
-                       dot = DotProduct (delta, normal);
-                       if (dot <= 0.001)
-                               continue;       // behind sample surface
+                       VectorSubtract( l->origin, pos, delta );
+                       dist = VectorNormalize( delta, delta );
+                       dot = DotProduct( delta, normal );
+                       if ( dot <= 0.001 ) {
+                               continue;   // behind sample surface
 
-                       switch (l->type)
+                       }
+                       switch ( l->type )
                        {
                        case emit_point:
                                // linear falloff
-                               scale = (l->intensity - dist) * dot;
+                               scale = ( l->intensity - dist ) * dot;
                                break;
 
                        case emit_surface:
-                               dot2 = -DotProduct (delta, l->normal);
-                               if (dot2 <= 0.001)
-                                       goto skipadd;   // behind light surface
-                               scale = (l->intensity / (dist*dist) ) * dot * dot2;
+                               dot2 = -DotProduct( delta, l->normal );
+                               if ( dot2 <= 0.001 ) {
+                                       goto skipadd;   // behind light surface
+                               }
+                               scale = ( l->intensity / ( dist * dist ) ) * dot * dot2;
                                break;
 
                        case emit_spotlight:
                                // linear falloff
-                               dot2 = -DotProduct (delta, l->normal);
-                               if (dot2 <= l->stopdot)
-                                       goto skipadd;   // outside light cone
-                               scale = (l->intensity - dist) * dot;
+                               dot2 = -DotProduct( delta, l->normal );
+                               if ( dot2 <= l->stopdot ) {
+                                       goto skipadd;   // outside light cone
+                               }
+                               scale = ( l->intensity - dist ) * dot;
                                break;
                        default:
-                               Error ("Bad l->type");
+                               Error( "Bad l->type" );
                        }
 
-                       if (TestLine_r (0, pos, l->origin))
-                               continue;       // occluded
+                       if ( TestLine_r( 0, pos, l->origin ) ) {
+                               continue;   // occluded
 
-                       if (scale <= 0)
+                       }
+                       if ( scale <= 0 ) {
                                continue;
+                       }
 
                        // if this style doesn't have a table yet, allocate one
-                       if (!styletable[l->style])
-                       {
-                               styletable[l->style] = malloc (mapsize);
-                               memset (styletable[l->style], 0, mapsize);
+                       if ( !styletable[l->style] ) {
+                               styletable[l->style] = malloc( mapsize );
+                               memset( styletable[l->style], 0, mapsize );
                        }
 
-                       dest = styletable[l->style] + offset;                   
+                       dest = styletable[l->style] + offset;
                        // add some light to it
-                       VectorMA (dest, scale*lightscale, l->color, dest);
+                       VectorMA( dest, scale * lightscale, l->color, dest );
 
 skipadd: ;
                }
@@ -993,44 +998,47 @@ skipadd: ;
 }
 
 /*
-=============
-AddSampleToPatch
-
-Take the sample's collected light and
-add it back into the apropriate patch
-for the radiosity pass.
-
-The sample is added to all patches that might include
-any part of it.  They are counted and averaged, so it
-doesn't generate extra light.
-=============
-*/
-void AddSampleToPatch (vec3_t pos, vec3_t color, int facenum)
-{
-       patch_t *patch;
-       vec3_t  mins, maxs;
-       int             i;
-
-       if (numbounce == 0)
+   =============
+   AddSampleToPatch
+
+   Take the sample's collected light and
+   add it back into the apropriate patch
+   for the radiosity pass.
+
+   The sample is added to all patches that might include
+   any part of it.  They are counted and averaged, so it
+   doesn't generate extra light.
+   =============
+ */
+void AddSampleToPatch( vec3_t pos, vec3_t color, int facenum ){
+       patch_t *patch;
+       vec3_t mins, maxs;
+       int i;
+
+       if ( numbounce == 0 ) {
                return;
-       if (color[0] + color[1] + color[2] < 3)
+       }
+       if ( color[0] + color[1] + color[2] < 3 ) {
                return;
+       }
 
