]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/shaders.c
uncrustify! now the code is only ugly on the *inside*
[xonotic/netradiant.git] / tools / quake3 / q3map2 / shaders.c
index 321a527bca09af8b016e93a28acc5ed95e6d55bb..cc58f64b72caad0098638ff53fa0ccd7311f2c5e 100644 (file)
@@ -1,30 +1,30 @@
 /* -------------------------------------------------------------------------------
 
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+   Copyright (C) 1999-2007 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
 
-----------------------------------------------------------------------------------
+   ----------------------------------------------------------------------------------
 
-This code has been altered significantly from its original form, to support
-several games based on the Quake III Arena engine, in the form of "Q3Map2."
+   This code has been altered significantly from its original form, to support
+   several games based on the Quake III Arena engine, in the form of "Q3Map2."
 
-------------------------------------------------------------------------------- */
+   ------------------------------------------------------------------------------- */
 
 
 
@@ -39,94 +39,96 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2."
 
 
 /*
-ColorMod()
-routines for dealing with vertex color/alpha modification
-*/
-
-void ColorMod( colorMod_t *cm, int numVerts, bspDrawVert_t *drawVerts )
-{
-       int                             i, j, k;
-       float                   c;
-       vec4_t                  mult, add;
-       bspDrawVert_t   *dv;
-       colorMod_t              *cm2;
-       
-       
+   ColorMod()
+   routines for dealing with vertex color/alpha modification
+ */
+
+void ColorMod( colorMod_t *cm, int numVerts, bspDrawVert_t *drawVerts ){
+       int i, j, k;
+       float c;
+       vec4_t mult, add;
+       bspDrawVert_t   *dv;
+       colorMod_t      *cm2;
+
+
        /* dummy check */
-       if( cm == NULL || numVerts < 1 || drawVerts == NULL )
+       if ( cm == NULL || numVerts < 1 || drawVerts == NULL ) {
                return;
-       
-       
+       }
+
+
        /* walk vertex list */
-       for( i = 0; i < numVerts; i++ )
+       for ( i = 0; i < numVerts; i++ )
        {
                /* get vertex */
                dv = &drawVerts[ i ];
-               
+
                /* walk colorMod list */
-               for( cm2 = cm; cm2 != NULL; cm2 = cm2->next )
+               for ( cm2 = cm; cm2 != NULL; cm2 = cm2->next )
                {
                        /* default */
                        VectorSet( mult, 1.0f, 1.0f, 1.0f );
                        mult[ 3 ] = 1.0f;
                        VectorSet( add, 0.0f, 0.0f, 0.0f );
                        mult[ 3 ] = 0.0f;
-                       
+
                        /* switch on type */
-                       switch( cm2->type )
+                       switch ( cm2->type )
                        {
-                               case CM_COLOR_SET:
-                                       VectorClear( mult );
-                                       VectorScale( cm2->data, 255.0f, add );
-                                       break;
-                               
-                               case CM_ALPHA_SET:
-                                       mult[ 3 ] = 0.0f;
-                                       add[ 3 ] = cm2->data[ 0 ] * 255.0f;
-                                       break;
-                               
-                               case CM_COLOR_SCALE:
-                                       VectorCopy( cm2->data, mult );
-                                       break;
-                               
-                               case CM_ALPHA_SCALE:
-                                       mult[ 3 ] = cm2->data[ 0 ];
-                                       break;
-                               
-                               case CM_COLOR_DOT_PRODUCT:
-                                       c = DotProduct( dv->normal, cm2->data );
-                                       VectorSet( mult, c, c, c );
-                                       break;
-                               
-                               case CM_ALPHA_DOT_PRODUCT:
-                                       mult[ 3 ] = DotProduct( dv->normal, cm2->data );
-                                       break;
-                               
-                               case CM_COLOR_DOT_PRODUCT_2:
-                                       c = DotProduct( dv->normal, cm2->data );
-                                       c *= c;
-                                       VectorSet( mult, c, c, c );
-                                       break;
-                               
-                               case CM_ALPHA_DOT_PRODUCT_2:
-                                       mult[ 3 ] = DotProduct( dv->normal, cm2->data );
-                                       mult[ 3 ] *= mult[ 3 ];
-                                       break;
-                               
-                               default:
-                                       break;
+                       case CM_COLOR_SET:
+                               VectorClear( mult );
+                               VectorScale( cm2->data, 255.0f, add );
+                               break;
+
+                       case CM_ALPHA_SET:
+                               mult[ 3 ] = 0.0f;
+                               add[ 3 ] = cm2->data[ 0 ] * 255.0f;
+                               break;
+
+                       case CM_COLOR_SCALE:
+                               VectorCopy( cm2->data, mult );
+                               break;
+
+                       case CM_ALPHA_SCALE:
+                               mult[ 3 ] = cm2->data[ 0 ];
+                               break;
+
+                       case CM_COLOR_DOT_PRODUCT:
+                               c = DotProduct( dv->normal, cm2->data );
+                               VectorSet( mult, c, c, c );
+                               break;
+
+                       case CM_ALPHA_DOT_PRODUCT:
+                               mult[ 3 ] = DotProduct( dv->normal, cm2->data );
+                               break;
+
+                       case CM_COLOR_DOT_PRODUCT_2:
+                               c = DotProduct( dv->normal, cm2->data );
+                               c *= c;
+                               VectorSet( mult, c, c, c );
+                               break;
+
+                       case CM_ALPHA_DOT_PRODUCT_2:
+                               mult[ 3 ] = DotProduct( dv->normal, cm2->data );
+                               mult[ 3 ] *= mult[ 3 ];
+                               break;
+
+                       default:
+                               break;
                        }
-                       
+
                        /* apply mod */
-                       for( j = 0; j < MAX_LIGHTMAPS; j++ )
+                       for ( j = 0; j < MAX_LIGHTMAPS; j++ )
                        {
-                               for( k = 0; k < 4; k++ )
+                               for ( k = 0; k < 4; k++ )
                                {
-                                       c = (mult[ k ] * dv->color[ j ][ k ]) + add[ k ];
-                                       if( c < 0 )
+                                       c = ( mult[ k ] * dv->color[ j ][ k ] ) + add[ k ];
+                                       if ( c < 0 ) {
                                                c = 0;
-                                       else if( c > 255 )
+                                       }
+                                       else if ( c > 255 ) {
                                                c = 255;
+                                       }
                                        dv->color[ j ][ k ] = c;
                                }
                        }
@@ -137,64 +139,58 @@ void ColorMod( colorMod_t *cm, int numVerts, bspDrawVert_t *drawVerts )
 
 
 /*
-TCMod*()
-routines for dealing with a 3x3 texture mod matrix
-*/
-
-void TCMod( tcMod_t mod, float st[ 2 ] )
-{
-       float   old[ 2 ];
-       
-       
+   TCMod*()
+   routines for dealing with a 3x3 texture mod matrix
+ */
+
+void TCMod( tcMod_t mod, float st[ 2 ] ){
+       float old[ 2 ];
+
+
        old[ 0 ] = st[ 0 ];
        old[ 1 ] = st[ 1 ];
-       st[ 0 ] = (mod[ 0 ][ 0 ] * old[ 0 ]) + (mod[ 0 ][ 1 ] * old[ 1 ]) + mod[ 0 ][ 2 ];
-       st[ 1 ] = (mod[ 1 ][ 0 ] * old[ 0 ]) + (mod[ 1 ][ 1 ] * old[ 1 ]) + mod[ 1 ][ 2 ];
+       st[ 0 ] = ( mod[ 0 ][ 0 ] * old[ 0 ] ) + ( mod[ 0 ][ 1 ] * old[ 1 ] ) + mod[ 0 ][ 2 ];
+       st[ 1 ] = ( mod[ 1 ][ 0 ] * old[ 0 ] ) + ( mod[ 1 ][ 1 ] * old[ 1 ] ) + mod[ 1 ][ 2 ];
 }
 
 
-void TCModIdentity( tcMod_t mod )
-{
-       mod[ 0 ][ 0 ] = 1.0f;   mod[ 0 ][ 1 ] = 0.0f;   mod[ 0 ][ 2 ] = 0.0f;
-       mod[ 1 ][ 0 ] = 0.0f;   mod[ 1 ][ 1 ] = 1.0f;   mod[ 1 ][ 2 ] = 0.0f;
-       mod[ 2 ][ 0 ] = 0.0f;   mod[ 2 ][ 1 ] = 0.0f;   mod[ 2 ][ 2 ] = 1.0f;   /* this row is only used for multiples, not transformation */
+void TCModIdentity( tcMod_t mod ){
+       mod[ 0 ][ 0 ] = 1.0f;   mod[ 0 ][ 1 ] = 0.0f;   mod[ 0 ][ 2 ] = 0.0f;
+       mod[ 1 ][ 0 ] = 0.0f;   mod[ 1 ][ 1 ] = 1.0f;   mod[ 1 ][ 2 ] = 0.0f;
+       mod[ 2 ][ 0 ] = 0.0f;   mod[ 2 ][ 1 ] = 0.0f;   mod[ 2 ][ 2 ] = 1.0f;   /* this row is only used for multiples, not transformation */
 }
 
 
-void TCModMultiply( tcMod_t a, tcMod_t b, tcMod_t out )
-{
-       int             i;
-       
-       
-       for( i = 0; i < 3; i++ )
+void TCModMultiply( tcMod_t a, tcMod_t b, tcMod_t out ){
+       int i;
+
+
+       for ( i = 0; i < 3; i++ )
        {
-               out[ i ][ 0 ] = (a[ i ][ 0 ] * b[ 0 ][ 0 ]) + (a[ i ][ 1 ] * b[ 1 ][ 0 ]) + (a[ i ][ 2 ] * b[ 2 ][ 0 ]);
-               out[ i ][ 1 ] = (a[ i ][ 0 ] * b[ 0 ][ 1 ]) + (a[ i ][ 1 ] * b[ 1 ][ 1 ]) + (a[ i ][ 2 ] * b[ 2 ][ 1 ]);
-               out[ i ][ 2 ] = (a[ i ][ 0 ] * b[ 0 ][ 2 ]) + (a[ i ][ 1 ] * b[ 1 ][ 2 ]) + (a[ i ][ 2 ] * b[ 2 ][ 2 ]);
+               out[ i ][ 0 ] = ( a[ i ][ 0 ] * b[ 0 ][ 0 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 0 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 0 ] );
+               out[ i ][ 1 ] = ( a[ i ][ 0 ] * b[ 0 ][ 1 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 1 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 1 ] );
+               out[ i ][ 2 ] = ( a[ i ][ 0 ] * b[ 0 ][ 2 ] ) + ( a[ i ][ 1 ] * b[ 1 ][ 2 ] ) + ( a[ i ][ 2 ] * b[ 2 ][ 2 ] );
        }
 }
 
 
-void TCModTranslate( tcMod_t mod, float s, float t )
-{
+void TCModTranslate( tcMod_t mod, float s, float t ){
        mod[ 0 ][ 2 ] += s;
        mod[ 1 ][ 2 ] += t;
 }
 