-       for (patch = face_patches[facenum] ; patch ; patch=patch->next)
+       for ( patch = face_patches[facenum] ; patch ; patch = patch->next )
        {
                // see if the point is in this patch (roughly)
-               WindingBounds (patch->winding, mins, maxs);
-               for (i=0 ; i<3 ; i++)
+               WindingBounds( patch->winding, mins, maxs );
+               for ( i = 0 ; i < 3 ; i++ )
                {
-                       if (mins[i] > pos[i] + 16)
+                       if ( mins[i] > pos[i] + 16 ) {
                                goto nextpatch;
-                       if (maxs[i] < pos[i] - 16)
+                       }
+                       if ( maxs[i] < pos[i] - 16 ) {
                                goto nextpatch;
+                       }
                }
 
                // add the sample to the patch
                patch->samples++;
-               VectorAdd (patch->samplelight, color, patch->samplelight);
+               VectorAdd( patch->samplelight, color, patch->samplelight );
 nextpatch:;
        }
 
@@ -1038,85 +1046,85 @@ nextpatch:;
 
 
 /*
-=============
-BuildFacelights
-=============
-*/
-float  sampleofs[5][2] = 
+   =============
+   BuildFacelights
+   =============
+ */
+float sampleofs[5][2] =
 {  {0,0}, {-0.25, -0.25}, {0.25, -0.25}, {0.25, 0.25}, {-0.25, 0.25} };
 
 
-void BuildFacelights (int facenum)
-{
-       dface_t *f;
-       lightinfo_t     l[5];
-       float           *styletable[MAX_LSTYLES];
-       int                     i, j;
-       float           *spot;
-       patch_t         *patch;
-       int                     numsamples;
-       int                     tablesize;
-       facelight_t             *fl;
-       
+void BuildFacelights( int facenum ){
+       dface_t *f;
+       lightinfo_t l[5];
+       float       *styletable[MAX_LSTYLES];
+       int i, j;
+       float       *spot;
+       patch_t     *patch;
+       int numsamples;
+       int tablesize;
+       facelight_t     *fl;
+
        f = &dfaces[facenum];
 
-       if ( texinfo[f->texinfo].flags & (SURF_WARP|SURF_SKY) )
-               return;         // non-lit texture
+       if ( texinfo[f->texinfo].flags & ( SURF_WARP | SURF_SKY ) ) {
+               return;     // non-lit texture
 
-       memset (styletable,0, sizeof(styletable));
+       }
+       memset( styletable,0, sizeof( styletable ) );
 
-       if (extrasamples)
+       if ( extrasamples ) {
                numsamples = 5;
-       else
+       }
+       else{
                numsamples = 1;
-       for (i=0 ; i<numsamples ; i++)
+       }
+       for ( i = 0 ; i < numsamples ; i++ )
        {
-               memset (&l[i], 0, sizeof(l[i]));
+               memset( &l[i], 0, sizeof( l[i] ) );
                l[i].surfnum = facenum;
                l[i].face = f;
-               VectorCopy (dplanes[f->planenum].normal, l[i].facenormal);
+               VectorCopy( dplanes[f->planenum].normal, l[i].facenormal );
                l[i].facedist = dplanes[f->planenum].dist;
-               if (f->side)
-               {
-                       VectorSubtract (vec3_origin, l[i].facenormal, l[i].facenormal);
+               if ( f->side ) {
+                       VectorSubtract( vec3_origin, l[i].facenormal, l[i].facenormal );
                        l[i].facedist = -l[i].facedist;
                }
 
                // get the origin offset for rotating bmodels
-               VectorCopy (face_offset[facenum], l[i].modelorg);
+               VectorCopy( face_offset[facenum], l[i].modelorg );
 
-               CalcFaceVectors (&l[i]);
-               CalcFaceExtents (&l[i]);
-               CalcPoints (&l[i], sampleofs[i][0], sampleofs[i][1]);
+               CalcFaceVectors( &l[i] );
+               CalcFaceExtents( &l[i] );
+               CalcPoints( &l[i], sampleofs[i][0], sampleofs[i][1] );
        }
 
-       tablesize = l[0].numsurfpt * sizeof(vec3_t);
-       styletable[0] = malloc(tablesize);
-       memset (styletable[0], 0, tablesize);
+       tablesize = l[0].numsurfpt * sizeof( vec3_t );
+       styletable[0] = malloc( tablesize );
+       memset( styletable[0], 0, tablesize );
 
        fl = &facelight[facenum];
        fl->numsamples = l[0].numsurfpt;
-       fl->origins = malloc (tablesize);
-       memcpy (fl->origins, l[0].surfpt, tablesize);
+       fl->origins = malloc( tablesize );
+       memcpy( fl->origins, l[0].surfpt, tablesize );
 