 
-void TCModScale( tcMod_t mod, float s, float t )
-{
+void TCModScale( tcMod_t mod, float s, float t ){
        mod[ 0 ][ 0 ] *= s;
        mod[ 1 ][ 1 ] *= t;
 }
 
 
-void TCModRotate( tcMod_t mod, float euler )
-{
-       tcMod_t old, temp;
-       float   radians, sinv, cosv;
-       
-       
+void TCModRotate( tcMod_t mod, float euler ){
+       tcMod_t old, temp;
+       float radians, sinv, cosv;
+
+
        memcpy( old, mod, sizeof( tcMod_t ) );
        TCModIdentity( temp );
 
@@ -202,80 +198,81 @@ void TCModRotate( tcMod_t mod, float euler )
        sinv = sin( radians );
        cosv = cos( radians );
 
-       temp[ 0 ][ 0 ] = cosv;  temp[ 0 ][ 1 ] = -sinv;
-       temp[ 1 ][ 0 ] = sinv;  temp[ 1 ][ 1 ] = cosv;
-       
+       temp[ 0 ][ 0 ] = cosv;  temp[ 0 ][ 1 ] = -sinv;
+       temp[ 1 ][ 0 ] = sinv;  temp[ 1 ][ 1 ] = cosv;
+
        TCModMultiply( old, temp, mod );
 }
 
 
 
 /*
-ApplySurfaceParm() - ydnar
-applies a named surfaceparm to the supplied flags
-*/
-
-qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags )
-{
-       int                             i, fake;
-       surfaceParm_t   *sp;
-       
-       
+   ApplySurfaceParm() - ydnar
+   applies a named surfaceparm to the supplied flags
+ */
+
+qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags ){
+       int i, fake;
+       surfaceParm_t   *sp;
+
+
        /* dummy check */
-       if( name == NULL )
+       if ( name == NULL ) {
                name = "";
-       if( contentFlags == NULL )
+       }
+       if ( contentFlags == NULL ) {
                contentFlags = &fake;
-       if( surfaceFlags == NULL )
+       }
+       if ( surfaceFlags == NULL ) {
                surfaceFlags = &fake;
-       if( compileFlags == NULL )
+       }
+       if ( compileFlags == NULL ) {
                compileFlags = &fake;
-       
+       }
+
        /* walk the current game's surfaceparms */
        sp = game->surfaceParms;
-       while( sp->name != NULL )
+       while ( sp->name != NULL )
        {
                /* match? */
-               if( !Q_stricmp( name, sp->name ) )
-               {
+               if ( !Q_stricmp( name, sp->name ) ) {
                        /* clear and set flags */
-                       *contentFlags &= ~(sp->contentFlagsClear);
+                       *contentFlags &= ~( sp->contentFlagsClear );
                        *contentFlags |= sp->contentFlags;
-                       *surfaceFlags &= ~(sp->surfaceFlagsClear);
+                       *surfaceFlags &= ~( sp->surfaceFlagsClear );
                        *surfaceFlags |= sp->surfaceFlags;
-                       *compileFlags &= ~(sp->compileFlagsClear);
+                       *compileFlags &= ~( sp->compileFlagsClear );
                        *compileFlags |= sp->compileFlags;
-                       
+
                        /* return ok */
                        return qtrue;
                }
-               
+
                /* next */
                sp++;
        }
-       
+
        /* check custom info parms */
-       for( i = 0; i < numCustSurfaceParms; i++ )
+       for ( i = 0; i < numCustSurfaceParms; i++ )
        {
                /* get surfaceparm */
                sp = &custSurfaceParms[ i ];
-               
+
                /* match? */
-               if( !Q_stricmp( name, sp->name ) )
-               {
+               if ( !Q_stricmp( name, sp->name ) ) {
                        /* clear and set flags */
-                       *contentFlags &= ~(sp->contentFlagsClear);
+                       *contentFlags &= ~( sp->contentFlagsClear );
                        *contentFlags |= sp->contentFlags;
-                       *surfaceFlags &= ~(sp->surfaceFlagsClear);
+                       *surfaceFlags &= ~( sp->surfaceFlagsClear );
                        *surfaceFlags |= sp->surfaceFlags;
-                       *compileFlags &= ~(sp->compileFlagsClear);
+                       *compileFlags &= ~( sp->compileFlagsClear );
                        *compileFlags |= sp->compileFlags;
-                       
+
                        /* return ok */
                        return qtrue;
                }
        }
-       
+
        /* no matching surfaceparm found */
        return qfalse;
 }
@@ -283,42 +280,43 @@ qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int
 
 
 /*
-BeginMapShaderFile() - ydnar
-erases and starts a new map shader script
-*/
+   BeginMapShaderFile() - ydnar
+   erases and starts a new map shader script
+ */
+
+void BeginMapShaderFile( const char *mapFile ){
+       char base[ 1024 ];
+       int len;
 
-void BeginMapShaderFile( const char *mapFile )
-{
-       char    base[ 1024 ];
-       int             len;
-       
 
        /* dummy check */
        mapName[ 0 ] = '\0';
        mapShaderFile[ 0 ] = '\0';
-       if( mapFile == NULL || mapFile[ 0 ] == '\0' )
+       if ( mapFile == NULL || mapFile[ 0 ] == '\0' ) {
                return;
-       
+       }
+
        /* copy map name */
        strcpy( base, mapFile );
        StripExtension( base );
-       
+
        /* extract map name */
        len = strlen( base ) - 1;
-       while( len > 0 && base[ len ] != '/' && base[ len ] != '\\' )
+       while ( len > 0 && base[ len ] != '/' && base[ len ] != '\\' )
                len--;
        strcpy( mapName, &base[ len + 1 ] );
        base[ len ] = '\0';
-       if( len <= 0 )
+       if ( len <= 0 ) {
                return;
-       
+       }
+
        /* append ../scripts/q3map2_<mapname>.shader */
        sprintf( mapShaderFile, "%s/../%s/q3map2_%s.shader", base, game->shaderPath, mapName );
        Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile );
-       
+
        /* remove it */
        remove( mapShaderFile );
-       
+
        /* stop making warnings about missing images */
        warnImage = qfalse;
 }
@@ -326,71 +324,73 @@ void BeginMapShaderFile( const char *mapFile )
 
 
 /*
-WriteMapShaderFile() - ydnar
-writes a shader to the map shader script
-*/
-
-void WriteMapShaderFile( void )
-{
-       FILE                    *file;
-       shaderInfo_t    *si;
-       int                             i, num;
-       
-       
+   WriteMapShaderFile() - ydnar
+   writes a shader to the map shader script
+ */
+
+void WriteMapShaderFile( void ){
+       FILE            *file;
+       shaderInfo_t    *si;
+       int i, num;
+
+
        /* dummy check */
-       if( mapShaderFile[ 0 ] == '\0' )
+       if ( mapShaderFile[ 0 ] == '\0' ) {
                return;
-       
+       }
+
        /* are there any custom shaders? */
-       for( i = 0, num = 0; i < numShaderInfo; i++ )
+       for ( i = 0, num = 0; i < numShaderInfo; i++ )
        {
-               if( shaderInfo[ i ].custom ) 
+               if ( shaderInfo[ i ].custom ) {
                        break;
+               }
        }
-       if( i == numShaderInfo )
+       if ( i == numShaderInfo ) {
                return;
-       
+       }
+
        /* note it */
-       Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n");
+       Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n" );
        Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile );
-       
+
        /* open shader file */
        file = fopen( mapShaderFile, "w" );
-       if( file == NULL )
-       {
+       if ( file == NULL ) {
                Sys_Printf( "WARNING: Unable to open map shader file %s for writing\n", mapShaderFile );
                return;
        }
-       
+
        /* print header */
        fprintf( file,
-               "// Custom shader file for %s.bsp\n"
-               "// Generated by Q3Map2 (ydnar)\n"
-               "// Do not edit! This file is overwritten on recompiles.\n\n",
-               mapName );
-       
+                        "// Custom shader file for %s.bsp\n"
+                        "// Generated by Q3Map2 (ydnar)\n"
+                        "// Do not edit! This file is overwritten on recompiles.\n\n",
+                        mapName );
+
        /* walk the shader list */
-       for( i = 0, num = 0; i < numShaderInfo; i++ )
+       for ( i = 0, num = 0; i < numShaderInfo; i++ )
        {
                /* get the shader and print it */
                si = &shaderInfo[ i ];
-               if( si->custom == qfalse || si->shaderText == NULL || si->shaderText[ 0 ] == '\0' )
+               if ( si->custom == qfalse || si->shaderText == NULL || si->shaderText[ 0 ] == '\0' ) {
                        continue;
+               }
                num++;
 
                /* print it to the file */
                fprintf( file, "%s%s\n", si->shader, si->shaderText );
                //Sys_Printf( "%s%s\n", si->shader, si->shaderText ); /* FIXME: remove debugging code */
-               
+
                Sys_FPrintf( SYS_VRB, "." );
        }
-       
+
        /* close the shader */
        fflush( file );
        fclose( file );
-       
+
        Sys_FPrintf( SYS_VRB, "\n" );
-       
+
        /* print some stats */
        Sys_Printf( "%9d custom shaders emitted\n", num );
 }
@@ -398,127 +398,125 @@ void WriteMapShaderFile( void )
 