-       for (i=0 ; i<l[0].numsurfpt ; i++)
+       for ( i = 0 ; i < l[0].numsurfpt ; i++ )
        {
-               for (j=0 ; j<numsamples ; j++)
+               for ( j = 0 ; j < numsamples ; j++ )
                {
-                       GatherSampleLight (l[j].surfpt[i], l[0].facenormal, styletable,
-                               i*3, tablesize, 1.0/numsamples);
+                       GatherSampleLightl[j].surfpt[i], l[0].facenormal, styletable,
+                                                          i * 3, tablesize, 1.0 / numsamples );
                }
 
                // contribute the sample to one or more patches
-               AddSampleToPatch (l[0].surfpt[i], styletable[0]+i*3, facenum);
+               AddSampleToPatch( l[0].surfpt[i], styletable[0] + i * 3, facenum );
        }
 
        // average up the direct light on each patch for radiosity
-       for (patch = face_patches[facenum] ; patch ; patch=patch->next)
+       for ( patch = face_patches[facenum] ; patch ; patch = patch->next )
        {
-               if (patch->samples)
-               {
-                       VectorScale (patch->samplelight, 1.0/patch->samples, patch->samplelight);
+               if ( patch->samples ) {
+                       VectorScale( patch->samplelight, 1.0 / patch->samples, patch->samplelight );
                }
                else
                {
@@ -1124,12 +1132,14 @@ void BuildFacelights (int facenum)
                }
        }
 
-       for (i=0 ; i<MAX_LSTYLES ; i++)
+       for ( i = 0 ; i < MAX_LSTYLES ; i++ )
        {
-               if (!styletable[i])
+               if ( !styletable[i] ) {
                        continue;
-               if (fl->numstyles == MAX_STYLES)
+               }
+               if ( fl->numstyles == MAX_STYLES ) {
                        break;
+               }
                fl->samples[fl->numstyles] = styletable[i];
                fl->stylenums[fl->numstyles] = i;
                fl->numstyles++;
@@ -1138,62 +1148,62 @@ void BuildFacelights (int facenum)
        // the light from DIRECT_LIGHTS is sent out, but the
        // texture itself should still be full bright
 
-       if (face_patches[facenum]->baselight[0] >= DIRECT_LIGHT ||
-               face_patches[facenum]->baselight[1] >= DIRECT_LIGHT ||
-               face_patches[facenum]->baselight[2] >= DIRECT_LIGHT
-               )
-       {
+       if ( face_patches[facenum]->baselight[0] >= DIRECT_LIGHT ||
+                face_patches[facenum]->baselight[1] >= DIRECT_LIGHT ||
+                face_patches[facenum]->baselight[2] >= DIRECT_LIGHT
+                ) {
                spot = fl->samples[0];
-               for (i=0 ; i<l[0].numsurfpt ; i++, spot+=3)
+               for ( i = 0 ; i < l[0].numsurfpt ; i++, spot += 3 )
                {
-                       VectorAdd (spot, face_patches[facenum]->baselight, spot);
+                       VectorAdd( spot, face_patches[facenum]->baselight, spot );
                }
        }
 }
 
 
 /*
-=============
-FinalLightFace
-
-Add the indirect lighting on top of the direct
-lighting and save into final map format
-=============
-*/
-void FinalLightFace (int facenum)
-{
-       dface_t         *f;
-       int                     i, j, k, st;
-       vec3_t          lb;
-       patch_t         *patch;
-       triangulation_t *trian;
-       facelight_t     *fl;
-       float           minlight;
-       float           max, newmax;
-       byte            *dest;
-       int                     pfacenum;
-       vec3_t          facemins, facemaxs;
+   =============
+   FinalLightFace
+
+   Add the indirect lighting on top of the direct
+   lighting and save into final map format
+   =============
+ */
+void FinalLightFace( int facenum ){
+       dface_t     *f;
+       int i, j, k, st;
+       vec3_t lb;
+       patch_t     *patch;
+       triangulation_t *trian;
+       facelight_t *fl;
+       float minlight;
+       float max, newmax;
+       byte        *dest;
+       int pfacenum;
+       vec3_t facemins, facemaxs;
 
        f = &dfaces[facenum];
        fl = &facelight[facenum];
 