 
 /*
-CustomShader() - ydnar
-sets up a custom map shader
-*/
-
-shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace )
-{
-       shaderInfo_t    *csi;
-       char                    shader[ MAX_QPATH ];
-       char                    *s;
-       int                             loc;
-       md5_state_t             mh;
-       byte                    digest[ 16 ];
-       char                    *srcShaderText, temp[ 8192 ], shaderText[ 8192 ];       /* ydnar: fixme (make this bigger?) */
-       
-       
+   CustomShader() - ydnar
+   sets up a custom map shader
+ */
+
+shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace ){
+       shaderInfo_t    *csi;
+       char shader[ MAX_QPATH ];
+       char            *s;
+       int loc;
+       md5_state_t mh;
+       byte digest[ 16 ];
+       char            *srcShaderText, temp[ 8192 ], shaderText[ 8192 ];   /* ydnar: fixme (make this bigger?) */
+
+
        /* dummy check */
-       if( si == NULL )
+       if ( si == NULL ) {
                return ShaderInfoForShader( "default" );
-       
+       }
+
        /* default shader text source */
        srcShaderText = si->shaderText;
-       
+
        /* et: implicitMap */
-       if( si->implicitMap == IM_OPAQUE )
-       {
+       if ( si->implicitMap == IM_OPAQUE ) {
                srcShaderText = temp;
                sprintf( temp, "\n"
-                       "{ // Q3Map2 defaulted (implicitMap)\n"
-                       "\t{\n"
-                       "\t\tmap $lightmap\n"
-                       "\t\trgbGen identity\n"
-                       "\t}\n"
-                       "\tq3map_styleMarker\n"
-                       "\t{\n"
-                       "\t\tmap %s\n"
-                       "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
-                       "\t\trgbGen identity\n"
-                       "\t}\n"
-                       "}\n",
-                       si->implicitImagePath );
+                                          "{ // Q3Map2 defaulted (implicitMap)\n"
+                                          "\t{\n"
+                                          "\t\tmap $lightmap\n"
+                                          "\t\trgbGen identity\n"
+                                          "\t}\n"
+                                          "\tq3map_styleMarker\n"
+                                          "\t{\n"
+                                          "\t\tmap %s\n"
+                                          "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
+                                          "\t\trgbGen identity\n"
+                                          "\t}\n"
+                                          "}\n",
+                                si->implicitImagePath );
        }
-       
+
        /* et: implicitMask */
-       else if( si->implicitMap == IM_MASKED )
-       {
+       else if ( si->implicitMap == IM_MASKED ) {
                srcShaderText = temp;
                sprintf( temp, "\n"
-                       "{ // Q3Map2 defaulted (implicitMask)\n"
-                       "\tcull none\n"
-                       "\t{\n"
-                       "\t\tmap %s\n"
-                       "\t\talphaFunc GE128\n"
-                       "\t\tdepthWrite\n"
-                       "\t}\n"
-                       "\t{\n"
-                       "\t\tmap $lightmap\n"
-                       "\t\trgbGen identity\n"
-                       "\t\tdepthFunc equal\n"
-                       "\t}\n"
-                       "\tq3map_styleMarker\n"
-                       "\t{\n"
-                       "\t\tmap %s\n"
-                       "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
-                       "\t\tdepthFunc equal\n"
-                       "\t\trgbGen identity\n"
-                       "\t}\n"
-                       "}\n",
-                       si->implicitImagePath,
-                       si->implicitImagePath );
+                                          "{ // Q3Map2 defaulted (implicitMask)\n"
+                                          "\tcull none\n"
+                                          "\t{\n"
+                                          "\t\tmap %s\n"
+                                          "\t\talphaFunc GE128\n"
+                                          "\t\tdepthWrite\n"
+                                          "\t}\n"
+                                          "\t{\n"
+                                          "\t\tmap $lightmap\n"
+                                          "\t\trgbGen identity\n"
+                                          "\t\tdepthFunc equal\n"
+                                          "\t}\n"
+                                          "\tq3map_styleMarker\n"
+                                          "\t{\n"
+                                          "\t\tmap %s\n"
+                                          "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
+                                          "\t\tdepthFunc equal\n"
+                                          "\t\trgbGen identity\n"
+                                          "\t}\n"
+                                          "}\n",
+                                si->implicitImagePath,
+                                si->implicitImagePath );
        }
-       
+
        /* et: implicitBlend */
-       else if( si->implicitMap == IM_BLEND )
-       {
+       else if ( si->implicitMap == IM_BLEND ) {
                srcShaderText = temp;
                sprintf( temp, "\n"
-                       "{ // Q3Map2 defaulted (implicitBlend)\n"
-                       "\tcull none\n"
-                       "\t{\n"
-                       "\t\tmap %s\n"
-                       "\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
-                       "\t}\n"
-                       "\t{\n"
-                       "\t\tmap $lightmap\n"
-                       "\t\trgbGen identity\n"
-                       "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
-                       "\t}\n"
-                       "\tq3map_styleMarker\n"
-                       "}\n",
-                       si->implicitImagePath );
+                                          "{ // Q3Map2 defaulted (implicitBlend)\n"
+                                          "\tcull none\n"
+                                          "\t{\n"
+                                          "\t\tmap %s\n"
+                                          "\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
+                                          "\t}\n"
+                                          "\t{\n"
+                                          "\t\tmap $lightmap\n"
+                                          "\t\trgbGen identity\n"
+                                          "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
+                                          "\t}\n"
+                                          "\tq3map_styleMarker\n"
+                                          "}\n",
+                                si->implicitImagePath );
        }
-       
+
        /* default shader text */
-       else if( srcShaderText == NULL )
-       {
+       else if ( srcShaderText == NULL ) {
                srcShaderText = temp;
                sprintf( temp, "\n"
-                       "{ // Q3Map2 defaulted\n"
-                       "\t{\n"
-                       "\t\tmap $lightmap\n"
-                       "\t\trgbGen identity\n"
-                       "\t}\n"
-                       "\tq3map_styleMarker\n"
-                       "\t{\n"
-                       "\t\tmap %s.tga\n"
-                       "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
-                       "\t\trgbGen identity\n"
-                       "\t}\n"
-                       "}\n",
-                       si->shader );
+                                          "{ // Q3Map2 defaulted\n"
+                                          "\t{\n"
+                                          "\t\tmap $lightmap\n"
+                                          "\t\trgbGen identity\n"
+                                          "\t}\n"
+                                          "\tq3map_styleMarker\n"
+                                          "\t{\n"
+                                          "\t\tmap %s.tga\n"
+                                          "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
+                                          "\t\trgbGen identity\n"
+                                          "\t}\n"
+                                          "}\n",
+                                si->shader );
        }
-       
+
        /* error check */
-       if( (strlen( mapName ) + 1 + 32) > MAX_QPATH )
+       if ( ( strlen( mapName ) + 1 + 32 ) > MAX_QPATH ) {
                Error( "Custom shader name length (%d) exceeded. Shorten your map name.\n", MAX_QPATH );
-       
+       }
+
        /* do some bad find-replace */
        s = strstr( srcShaderText, find );
-       if( s == NULL )
+       if ( s == NULL ) {
                //%     strcpy( shaderText, srcShaderText );
-               return si;      /* testing just using the existing shader if this fails */
+               return si;  /* testing just using the existing shader if this fails */
+       }
        else
        {
                /* substitute 'find' with 'replace' */
@@ -528,33 +526,34 @@ shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace )
                strcat( shaderText, replace );
                strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] );
        }
-       
+
        /* make md5 hash of the shader text */
        md5_init( &mh );
        md5_append( &mh, shaderText, strlen( shaderText ) );
        md5_finish( &mh, digest );
-       
+
        /* mangle hash into a shader name */
        sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName,
-               digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ], 
-               digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );
-       
+                        digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
+                        digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );
+
        /* get shader */
        csi = ShaderInfoForShader( shader );
-       
+
        /* might be a preexisting shader */
-       if( csi->custom )
+       if ( csi->custom ) {
                return csi;
-       
+       }
+
        /* clone the existing shader and rename */
        memcpy( csi, si, sizeof( shaderInfo_t ) );
        strcpy( csi->shader, shader );
        csi->custom = qtrue;
-       
+
        /* store new shader text */
        csi->shaderText = safe_malloc( strlen( shaderText ) + 1 );
-       strcpy( csi->shaderText, shaderText );  /* LEAK! */
-       
+       strcpy( csi->shaderText, shaderText );  /* LEAK! */
+
        /* return it */
        return csi;
 }
@@ -562,25 +561,25 @@ shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace )
 
 
 /*
-EmitVertexRemapShader()
-adds a vertexremapshader key/value pair to worldspawn
-*/
-
-void EmitVertexRemapShader( char *from, char *to )
-{
-       md5_state_t             mh;
-       byte                    digest[ 16 ];
-       char                    key[ 64 ], value[ 256 ];
-       
-       
+   EmitVertexRemapShader()
+   adds a vertexremapshader key/value pair to worldspawn
+ */
+
+void EmitVertexRemapShader( char *from, char *to ){
+       md5_state_t mh;
+       byte digest[ 16 ];
+       char key[ 64 ], value[ 256 ];
+
+
        /* dummy check */
-       if( from == NULL || from[ 0 ] == '\0' ||
-               to == NULL || to[ 0 ] == '\0' )
+       if ( from == NULL || from[ 0 ] == '\0' ||
+                to == NULL || to[ 0 ] == '\0' ) {
                return;
-       
+       }
+
        /* build value */
        sprintf( value, "%s;%s", from, to );
-       
+
        /* make md5 hash */
        md5_init( &mh );
        md5_append( &mh, value, strlen( value ) );
@@ -589,9 +588,9 @@ void EmitVertexRemapShader( char *from, char *to )
        /* make key (this is annoying, as vertexremapshader is precisely 17 characters,
           which is one too long, so we leave off the last byte of the md5 digest) */
        sprintf( key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X",
-               digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ], 
-               digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] );       /* no: digest[ 15 ] */
-       
+                        digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ],
+                        digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] ); /* no: digest[ 15 ] */
+
        /* add key/value pair to worldspawn */
        SetKeyValue( &entities[ 0 ], key, value );
 }
@@ -599,59 +598,58 @@ void EmitVertexRemapShader( char *from, char *to )
 
 
 /*
-AllocShaderInfo()
-allocates and initializes a new shader
-*/
-
-static shaderInfo_t    *AllocShaderInfo( void )
-{
-       shaderInfo_t    *si;
-       
-       
+   AllocShaderInfo()
+   allocates and initializes a new shader
+ */
+
+static shaderInfo_t *AllocShaderInfo( void ){
+       shaderInfo_t    *si;
+
+
        /* allocate? */
-       if( shaderInfo == NULL )
-       {
+       if ( shaderInfo == NULL ) {
                shaderInfo = safe_malloc( sizeof( shaderInfo_t ) * MAX_SHADER_INFO );
                numShaderInfo = 0;
        }
-       
+
        /* bounds check */
-       if( numShaderInfo == MAX_SHADER_INFO )
+       if ( numShaderInfo == MAX_SHADER_INFO ) {
                Error( "MAX_SHADER_INFO exceeded. Remove some PK3 files or shader scripts from shaderlist.txt and try again." );
+       }
        si = &shaderInfo[ numShaderInfo ];
        numShaderInfo++;
-       
+
        /* ydnar: clear to 0 first */
        memset( si, 0, sizeof( shaderInfo_t ) );
-       
+
        /* set defaults */
        ApplySurfaceParm( "default", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
-       
+
        si->backsplashFraction = DEF_BACKSPLASH_FRACTION;
        si->backsplashDistance = DEF_BACKSPLASH_DISTANCE;
-       
+
        si->bounceScale = DEF_RADIOSITY_BOUNCE;
-       
+
        si->lightStyle = LS_NORMAL;
-       
+
        si->polygonOffset = qfalse;
-       
+
        si->shadeAngleDegrees = 0.0f;
        si->lightmapSampleSize = 0;
        si->lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
        si->patchShadows = qfalse;
-       si->vertexShadows = qtrue;      /* ydnar: changed default behavior */
+       si->vertexShadows = qtrue;  /* ydnar: changed default behavior */
        si->forceSunlight = qfalse;
        si->vertexScale = 1.0;
        si->notjunc = qfalse;
-       
+
        /* ydnar: set texture coordinate transform matrix to identity */
        TCModIdentity( si->mod );
-       
+
        /* ydnar: lightmaps can now be > 128x128 in certain games or an externally generated tga */
        si->lmCustomWidth = lmCustomSize;
        si->lmCustomHeight = lmCustomSize;
-       
+
        /* return to sender */
        return si;
 }
@@ -659,54 +657,51 @@ static shaderInfo_t       *AllocShaderInfo( void )
 
 
 /*
-FinishShader() - ydnar
-sets a shader's width and height among other things
-*/
+   FinishShader() - ydnar
+   sets a shader's width and height among other things
+ */
+
+void FinishShader( shaderInfo_t *si ){
+       int x, y;
+       float st[ 2 ], o[ 2 ], dist, bestDist;
+       vec4_t color, bestColor, delta;
 