-       if ( texinfo[f->texinfo].flags & (SURF_WARP|SURF_SKY) )
-               return;         // non-lit texture
+       if ( texinfo[f->texinfo].flags & ( SURF_WARP | SURF_SKY ) ) {
+               return;     // non-lit texture
 
-       ThreadLock ();
+       }
+       ThreadLock();
        f->lightofs = lightdatasize;
-       lightdatasize += fl->numstyles*(fl->numsamples*3);
+       lightdatasize += fl->numstyles * ( fl->numsamples * 3 );
 
 // add green sentinals between lightmaps
 #if 0
-lightdatasize += 64*3;
-for (i=0 ; i<64 ; i++)
-dlightdata[lightdatasize-(i+1)*3 + 1] = 255;
+       lightdatasize += 64 * 3;
+       for ( i = 0 ; i < 64 ; i++ )
+               dlightdata[lightdatasize - ( i + 1 ) * 3 + 1] = 255;
 #endif
 
-       if (lightdatasize > MAX_MAP_LIGHTING)
-               Error ("MAX_MAP_LIGHTING");
-       ThreadUnlock ();
+       if ( lightdatasize > MAX_MAP_LIGHTING ) {
+               Error( "MAX_MAP_LIGHTING" );
+       }
+       ThreadUnlock();
 
        f->styles[0] = 0;
        f->styles[1] = f->styles[2] = f->styles[3] = 0xff;
@@ -1201,48 +1211,52 @@ dlightdata[lightdatasize-(i+1)*3 + 1] = 255;
        //
        // set up the triangulation
        //
-       if (numbounce > 0)
-       {
-               ClearBounds (facemins, facemaxs);
-               for (i=0 ; i<f->numedges ; i++)
+       if ( numbounce > 0 ) {
+               ClearBounds( facemins, facemaxs );
+               for ( i = 0 ; i < f->numedges ; i++ )
                {
-                       int             ednum;
+                       int ednum;
 
-                       ednum = dsurfedges[f->firstedge+i];
-                       if (ednum >= 0)
-                               AddPointToBounds (dvertexes[dedges[ednum].v[0]].point,
-                               facemins, facemaxs);
-                       else
-                               AddPointToBounds (dvertexes[dedges[-ednum].v[1]].point,
-                               facemins, facemaxs);
+                       ednum = dsurfedges[f->firstedge + i];
+                       if ( ednum >= 0 ) {
+                               AddPointToBounds( dvertexes[dedges[ednum].v[0]].point,
+                                                                 facemins, facemaxs );
+                       }
+                       else{
+                               AddPointToBounds( dvertexes[dedges[-ednum].v[1]].point,
+                                                                 facemins, facemaxs );
+                       }
                }
 
-               trian = AllocTriangulation (&dplanes[f->planenum]);
+               trian = AllocTriangulation( &dplanes[f->planenum] );
 
                // for all faces on the plane, add the nearby patches
                // to the triangulation
-               for (pfacenum = planelinks[f->side][f->planenum]
-                       ; pfacenum ; pfacenum = facelinks[pfacenum])
+               for ( pfacenum = planelinks[f->side][f->planenum]
+                         ; pfacenum ; pfacenum = facelinks[pfacenum] )
                {
-                       for (patch = face_patches[pfacenum] ; patch ; patch=patch->next)
+                       for ( patch = face_patches[pfacenum] ; patch ; patch = patch->next )
                        {
-                               for (i=0 ; i < 3 ; i++)
+                               for ( i = 0 ; i < 3 ; i++ )
                                {
-                                       if (facemins[i] - patch->origin[i] > subdiv*2)
+                                       if ( facemins[i] - patch->origin[i] > subdiv * 2 ) {
                                                break;
-                                       if (patch->origin[i] - facemaxs[i] > subdiv*2)
+                                       }
+                                       if ( patch->origin[i] - facemaxs[i] > subdiv * 2 ) {
                                                break;
+                                       }
+                               }
+                               if ( i != 3 ) {
+                                       continue;   // not needed for this face
                                }
-                               if (i != 3)
-                                       continue;       // not needed for this face
-                               AddPointToTriangulation (patch, trian);
+                               AddPointToTriangulation( patch, trian );
                        }
                }
-               for (i=0 ; i<trian->numpoints ; i++)
-                       memset (trian->edgematrix[i], 0, trian->numpoints*sizeof(trian->edgematrix[0][0]) );
-               TriangulatePoints (trian);
+               for ( i = 0 ; i < trian->numpoints ; i++ )
+                       memset( trian->edgematrix[i], 0, trian->numpoints * sizeof( trian->edgematrix[0][0] ) );
+               TriangulatePoints( trian );
        }
-       
+
        //
        // sample the triangulation
        //
@@ -1250,66 +1264,69 @@ dlightdata[lightdatasize-(i+1)*3 + 1] = 255;
        // _minlight allows models that have faces that would not be
        // illuminated to receive a mottled light pattern instead of
        // black
-       minlight = FloatForKey (face_entity[facenum], "_minlight") * 128;
+       minlight = FloatForKey( face_entity[facenum], "_minlight" ) * 128;
 