-void FinishShader( shaderInfo_t *si )
-{
-       int             x, y;
-       float   st[ 2 ], o[ 2 ], dist, bestDist;
-       vec4_t  color, bestColor, delta;
-       
 
        /* don't double-dip */
-       if( si->finished )
+       if ( si->finished ) {
                return;
-       
+       }
+
        /* if they're explicitly set, copy from image size */
-       if( si->shaderWidth == 0 && si->shaderHeight == 0 )
-       {
+       if ( si->shaderWidth == 0 && si->shaderHeight == 0 ) {
                si->shaderWidth = si->shaderImage->width;
                si->shaderHeight = si->shaderImage->height;
        }
-       
+
        /* legacy terrain has explicit image-sized texture projection */
-       if( si->legacyTerrain && si->tcGen == qfalse )
-       {
+       if ( si->legacyTerrain && si->tcGen == qfalse ) {
                /* set xy texture projection */
                si->tcGen = qtrue;
-               VectorSet( si->vecs[ 0 ], (1.0f / (si->shaderWidth * 0.5f)), 0, 0 );
-               VectorSet( si->vecs[ 1 ], 0, (1.0f / (si->shaderHeight * 0.5f)), 0 );
+               VectorSet( si->vecs[ 0 ], ( 1.0f / ( si->shaderWidth * 0.5f ) ), 0, 0 );
+               VectorSet( si->vecs[ 1 ], 0, ( 1.0f / ( si->shaderHeight * 0.5f ) ), 0 );
        }
-       
+
        /* find pixel coordinates best matching the average color of the image */
        bestDist = 99999999;
        o[ 0 ] = 1.0f / si->shaderImage->width;
        o[ 1 ] = 1.0f / si->shaderImage->height;
-       for( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] )
+       for ( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] )
        {
-               for( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] )
+               for ( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] )
                {
                        /* sample the shader image */
                        RadSampleImage( si->shaderImage->pixels, si->shaderImage->width, si->shaderImage->height, st, color );
-                       
+
                        /* determine error squared */
                        VectorSubtract( color, si->averageColor, delta );
                        delta[ 3 ] = color[ 3 ] - si->averageColor[ 3 ];
                        dist = delta[ 0 ] * delta[ 0 ] + delta[ 1 ] * delta[ 1 ] + delta[ 2 ] * delta[ 2 ] + delta[ 3 ] * delta[ 3 ];
-                       if( dist < bestDist )
-                       {
+                       if ( dist < bestDist ) {
                                VectorCopy( color, bestColor );
                                bestColor[ 3 ] = color[ 3 ];
                                si->stFlat[ 0 ] = st[ 0 ];
@@ -714,7 +709,7 @@ void FinishShader( shaderInfo_t *si )
                        }
                }
        }
-       
+
        /* set to finished */
        si->finished = qtrue;
 }
@@ -722,127 +717,127 @@ void FinishShader( shaderInfo_t *si )
 
 
 /*
-LoadShaderImages()
-loads a shader's images
-ydnar: image.c made this a bit simpler
-*/
-
-static void LoadShaderImages( shaderInfo_t *si )
-{
-       int                     i, count;
-       float           color[ 4 ];
-       
-       
+   LoadShaderImages()
+   loads a shader's images
+   ydnar: image.c made this a bit simpler
+ */
+
+static void LoadShaderImages( shaderInfo_t *si ){
+       int i, count;
+       float color[ 4 ];
+
+
        /* nodraw shaders don't need images */
-       if( si->compileFlags & C_NODRAW )
+       if ( si->compileFlags & C_NODRAW ) {
                si->shaderImage = ImageLoad( DEFAULT_IMAGE );
+       }
        else
        {
                /* try to load editor image first */
                si->shaderImage = ImageLoad( si->editorImagePath );
-               
+
                /* then try shadername */
-               if( si->shaderImage == NULL )
+               if ( si->shaderImage == NULL ) {
                        si->shaderImage = ImageLoad( si->shader );
-               
+               }
+
                /* then try implicit image path (note: new behavior!) */
-               if( si->shaderImage == NULL )
+               if ( si->shaderImage == NULL ) {
                        si->shaderImage = ImageLoad( si->implicitImagePath );
-               
+               }
+
                /* then try lightimage (note: new behavior!) */
-               if( si->shaderImage == NULL )
+               if ( si->shaderImage == NULL ) {
                        si->shaderImage = ImageLoad( si->lightImagePath );
-               
+               }
+
                /* otherwise, use default image */
-               if( si->shaderImage == NULL )
-               {
+               if ( si->shaderImage == NULL ) {
                        si->shaderImage = ImageLoad( DEFAULT_IMAGE );
-                       if( warnImage && strcmp( si->shader, "noshader" ) )
+                       if ( warnImage && strcmp( si->shader, "noshader" ) ) {
                                Sys_Printf( "WARNING: Couldn't find image for shader %s\n", si->shader );
+                       }
                }
-               
+
                /* load light image */
                si->lightImage = ImageLoad( si->lightImagePath );
-               
+
                /* load normalmap image (ok if this is NULL) */
                si->normalImage = ImageLoad( si->normalImagePath );
-               if( si->normalImage != NULL )
-               {
+               if ( si->normalImage != NULL ) {
                        Sys_FPrintf( SYS_VRB, "Shader %s has\n"
                                                                  "    NM %s\n", si->shader, si->normalImagePath );
                }
        }
-       
+
        /* if no light image, use shader image */
-       if( si->lightImage == NULL )
+       if ( si->lightImage == NULL ) {
                si->lightImage = ImageLoad( si->shaderImage->name );
-       
+       }
+
        /* create default and average colors */
        count = si->lightImage->width * si->lightImage->height;
        VectorClear( color );
        color[ 3 ] = 0.0f;
-       for( i = 0; i < count; i++ )
+       for ( i = 0; i < count; i++ )
        {
                color[ 0 ] += si->lightImage->pixels[ i * 4 + 0 ];
                color[ 1 ] += si->lightImage->pixels[ i * 4 + 1 ];
                color[ 2 ] += si->lightImage->pixels[ i * 4 + 2 ];
                color[ 3 ] += si->lightImage->pixels[ i * 4 + 3 ];
        }
-       
-       if( VectorLength( si->color ) <= 0.0f )
+
+       if ( VectorLength( si->color ) <= 0.0f ) {
                ColorNormalize( color, si->color );
-       VectorScale( color, (1.0f / count), si->averageColor );
+       }
+       VectorScale( color, ( 1.0f / count ), si->averageColor );
 }
 
 
 
 /*
-ShaderInfoForShader()
-finds a shaderinfo for a named shader
-*/
-
-shaderInfo_t *ShaderInfoForShader( const char *shaderName )
-{
-       int                             i;
-       shaderInfo_t    *si;
-       char                    shader[ MAX_QPATH ];
-       
-       
+   ShaderInfoForShader()
+   finds a shaderinfo for a named shader
+ */
+
+shaderInfo_t *ShaderInfoForShader( const char *shaderName ){
+       int i;
+       shaderInfo_t    *si;
+       char shader[ MAX_QPATH ];
+
+
        /* dummy check */
-       if( shaderName == NULL || shaderName[ 0 ] == '\0' )
-       {
+       if ( shaderName == NULL || shaderName[ 0 ] == '\0' ) {
                Sys_Printf( "WARNING: Null or empty shader name\n" );
                shaderName = "missing";
        }
-       
+
        /* strip off extension */
        strcpy( shader, shaderName );
        StripExtension( shader );
-       
+
        /* search for it */
-       for( i = 0; i < numShaderInfo; i++ )
+       for ( i = 0; i < numShaderInfo; i++ )
        {
                si = &shaderInfo[ i ];
-               if( !Q_stricmp( shader, si->shader ) )
-               {
+               if ( !Q_stricmp( shader, si->shader ) ) {
                        /* load image if necessary */
-                       if( si->finished == qfalse )
-                       {
+                       if ( si->finished == qfalse ) {
                                LoadShaderImages( si );
                                FinishShader( si );
                        }
-                       
+
                        /* return it */
                        return si;
                }
        }
-       
+
        /* allocate a default shader */
        si = AllocShaderInfo();
        strcpy( si->shader, shader );
        LoadShaderImages( si );
        FinishShader( si );
-       
+
        /* return it */
        return si;
 }
@@ -850,178 +845,185 @@ shaderInfo_t *ShaderInfoForShader( const char *shaderName )
 
 
 /*
-GetTokenAppend() - ydnar
-gets a token and appends its text to the specified buffer
-*/
-
-static int     oldScriptLine = 0;
-static int     tabDepth = 0;
-
-qboolean GetTokenAppend( char *buffer, qboolean crossline )
-{
-       qboolean        r;
-       int                     i;
-       
-       
+   GetTokenAppend() - ydnar
+   gets a token and appends its text to the specified buffer
+ */
+
+static int oldScriptLine = 0;
+static int tabDepth = 0;
+
+qboolean GetTokenAppend( char *buffer, qboolean crossline ){
+       qboolean r;
+       int i;
+
+
        /* get the token */
        r = GetToken( crossline );
-       if( r == qfalse || buffer == NULL || token[ 0 ] == '\0' )
+       if ( r == qfalse || buffer == NULL || token[ 0 ] == '\0' ) {
                return r;
-       
+       }
+
        /* pre-tabstops */
-       if( token[ 0 ] == '}' )
+       if ( token[ 0 ] == '}' ) {
                tabDepth--;
-       
+       }
+
        /* append? */
-       if( oldScriptLine != scriptline )
-       {
+       if ( oldScriptLine != scriptline ) {
                strcat( buffer, "\n" );
-               for( i = 0; i < tabDepth; i++ )
+               for ( i = 0; i < tabDepth; i++ )
                        strcat( buffer, "\t" );
        }
-       else
+       else{
                strcat( buffer, " " );
+       }
        oldScriptLine = scriptline;
        strcat( buffer, token );
-       
+
        /* post-tabstops */
-       if( token[ 0 ] == '{' )
+       if ( token[ 0 ] == '{' ) {
                tabDepth++;
-       
+       }
+
        /* return */
        return r;
 }
 
 
-void Parse1DMatrixAppend( char *buffer, int x, vec_t *m )
-{
-       int             i;
-       
-       
-       if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) )
+void Parse1DMatrixAppend( char *buffer, int x, vec_t *m ){
+       int i;
+
+
+       if ( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) ) {
                Error( "Parse1DMatrixAppend(): line %d: ( not found!", scriptline );
-       for( i = 0; i < x; i++ )
+       }
+       for ( i = 0; i < x; i++ )
        {
-               if( !GetTokenAppend( buffer, qfalse ) )
+               if ( !GetTokenAppend( buffer, qfalse ) ) {
                        Error( "Parse1DMatrixAppend(): line %d: Number not found!", scriptline );
+               }
                m[ i ] = atof( token );
        }
-       if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, ")" ) )
+       if ( !GetTokenAppend( buffer, qtrue ) || strcmp( token, ")" ) ) {
                Error( "Parse1DMatrixAppend(): line %d: ) not found!", scriptline );
+       }
 }
 
 
 
 
 /*
-ParseShaderFile()
-parses a shader file into discrete shaderInfo_t
-*/
-
-static void ParseShaderFile( const char *filename )
-{
-       int                             i, val;
-       shaderInfo_t    *si;
-       char                    *suffix, temp[ 1024 ];
-       char                    shaderText[ 8192 ];     /* ydnar: fixme (make this bigger?) */
-       
-       
+   ParseShaderFile()
+   parses a shader file into discrete shaderInfo_t
+ */
+
+static void ParseShaderFile( const char *filename ){
+       int i, val;
+       shaderInfo_t    *si;
+       char            *suffix, temp[ 1024 ];
+       char shaderText[ 8192 ];            /* ydnar: fixme (make this bigger?) */
+
+
        /* init */
        si = NULL;
        shaderText[ 0 ] = '\0';
-       
+
        /* load the shader */
        LoadScriptFile( filename, 0 );
-       
+
        /* tokenize it */
-       while( 1 )
+       while ( 1 )
        {
                /* copy shader text to the shaderinfo */
-               if( si != NULL && shaderText[ 0 ] != '\0' )
-               {
+               if ( si != NULL && shaderText[ 0 ] != '\0' ) {
                        strcat( shaderText, "\n" );
                        si->shaderText = safe_malloc( strlen( shaderText ) + 1 );
                        strcpy( si->shaderText, shaderText );
                        //%     if( VectorLength( si->vecs[ 0 ] ) )
                        //%             Sys_Printf( "%s\n", shaderText );
                }
-               
+
                /* ydnar: clear shader text buffer */
                shaderText[ 0 ] = '\0';
-               
+
                /* test for end of file */
-               if( !GetToken( qtrue ) )
+               if ( !GetToken( qtrue ) ) {
                        break;
-               
+               }
+
                /* shader name is initial token */
                si = AllocShaderInfo();
                strcpy( si->shader, token );
-               
+
                /* ignore ":q3map" suffix */
                suffix = strstr( si->shader, ":q3map" );
-               if( suffix != NULL )
+               if ( suffix != NULL ) {
                        *suffix = '\0';
-               
+               }
+
                /* handle { } section */
-               if( !GetTokenAppend( shaderText, qtrue ) )
+               if ( !GetTokenAppend( shaderText, qtrue ) ) {
                        break;
-               if( strcmp( token, "{" ) )
-               {
-                       if( si != NULL )
+               }
+               if ( strcmp( token, "{" ) ) {
+                       if ( si != NULL ) {
                                Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s\nLast known shader: %s",
-                                       filename, scriptline, token, si->shader );
-                       else
+                                          filename, scriptline, token, si->shader );
+                       }
+                       else{
                                Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s",
-                                       filename, scriptline, token );
+                                          filename, scriptline, token );
+                       }
                }
-               
-               while( 1 )
+
+               while ( 1 )
                {
                        /* get the next token */
-                       if( !GetTokenAppend( shaderText, qtrue ) )
+                       if ( !GetTokenAppend( shaderText, qtrue ) ) {
                                break;
-                       if( !strcmp( token, "}" ) )
+                       }
+                       if ( !strcmp( token, "}" ) ) {
                                break;
-                       
-                       
+                       }
+
+
                        /* -----------------------------------------------------------------
                           shader stages (passes)
                           ----------------------------------------------------------------- */
-                       
+
                        /* parse stage directives */
-                       if( !strcmp( token, "{" ) )
-                       {
+                       if ( !strcmp( token, "{" ) ) {
                                si->hasPasses = qtrue;
-                               while( 1 )
+                               while ( 1 )
                                {
-                                       if( !GetTokenAppend( shaderText, qtrue ) )
+                                       if ( !GetTokenAppend( shaderText, qtrue ) ) {
                                                break;
-                                       if( !strcmp( token, "}" ) )
+                                       }
+                                       if ( !strcmp( token, "}" ) ) {
                                                break;
-                                       
+                                       }
+
                                        /* only care about images if we don't have a editor/light image */
-                                       if( si->editorImagePath[ 0 ] == '\0' && si->lightImagePath[ 0 ] == '\0' && si->implicitImagePath[ 0 ] == '\0' )
-                                       {
+                                       if ( si->editorImagePath[ 0 ] == '\0' && si->lightImagePath[ 0 ] == '\0' && si->implicitImagePath[ 0 ] == '\0' ) {
                                                /* digest any images */
-                                               if( !Q_stricmp( token, "map" ) ||
-                                                       !Q_stricmp( token, "clampMap" ) ||
-                                                       !Q_stricmp( token, "animMap" ) ||
-                                                       !Q_stricmp( token, "clampAnimMap" ) ||
-                                                       !Q_stricmp( token, "clampMap" ) ||
-                                                       !Q_stricmp( token, "mapComp" ) ||
-                                                       !Q_stricmp( token, "mapNoComp" ) )
-                                               {
+                                               if ( !Q_stricmp( token, "map" ) ||
+                                                        !Q_stricmp( token, "clampMap" ) ||
+                                                        !Q_stricmp( token, "animMap" ) ||
+                                                        !Q_stricmp( token, "clampAnimMap" ) ||
+                                                        !Q_stricmp( token, "clampMap" ) ||
+                                                        !Q_stricmp( token, "mapComp" ) ||
+                                                        !Q_stricmp( token, "mapNoComp" ) ) {
                                                        /* skip one token for animated stages */
-                                                       if( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) )
+                                                       if ( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) ) {
                                                                GetTokenAppend( shaderText, qfalse );
-                                                       
+                                                       }
+
                                                        /* get an image */
                                                        GetTokenAppend( shaderText, qfalse );
-                                                       if( token[ 0 ] != '*' && token[ 0 ] != '$' )
-                                                       {
+                                                       if ( token[ 0 ] != '*' && token[ 0 ] != '$' ) {
                                                                strcpy( si->lightImagePath, token );
                                                                DefaultExtension( si->lightImagePath, ".tga" );
-                                                               
+
                                                                /* debug code */
                                                                //%     Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si->lightImagePath );
                                                        }
@@ -1029,221 +1031,215 @@ static void ParseShaderFile( const char *filename )
                                        }
                                }
                        }
-                       
-                       
+
+
                        /* -----------------------------------------------------------------
                           surfaceparm * directives
                           ----------------------------------------------------------------- */
-                       
+
                        /* match surfaceparm */
-                       else if( !Q_stricmp( token, "surfaceparm" ) )
-                       {
+                       else if ( !Q_stricmp( token, "surfaceparm" ) ) {
                                GetTokenAppend( shaderText, qfalse );
-                               if( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
+                               if ( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse ) {
                                        Sys_Printf( "WARNING: Unknown surfaceparm: \"%s\"\n", token );
+                               }
                        }
-                       
-                       
+
+
                        /* -----------------------------------------------------------------
                           game-related shader directives
                           ----------------------------------------------------------------- */
-                       
+
                        /* ydnar: fogparms (for determining fog volumes) */
-                       else if( !Q_stricmp( token, "fogparms" ) )
+                       else if ( !Q_stricmp( token, "fogparms" ) ) {
                                si->fogParms = qtrue;
-                       
+                       }
+
                        /* ydnar: polygonoffset (for no culling) */
-                       else if( !Q_stricmp( token, "polygonoffset" ) )
+                       else if ( !Q_stricmp( token, "polygonoffset" ) ) {
                                si->polygonOffset = qtrue;
-                       
+                       }
+
                        /* tesssize is used to force liquid surfaces to subdivide */
-                       else if( !Q_stricmp( token, "tessSize" ) || !Q_stricmp( token, "q3map_tessSize" ) /* sof2 */ )
-                       {
+                       else if ( !Q_stricmp( token, "tessSize" ) || !Q_stricmp( token, "q3map_tessSize" ) /* sof2 */ ) {
                                GetTokenAppend( shaderText, qfalse );
                                si->subdivisions = atof( token );
                        }
-                       
+
                        /* cull none will set twoSided (ydnar: added disable too) */
-                       else if ( !Q_stricmp( token, "cull" ) )
-                       {
+                       else if ( !Q_stricmp( token, "cull" ) ) {
                                GetTokenAppend( shaderText, qfalse );
-                               if( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) )
+                               if ( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) ) {
                                        si->twoSided = qtrue;
+                               }
                        }
-                       
+
                        /* deformVertexes autosprite[ 2 ]
                           we catch this so autosprited surfaces become point
                           lights instead of area lights */
-                       else if( !Q_stricmp( token, "deformVertexes" ) )
-                       {
+                       else if ( !Q_stricmp( token, "deformVertexes" ) ) {
                                GetTokenAppend( shaderText, qfalse );
-                               
+
                                /* deformVertexes autosprite(2) */
-                               if( !Q_strncasecmp( token, "autosprite", 10 ) )
-                               {
+                               if ( !Q_strncasecmp( token, "autosprite", 10 ) ) {
                                        /* set it as autosprite and detail */
                                        si->autosprite = qtrue;
                                        ApplySurfaceParm( "detail", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
-                                       
+
                                        /* ydnar: gs mods: added these useful things */
                                        si->noClip = qtrue;
                                        si->notjunc = qtrue;
                                }
-                               
+
                                /* deformVertexes move <x> <y> <z> <func> <base> <amplitude> <phase> <freq> (ydnar: for particle studio support) */
-                               if( !Q_stricmp( token, "move") )
-                               {
-                                       vec3_t  amt, mins, maxs;
-                                       float   base, amp;
-                                       
-                                       
+                               if ( !Q_stricmp( token, "move" ) ) {
+                                       vec3_t amt, mins, maxs;
+                                       float base, amp;
+
+
                                        /* get move amount */
-                                       GetTokenAppend( shaderText, qfalse );   amt[ 0 ] = atof( token );
-                                       GetTokenAppend( shaderText, qfalse );   amt[ 1 ] = atof( token );
-                                       GetTokenAppend( shaderText, qfalse );   amt[ 2 ] = atof( token );
-                                       
+                                       GetTokenAppend( shaderText, qfalse );   amt[ 0 ] = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );   amt[ 1 ] = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );   amt[ 2 ] = atof( token );
+
                                        /* skip func */
                                        GetTokenAppend( shaderText, qfalse );
-                                       
+
                                        /* get base and amplitude */
-                                       GetTokenAppend( shaderText, qfalse );   base = atof( token );
-                                       GetTokenAppend( shaderText, qfalse );   amp = atof( token );
-                                       
+                                       GetTokenAppend( shaderText, qfalse );   base = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );   amp = atof( token );
+
                                        /* calculate */
                                        VectorScale( amt, base, mins );
                                        VectorMA( mins, amp, amt, maxs );
                                        VectorAdd( si->mins, mins, si->mins );
                                        VectorAdd( si->maxs, maxs, si->maxs );
-                               } 
+                               }
                        }
-                       
+
                        /* light <value> (old-style flare specification) */
-                       else if( !Q_stricmp( token, "light" ) )
-                       {
+                       else if ( !Q_stricmp( token, "light" ) ) {
                                GetTokenAppend( shaderText, qfalse );
                                si->flareShader = game->flareShader;
                        }
-                       
+
                        /* ydnar: damageShader <shader> <health> (sof2 mods) */
-                       else if( !Q_stricmp( token, "damageShader" ) )
-                       {
+                       else if ( !Q_stricmp( token, "damageShader" ) ) {
                                GetTokenAppend( shaderText, qfalse );
-                               if( token[ 0 ] != '\0' )
-                               {
+                               if ( token[ 0 ] != '\0' ) {
                                        si->damageShader = safe_malloc( strlen( token ) + 1 );
                                        strcpy( si->damageShader, token );
                                }
-                               GetTokenAppend( shaderText, qfalse );   /* don't do anything with health */
+                               GetTokenAppend( shaderText, qfalse );   /* don't do anything with health */
                        }
-                       
+
                        /* ydnar: enemy territory implicit shaders */
-                       else if( !Q_stricmp( token, "implicitMap" ) )
-                       {
+                       else if ( !Q_stricmp( token, "implicitMap" ) ) {
                                si->implicitMap = IM_OPAQUE;
                                GetTokenAppend( shaderText, qfalse );
-                               if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
+                               if ( token[ 0 ] == '-' && token[ 1 ] == '\0' ) {
                                        sprintf( si->implicitImagePath, "%s.tga", si->shader );
-                               else
+                               }
+                               else{
                                        strcpy( si->implicitImagePath, token );
+                               }
                        }
 