        dest = &dlightdata[f->lightofs];
 
-       if (fl->numstyles > MAXLIGHTMAPS)
-       {
+       if ( fl->numstyles > MAXLIGHTMAPS ) {
                fl->numstyles = MAXLIGHTMAPS;
-               Sys_Printf ("face with too many lightstyles: (%f %f %f)\n",
-                       face_patches[facenum]->origin[0],
-                       face_patches[facenum]->origin[1],
-                       face_patches[facenum]->origin[2]
-                       );
+               Sys_Printf"face with too many lightstyles: (%f %f %f)\n",
+                                       face_patches[facenum]->origin[0],
+                                       face_patches[facenum]->origin[1],
+                                       face_patches[facenum]->origin[2]
+                                       );
        }
 
-       for (st=0 ; st<fl->numstyles ; st++)
+       for ( st = 0 ; st < fl->numstyles ; st++ )
        {
                f->styles[st] = fl->stylenums[st];
-               for (j=0 ; j<fl->numsamples ; j++)
+               for ( j = 0 ; j < fl->numsamples ; j++ )
                {
-                       VectorCopy ( (fl->samples[st]+j*3), lb);
-                       if (numbounce > 0 && st == 0)
-                       {
-                               vec3_t  add;
+                       VectorCopy( ( fl->samples[st] + j * 3 ), lb );
+                       if ( numbounce > 0 && st == 0 ) {
+                               vec3_t add;
 
-                               SampleTriangulation (fl->origins + j*3, trian, add);
-                               VectorAdd (lb, add, lb);
+                               SampleTriangulation( fl->origins + j * 3, trian, add );
+                               VectorAdd( lb, add, lb );
                        }
                        // add an ambient term if desired
-                       lb[0] += ambient; 
-                       lb[1] += ambient; 
-                       lb[2] += ambient; 
+                       lb[0] += ambient;
+                       lb[1] += ambient;
+                       lb[2] += ambient;
 
-                       VectorScale (lb, lightscale, lb);
+                       VectorScale( lb, lightscale, lb );
 
                        // we need to clamp without allowing hue to change
-                       for (k=0 ; k<3 ; k++)
-                               if (lb[k] < 1)
+                       for ( k = 0 ; k < 3 ; k++ )
+                               if ( lb[k] < 1 ) {
                                        lb[k] = 1;
+                               }
                        max = lb[0];
-                       if (lb[1] > max)
+                       if ( lb[1] > max ) {
                                max = lb[1];
-                       if (lb[2] > max)
+                       }
+                       if ( lb[2] > max ) {
                                max = lb[2];
+                       }
                        newmax = max;
-                       if (newmax < 0)
-                               newmax = 0;             // roundoff problems
-                       if (newmax < minlight)
-                       {
-                               newmax = minlight + (rand()%48);
+                       if ( newmax < 0 ) {
+                               newmax = 0;     // roundoff problems
+                       }
+                       if ( newmax < minlight ) {
+                               newmax = minlight + ( rand() % 48 );
                        }
-                       if (newmax > maxlight)
+                       if ( newmax > maxlight ) {
                                newmax = maxlight;
+                       }
 
-                       for (k=0 ; k<3 ; k++)
+                       for ( k = 0 ; k < 3 ; k++ )
                        {
-                               *dest++ = lb[k]*newmax/max;
+                               *dest++ = lb[k] * newmax / max;
                        }
                }
        }
 
-       if (numbounce > 0)
-               FreeTriangulation (trian);
+       if ( numbounce > 0 ) {
+               FreeTriangulation( trian );
+       }
 }