-                       else if( !Q_stricmp( token, "implicitMask" ) )
-                       {
+                       else if ( !Q_stricmp( token, "implicitMask" ) ) {
                                si->implicitMap = IM_MASKED;
                                GetTokenAppend( shaderText, qfalse );
-                               if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
+                               if ( token[ 0 ] == '-' && token[ 1 ] == '\0' ) {
                                        sprintf( si->implicitImagePath, "%s.tga", si->shader );
-                               else
+                               }
+                               else{
                                        strcpy( si->implicitImagePath, token );
+                               }
                        }
 
-                       else if( !Q_stricmp( token, "implicitBlend" ) )
-                       {
+                       else if ( !Q_stricmp( token, "implicitBlend" ) ) {
                                si->implicitMap = IM_MASKED;
                                GetTokenAppend( shaderText, qfalse );
-                               if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
+                               if ( token[ 0 ] == '-' && token[ 1 ] == '\0' ) {
                                        sprintf( si->implicitImagePath, "%s.tga", si->shader );
-                               else
+                               }
+                               else{
                                        strcpy( si->implicitImagePath, token );
+                               }
                        }
-                       
-                       
+
+
                        /* -----------------------------------------------------------------
                           image directives
                           ----------------------------------------------------------------- */
-                       
+
                        /* qer_editorimage <image> */
-                       else if( !Q_stricmp( token, "qer_editorImage" ) )
-                       {
+                       else if ( !Q_stricmp( token, "qer_editorImage" ) ) {
                                GetTokenAppend( shaderText, qfalse );
                                strcpy( si->editorImagePath, token );
                                DefaultExtension( si->editorImagePath, ".tga" );
                        }
-                       
+
                        /* ydnar: q3map_normalimage <image> (bumpmapping normal map) */
-                       else if( !Q_stricmp( token, "q3map_normalImage" ) )
-                       {
+                       else if ( !Q_stricmp( token, "q3map_normalImage" ) ) {
                                GetTokenAppend( shaderText, qfalse );
                                strcpy( si->normalImagePath, token );
                                DefaultExtension( si->normalImagePath, ".tga" );
                        }
-                       
+
                        /* q3map_lightimage <image> */
-                       else if( !Q_stricmp( token, "q3map_lightImage" ) )
-                       {
+                       else if ( !Q_stricmp( token, "q3map_lightImage" ) ) {
                                GetTokenAppend( shaderText, qfalse );
                                strcpy( si->lightImagePath, token );
                                DefaultExtension( si->lightImagePath, ".tga" );
                        }
-                       
+
                        /* ydnar: skyparms <outer image> <cloud height> <inner image> */
-                       else if( !Q_stricmp( token, "skyParms" ) )
-                       {
+                       else if ( !Q_stricmp( token, "skyParms" ) ) {
                                /* get image base */
                                GetTokenAppend( shaderText, qfalse );
-                               
+
                                /* ignore bogus paths */
-                               if( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) )
-                               {
+                               if ( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) ) {
                                        strcpy( si->skyParmsImageBase, token );
-                                       
+
                                        /* use top image as sky light image */
-                                       if( si->lightImagePath[ 0 ] == '\0' )
+                                       if ( si->lightImagePath[ 0 ] == '\0' ) {
                                                sprintf( si->lightImagePath, "%s_up.tga", si->skyParmsImageBase );
+                                       }
                                }
-                               
+
                                /* skip rest of line */
                                GetTokenAppend( shaderText, qfalse );
                                GetTokenAppend( shaderText, qfalse );
                        }
-                       
+
                        /* -----------------------------------------------------------------
                           q3map_* directives
                           ----------------------------------------------------------------- */
-                       
+
                        /* q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
                           color will be normalized, so it doesn't matter what range you use
                           intensity falls off with angle but not distance 100 is a fairly bright sun
                           degree of 0 = from the east, 90 = north, etc.  altitude of 0 = sunrise/set, 90 = noon
                           ydnar: sof2map has bareword 'sun' token, so we support that as well */
-                       else if( !Q_stricmp( token, "sun" ) /* sof2 */ || !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) )
-                       {
-                               float           a, b;
-                               sun_t           *sun;
-                               qboolean        ext;
-                               
-                               
+                       else if ( !Q_stricmp( token, "sun" ) /* sof2 */ || !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) ) {
+                               float a, b;
+                               sun_t       *sun;
+                               qboolean ext;
+
+
                                /* ydnar: extended sun directive? */
-                               if( !Q_stricmp( token, "q3map_sunext" ) )
+                               if ( !Q_stricmp( token, "q3map_sunext" ) ) {
                                        ext = qtrue;
-                               
+                               }
+
                                /* allocate sun */
                                sun = safe_malloc( sizeof( *sun ) );
                                memset( sun, 0, sizeof( *sun ) );
-                               
+
                                /* set style */
                                sun->style = si->lightStyle;
-                               
+
                                /* get color */
                                GetTokenAppend( shaderText, qfalse );
                                sun->color[ 0 ] = atof( token );
@@ -1251,62 +1247,59 @@ static void ParseShaderFile( const char *filename )
                                sun->color[ 1 ] = atof( token );
                                GetTokenAppend( shaderText, qfalse );
                                sun->color[ 2 ] = atof( token );
-                               
+
                                /* normalize it */
                                VectorNormalize( sun->color, sun->color );
-                               
+
                                /* scale color by brightness */
                                GetTokenAppend( shaderText, qfalse );
                                sun->photons = atof( token );
-                               
+
                                /* get sun angle/elevation */
                                GetTokenAppend( shaderText, qfalse );
                                a = atof( token );
                                a = a / 180.0f * Q_PI;
-                               
+
                                GetTokenAppend( shaderText, qfalse );
                                b = atof( token );
                                b = b / 180.0f * Q_PI;
-                               
+
                                sun->direction[ 0 ] = cos( a ) * cos( b );
                                sun->direction[ 1 ] = sin( a ) * cos( b );
                                sun->direction[ 2 ] = sin( b );
-                               
+
                                /* get filter radius from shader */
                                sun->filterRadius = si->lightFilterRadius;
-                               
+
                                /* ydnar: get sun angular deviance/samples */
-                               if( ext && TokenAvailable() )
-                               {
+                               if ( ext && TokenAvailable() ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        sun->deviance = atof( token );
                                        sun->deviance = sun->deviance / 180.0f * Q_PI;
-                                       
+
                                        GetTokenAppend( shaderText, qfalse );
                                        sun->numSamples = atoi( token );
                                }
-                               
+
                                /* store sun */
                                sun->next = si->sun;
                                si->sun = sun;
-                               
+
                                /* apply sky surfaceparm */
                                ApplySurfaceParm( "sky", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
-                               
+
                                /* don't process any more tokens on this line */
                                continue;
                        }
 
                        /* match q3map_ */
-                       else if( !Q_strncasecmp( token, "q3map_", 6 ) )
-                       {
+                       else if ( !Q_strncasecmp( token, "q3map_", 6 ) ) {
                                /* ydnar: q3map_baseShader <shader> (inherit this shader's parameters) */
-                               if( !Q_stricmp( token, "q3map_baseShader" ) )
-                               {
-                                       shaderInfo_t    *si2;
-                                       qboolean                oldWarnImage;
-                                       
-                                       
+                               if ( !Q_stricmp( token, "q3map_baseShader" ) ) {
+                                       shaderInfo_t    *si2;
+                                       qboolean oldWarnImage;
+
+
                                        /* get shader */
                                        GetTokenAppend( shaderText, qfalse );
                                        //%     Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si->shader, token );
@@ -1314,16 +1307,15 @@ static void ParseShaderFile( const char *filename )
                                        warnImage = qfalse;
                                        si2 = ShaderInfoForShader( token );
                                        warnImage = oldWarnImage;
-                                       
+
                                        /* subclass it */
-                                       if( si2 != NULL )
-                                       {
+                                       if ( si2 != NULL ) {
                                                /* preserve name */
                                                strcpy( temp, si->shader );
-                                               
+
                                                /* copy shader */
                                                memcpy( si, si2, sizeof( *si ) );
-                                               
+
                                                /* restore name and set to unfinished */
                                                strcpy( si->shader, temp );
                                                si->shaderWidth = 0;
@@ -1331,58 +1323,56 @@ static void ParseShaderFile( const char *filename )
                                                si->finished = qfalse;
                                        }
                                }
-                               
+
                                /* ydnar: q3map_surfacemodel <path to model> <density> <min scale> <max scale> <min angle> <max angle> <oriented (0 or 1)> */
-                               else if( !Q_stricmp( token, "q3map_surfacemodel" ) )
-                               {
-                                       surfaceModel_t  *model;
-                                       
-                                       
+                               else if ( !Q_stricmp( token, "q3map_surfacemodel" ) ) {
+                                       surfaceModel_t  *model;
+
+
                                        /* allocate new model and attach it */
                                        model = safe_malloc( sizeof( *model ) );
                                        memset( model, 0, sizeof( *model ) );
                                        model->next = si->surfaceModel;
                                        si->surfaceModel = model;
-                                               
+
                                        /* get parameters */
                                        GetTokenAppend( shaderText, qfalse );
                                        strcpy( model->model, token );
-                                       
+
                                        GetTokenAppend( shaderText, qfalse );
                                        model->density = atof( token );
                                        GetTokenAppend( shaderText, qfalse );
                                        model->odds = atof( token );
-                                       
+
                                        GetTokenAppend( shaderText, qfalse );
                                        model->minScale = atof( token );
                                        GetTokenAppend( shaderText, qfalse );
                                        model->maxScale = atof( token );
-                                       
+
                                        GetTokenAppend( shaderText, qfalse );
                                        model->minAngle = atof( token );
                                        GetTokenAppend( shaderText, qfalse );
                                        model->maxAngle = atof( token );
-                                       
+
                                        GetTokenAppend( shaderText, qfalse );
-                                       model->oriented = (token[ 0 ] == '1' ? qtrue : qfalse);
+                                       model->oriented = ( token[ 0 ] == '1' ? qtrue : qfalse );
                                }
-                               
+
                                /* ydnar/sd: q3map_foliage <path to model> <scale> <density> <odds> <invert alpha (1 or 0)> */
-                               else if( !Q_stricmp( token, "q3map_foliage" ) )
-                               {
-                                       foliage_t       *foliage;
-                                       
-                                       
+                               else if ( !Q_stricmp( token, "q3map_foliage" ) ) {
+                                       foliage_t   *foliage;
+
+
                                        /* allocate new foliage struct and attach it */
                                        foliage = safe_malloc( sizeof( *foliage ) );
                                        memset( foliage, 0, sizeof( *foliage ) );
                                        foliage->next = si->foliage;
                                        si->foliage = foliage;
-                                       
+
                                        /* get parameters */
                                        GetTokenAppend( shaderText, qfalse );
                                        strcpy( foliage->model, token );
-                                       
+
                                        GetTokenAppend( shaderText, qfalse );
                                        foliage->scale = atof( token );
                                        GetTokenAppend( shaderText, qfalse );
@@ -1392,51 +1382,50 @@ static void ParseShaderFile( const char *filename )
                                        GetTokenAppend( shaderText, qfalse );
                                        foliage->inverseAlpha = atoi( token );
                                }
-                               
+
                                /* ydnar: q3map_bounce <value> (fraction of light to re-emit during radiosity passes) */
-                               else if( !Q_stricmp( token, "q3map_bounce" ) || !Q_stricmp( token, "q3map_bounceScale" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_bounce" ) || !Q_stricmp( token, "q3map_bounceScale" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        si->bounceScale = atof( token );
                                }
 
                                /* ydnar/splashdamage: q3map_skyLight <value> <iterations> */
-                               else if( !Q_stricmp( token, "q3map_skyLight" )  )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_skyLight" )  ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        si->skyLightValue = atof( token );
                                        GetTokenAppend( shaderText, qfalse );
                                        si->skyLightIterations = atoi( token );
-                                       
+
                                        /* clamp */
-                                       if( si->skyLightValue < 0.0f )
+                                       if ( si->skyLightValue < 0.0f ) {
                                                si->skyLightValue = 0.0f;
-                                       if( si->skyLightIterations < 2 )
+                                       }
+                                       if ( si->skyLightIterations < 2 ) {
                                                si->skyLightIterations = 2;
+                                       }
                                }
-                               
+
                                /* q3map_surfacelight <value> */
-                               else if( !Q_stricmp( token, "q3map_surfacelight" )  )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_surfacelight" )  ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        si->value = atof( token );
                                }
-                               
+
                                /* q3map_lightStyle (sof2/jk2 lightstyle) */
-                               else if( !Q_stricmp( token, "q3map_lightStyle" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_lightStyle" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        val = atoi( token );
-                                       if( val < 0 )
+                                       if ( val < 0 ) {
                                                val = 0;
-                                       else if( val > LS_NONE )
+                                       }
+                                       else if ( val > LS_NONE ) {
                                                val = LS_NONE;
+                                       }
                                        si->lightStyle = val;
                                }
-                               
+
                                /* wolf: q3map_lightRGB <red> <green> <blue> */
-                               else if( !Q_stricmp( token, "q3map_lightRGB" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_lightRGB" ) ) {
                                        VectorClear( si->color );
                                        GetTokenAppend( shaderText, qfalse );
                                        si->color[ 0 ] = atof( token );
@@ -1446,158 +1435,141 @@ static void ParseShaderFile( const char *filename )
                                        si->color[ 2 ] = atof( token );
                                        ColorNormalize( si->color, si->color );
                                }
-                               
+
                                /* q3map_lightSubdivide <value> */
-                               else if( !Q_stricmp( token, "q3map_lightSubdivide" )  )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_lightSubdivide" )  ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        si->lightSubdivide = atoi( token );
                                }
-                               
+
                                /* q3map_backsplash <percent> <distance> */
-                               else if( !Q_stricmp( token, "q3map_backsplash" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_backsplash" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        si->backsplashFraction = atof( token ) * 0.01f;
                                        GetTokenAppend( shaderText, qfalse );
                                        si->backsplashDistance = atof( token );
                                }
-                               
+
                                /* q3map_lightmapSampleSize <value> */
-                               else if( !Q_stricmp( token, "q3map_lightmapSampleSize" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_lightmapSampleSize" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        si->lightmapSampleSize = atoi( token );
                                }
-                               
+
                                /* q3map_lightmapSampleSffset <value> */
-                               else if( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        si->lightmapSampleOffset = atof( token );
                                }
-                               
+
                                /* ydnar: q3map_lightmapFilterRadius <self> <other> */
-                               else if( !Q_stricmp( token, "q3map_lightmapFilterRadius" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_lightmapFilterRadius" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        si->lmFilterRadius = atof( token );
                                        GetTokenAppend( shaderText, qfalse );
                                        si->lightFilterRadius = atof( token );
                                }
-                               
+
                                /* ydnar: q3map_lightmapAxis [xyz] */
-                               else if( !Q_stricmp( token, "q3map_lightmapAxis" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_lightmapAxis" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
-                                       if( !Q_stricmp( token, "x" ) )
+                                       if ( !Q_stricmp( token, "x" ) ) {
                                                VectorSet( si->lightmapAxis, 1, 0, 0 );
-                                       else if( !Q_stricmp( token, "y" ) )
+                                       }
+                                       else if ( !Q_stricmp( token, "y" ) ) {
                                                VectorSet( si->lightmapAxis, 0, 1, 0 );
-                                       else if( !Q_stricmp( token, "z" ) )
+                                       }
+                                       else if ( !Q_stricmp( token, "z" ) ) {
                                                VectorSet( si->lightmapAxis, 0, 0, 1 );
+                                       }
                                        else
                                        {
                                                Sys_Printf( "WARNING: Unknown value for lightmap axis: %s\n", token );
                                                VectorClear( si->lightmapAxis );
                                        }
                                }
-                               
+
                                /* ydnar: q3map_lightmapSize <width> <height> (for autogenerated shaders + external tga lightmaps) */
-                               else if( !Q_stricmp( token, "q3map_lightmapSize" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_lightmapSize" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        si->lmCustomWidth = atoi( token );
                                        GetTokenAppend( shaderText, qfalse );
                                        si->lmCustomHeight = atoi( token );
-                                       
+
                                        /* must be a power of 2 */
-                                       if( ((si->lmCustomWidth - 1) & si->lmCustomWidth) ||
-                                               ((si->lmCustomHeight - 1) & si->lmCustomHeight) )
-                                       {
+                                       if ( ( ( si->lmCustomWidth - 1 ) & si->lmCustomWidth ) ||
+                                                ( ( si->lmCustomHeight - 1 ) & si->lmCustomHeight ) ) {
                                                Sys_Printf( "WARNING: Non power-of-two lightmap size specified (%d, %d)\n",
-                                                        si->lmCustomWidth, si->lmCustomHeight );
+                                                                       si->lmCustomWidth, si->lmCustomHeight );
                                                si->lmCustomWidth = lmCustomSize;
                                                si->lmCustomHeight = lmCustomSize;
                                        }
                                }
 
                                /* ydnar: q3map_lightmapBrightness N (for autogenerated shaders + external tga lightmaps) */
-                               else if( !Q_stricmp( token, "q3map_lightmapBrightness" ) || !Q_stricmp( token, "q3map_lightmapGamma" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_lightmapBrightness" ) || !Q_stricmp( token, "q3map_lightmapGamma" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        si->lmBrightness = atof( token );
-                                       if( si->lmBrightness < 0 )
+                                       if ( si->lmBrightness < 0 ) {
                                                si->lmBrightness = 1.0;
+                                       }
                                }
-                               
+
                                /* q3map_vertexScale (scale vertex lighting by this fraction) */
-                               else if( !Q_stricmp( token, "q3map_vertexScale" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_vertexScale" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        si->vertexScale = atof( token );
                                }
-                               
+
                                /* q3map_noVertexLight */
-                               else if( !Q_stricmp( token, "q3map_noVertexLight" )  )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_noVertexLight" )  ) {
                                        si->noVertexLight = qtrue;
                                }
-                               
+
                                /* q3map_flare[Shader] <shader> */
-                               else if( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
-                                       if( token[ 0 ] != '\0' )
-                                       {
+                                       if ( token[ 0 ] != '\0' ) {
                                                si->flareShader = safe_malloc( strlen( token ) + 1 );
                                                strcpy( si->flareShader, token );
                                        }
                                }
-                               
+
                                /* q3map_backShader <shader> */
-                               else if( !Q_stricmp( token, "q3map_backShader" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_backShader" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
-                                       if( token[ 0 ] != '\0' )
-                                       {
+                                       if ( token[ 0 ] != '\0' ) {
                                                si->backShader = safe_malloc( strlen( token ) + 1 );
                                                strcpy( si->backShader, token );
                                        }
                                }
-                               
+
                                /* ydnar: q3map_cloneShader <shader> */
-                               else if ( !Q_stricmp( token, "q3map_cloneShader" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_cloneShader" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
-                                       if( token[ 0 ] != '\0' )
-                                       {
+                                       if ( token[ 0 ] != '\0' ) {
                                                si->cloneShader = safe_malloc( strlen( token ) + 1 );
                                                strcpy( si->cloneShader, token );
                                        }
                                }
-                               
+
                                /* q3map_remapShader <shader> */
-                               else if( !Q_stricmp( token, "q3map_remapShader" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_remapShader" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
-                                       if( token[ 0 ] != '\0' )
-                                       {
+                                       if ( token[ 0 ] != '\0' ) {
                                                si->remapShader = safe_malloc( strlen( token ) + 1 );
                                                strcpy( si->remapShader, token );
                                        }
                                }
-                               
+
                                /* ydnar: q3map_offset <value> */
-                               else if( !Q_stricmp( token, "q3map_offset" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_offset" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        si->offset = atof( token );
                                }
-                               
+
                                /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
-                               else if( !Q_stricmp( token, "q3map_fur" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_fur" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        si->furNumLayers = atoi( token );
                                        GetTokenAppend( shaderText, qfalse );
@@ -1605,10 +1577,9 @@ static void ParseShaderFile( const char *filename )
                                        GetTokenAppend( shaderText, qfalse );
                                        si->furFade = atof( token );
                                }
-                               
+
                                /* ydnar: gs mods: legacy support for terrain/terrain2 shaders */
-                               else if( !Q_stricmp( token, "q3map_terrain" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_terrain" ) ) {
                                        /* team arena terrain is assumed to be nonplanar, with full normal averaging,
                                           passed through the metatriangle surface pipeline, with a lightmap axis on z */
                                        si->legacyTerrain = qtrue;
@@ -1620,48 +1591,42 @@ static void ParseShaderFile( const char *filename )
                                        si->shadeAngleDegrees = 179.0f;
                                        //%     VectorSet( si->lightmapAxis, 0, 0, 1 ); /* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */
                                }
-                               
+
                                /* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */
-                               else if( !Q_stricmp( token, "q3map_forceMeta" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_forceMeta" ) ) {
                                        si->forceMeta = qtrue;
                                }
-                               
+
                                /* ydnar: gs mods: q3map_shadeAngle <degrees> */
-                               else if( !Q_stricmp( token, "q3map_shadeAngle" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_shadeAngle" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        si->shadeAngleDegrees = atof( token );
                                }
-                               
+
                                /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
-                               else if( !Q_stricmp( token, "q3map_textureSize" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_textureSize" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        si->shaderWidth = atoi( token );
                                        GetTokenAppend( shaderText, qfalse );
                                        si->shaderHeight = atoi( token );
                                }
-                               
+
                                /* ydnar: gs mods: q3map_tcGen <style> <parameters> */
-                               else if( !Q_stricmp( token, "q3map_tcGen" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_tcGen" ) ) {
                                        si->tcGen = qtrue;
                                        GetTokenAppend( shaderText, qfalse );
-                                       
+
                                        /* q3map_tcGen vector <s vector> <t vector> */
-                                       if( !Q_stricmp( token, "vector" ) )
-                                       {
+                                       if ( !Q_stricmp( token, "vector" ) ) {
                                                Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
                                                Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
                                        }
-                                       
+
                                        /* q3map_tcGen ivector <1.0/s vector> <1.0/t vector> (inverse vector, easier for mappers to understand) */
-                                       else if( !Q_stricmp( token, "ivector" ) )
-                                       {
+                                       else if ( !Q_stricmp( token, "ivector" ) ) {
                                                Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
                                                Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
-                                               for( i = 0; i < 3; i++ )
+                                               for ( i = 0; i < 3; i++ )
                                                {
                                                        si->vecs[ 0 ][ i ] = si->vecs[ 0 ][ i ] ? 1.0 / si->vecs[ 0 ][ i ] : 0;
                                                        si->vecs[ 1 ][ i ] = si->vecs[ 1 ][ i ] ? 1.0 / si->vecs[ 1 ][ i ] : 0;
@@ -1674,274 +1639,283 @@ static void ParseShaderFile( const char *filename )
                                                VectorClear( si->vecs[ 1 ] );
                                        }
                                }
-                               
+
                                /* ydnar: gs mods: q3map_[color|rgb|alpha][Gen|Mod] <style> <parameters> */
-                               else if( !Q_stricmp( token, "q3map_colorGen" ) || !Q_stricmp( token, "q3map_colorMod" ) ||
-                                       !Q_stricmp( token, "q3map_rgbGen" ) || !Q_stricmp( token, "q3map_rgbMod" ) ||
-                                       !Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" ) )
-                               {
-                                       colorMod_t      *cm, *cm2;
-                                       int                     alpha;
-                                       
-                                       
+                               else if ( !Q_stricmp( token, "q3map_colorGen" ) || !Q_stricmp( token, "q3map_colorMod" ) ||
+                                                 !Q_stricmp( token, "q3map_rgbGen" ) || !Q_stricmp( token, "q3map_rgbMod" ) ||
+                                                 !Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" ) ) {
+                                       colorMod_t  *cm, *cm2;
+                                       int alpha;
+
+
                                        /* alphamods are colormod + 1 */
-                                       alpha = (!Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" )) ? 1 : 0;
-                                       
+                                       alpha = ( !Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" ) ) ? 1 : 0;
+
                                        /* allocate new colormod */
                                        cm = safe_malloc( sizeof( *cm ) );
                                        memset( cm, 0, sizeof( *cm ) );
-                                       
+
                                        /* attach to shader */
-                                       if( si->colorMod == NULL )
+                                       if ( si->colorMod == NULL ) {
                                                si->colorMod = cm;
+                                       }
                                        else
                                        {
-                                               for( cm2 = si->colorMod; cm2 != NULL; cm2 = cm2->next )
+                                               for ( cm2 = si->colorMod; cm2 != NULL; cm2 = cm2->next )
                                                {
-                                                       if( cm2->next == NULL )
-                                                       {
+                                                       if ( cm2->next == NULL ) {
                                                                cm2->next = cm;
                                                                break;
                                                        }
                                                }
                                        }
-                                       
+
                                        /* get type */
                                        GetTokenAppend( shaderText, qfalse );
-                                       
+
                                        /* alpha set|const A */
-                                       if( alpha && (!Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" )) )
-                                       {
+                                       if ( alpha && ( !Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" ) ) ) {
                                                cm->type = CM_ALPHA_SET;
                                                GetTokenAppend( shaderText, qfalse );
                                                cm->data[ 0 ] = atof( token );
                                        }
-                                       
+
                                        /* color|rgb set|const ( X Y Z ) */
-                                       else if( !Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" ) )
-                                       {
+                                       else if ( !Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" ) ) {
                                                cm->type = CM_COLOR_SET;
                                                Parse1DMatrixAppend( shaderText, 3, cm->data );
                                        }
-                                       
+
                                        /* alpha scale A */
-                                       else if( alpha && !Q_stricmp( token, "scale" ) )
-                                       {
+                                       else if ( alpha && !Q_stricmp( token, "scale" ) ) {
                                                cm->type = CM_ALPHA_SCALE;
                                                GetTokenAppend( shaderText, qfalse );
                                                cm->data[ 0 ] = atof( token );
                                        }
-                                       
+
                                        /* color|rgb scale ( X Y Z ) */
-                                       else if( !Q_stricmp( token, "scale" ) )
-                                       {
+                                       else if ( !Q_stricmp( token, "scale" ) ) {
                                                cm->type = CM_COLOR_SCALE;
                                                Parse1DMatrixAppend( shaderText, 3, cm->data );
                                        }
-                                       
+
                                        /* dotProduct ( X Y Z ) */
-                                       else if( !Q_stricmp( token, "dotProduct" ) )
-                                       {
+                                       else if ( !Q_stricmp( token, "dotProduct" ) ) {
                                                cm->type = CM_COLOR_DOT_PRODUCT + alpha;
                                                Parse1DMatrixAppend( shaderText, 3, cm->data );
                                        }
-                                       
+
                                        /* dotProduct2 ( X Y Z ) */
-                                       else if( !Q_stricmp( token, "dotProduct2" ) )
-                                       {
+                                       else if ( !Q_stricmp( token, "dotProduct2" ) ) {
                                                cm->type = CM_COLOR_DOT_PRODUCT_2 + alpha;
                                                Parse1DMatrixAppend( shaderText, 3, cm->data );
                                        }
-                                       
+
                                        /* volume */
-                                       else if( !Q_stricmp( token, "volume" ) )
-                                       {
+                                       else if ( !Q_stricmp( token, "volume" ) ) {
                                                /* special stub mode for flagging volume brushes */
                                                cm->type = CM_VOLUME;
                                        }
-                                       
+
                                        /* unknown */
-                                       else
+                                       else{
                                                Sys_Printf( "WARNING: Unknown colorMod method: %s\n", token );
+                                       }
                                }
-                               
+
                                /* ydnar: gs mods: q3map_tcMod <style> <parameters> */
-                               else if( !Q_stricmp( token, "q3map_tcMod" ) )
-                               {
-                                       float   a, b;
-                                       
-                                       
+                               else if ( !Q_stricmp( token, "q3map_tcMod" ) ) {
+                                       float a, b;
+
+
                                        GetTokenAppend( shaderText, qfalse );
-                                       
+
                                        /* q3map_tcMod [translate | shift | offset] <s> <t> */
-                                       if( !Q_stricmp( token, "translate" ) || !Q_stricmp( token, "shift" ) || !Q_stricmp( token, "offset" ) )
-                                       {
+                                       if ( !Q_stricmp( token, "translate" ) || !Q_stricmp( token, "shift" ) || !Q_stricmp( token, "offset" ) ) {
                                                GetTokenAppend( shaderText, qfalse );
                                                a = atof( token );
                                                GetTokenAppend( shaderText, qfalse );
                                                b = atof( token );
-                                               
+
                                                TCModTranslate( si->mod, a, b );
                                        }
 
                                        /* q3map_tcMod scale <s> <t> */
-                                       else if( !Q_stricmp( token, "scale" ) )
-                                       {
+                                       else if ( !Q_stricmp( token, "scale" ) ) {
                                                GetTokenAppend( shaderText, qfalse );
                                                a = atof( token );
                                                GetTokenAppend( shaderText, qfalse );
                                                b = atof( token );
-                                               
+
                                                TCModScale( si->mod, a, b );
                                        }
-                                       
+
                                        /* q3map_tcMod rotate <s> <t> (fixme: make this communitive) */
-                                       else if( !Q_stricmp( token, "rotate" ) )
-                                       {
+                                       else if ( !Q_stricmp( token, "rotate" ) ) {
                                                GetTokenAppend( shaderText, qfalse );
                                                a = atof( token );
                                                TCModRotate( si->mod, a );
                                        }
-                                       else
+                                       else{
                                                Sys_Printf( "WARNING: Unknown q3map_tcMod method: %s\n", token );
+                                       }
                                }
-                               
+
                                /* q3map_fogDir (direction a fog shader fades from transparent to opaque) */
-                               else if( !Q_stricmp( token, "q3map_fogDir" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_fogDir" ) ) {
                                        Parse1DMatrixAppend( shaderText, 3, si->fogDir );
                                        VectorNormalize( si->fogDir, si->fogDir );
                                }
-                               
+
                                /* q3map_globaltexture */
-                               else if( !Q_stricmp( token, "q3map_globaltexture" )  )
+                               else if ( !Q_stricmp( token, "q3map_globaltexture" )  ) {
                                        si->globalTexture = qtrue;
-                               
+                               }
+
                                /* ydnar: gs mods: q3map_nonplanar (make it a nonplanar merge candidate for meta surfaces) */
-                               else if( !Q_stricmp( token, "q3map_nonplanar" ) )
+                               else if ( !Q_stricmp( token, "q3map_nonplanar" ) ) {
                                        si->nonplanar = qtrue;
-                               
+                               }
+
                                /* ydnar: gs mods: q3map_noclip (preserve original face winding, don't clip by bsp tree) */
-                               else if( !Q_stricmp( token, "q3map_noclip" ) )
+                               else if ( !Q_stricmp( token, "q3map_noclip" ) ) {
                                        si->noClip = qtrue;
-                               
+                               }
+
                                /* q3map_notjunc */
-                               else if( !Q_stricmp( token, "q3map_notjunc" ) )
+                               else if ( !Q_stricmp( token, "q3map_notjunc" ) ) {
                                        si->notjunc = qtrue;
-                               
+                               }
+
                                /* q3map_nofog */
-                               else if( !Q_stricmp( token, "q3map_nofog" ) )
+                               else if ( !Q_stricmp( token, "q3map_nofog" ) ) {
                                        si->noFog = qtrue;
-                               
+                               }
+
                                /* ydnar: gs mods: q3map_indexed (for explicit terrain-style indexed mapping) */
-                               else if( !Q_stricmp( token, "q3map_indexed" ) )
+                               else if ( !Q_stricmp( token, "q3map_indexed" ) ) {
                                        si->indexed = qtrue;
-                               
+                               }
+
                                /* ydnar: q3map_invert (inverts a drawsurface's facing) */
-                               else if( !Q_stricmp( token, "q3map_invert" ) )
+                               else if ( !Q_stricmp( token, "q3map_invert" ) ) {
                                        si->invert = qtrue;
-                               
+                               }
+
                                /* ydnar: gs mods: q3map_lightmapMergable (ok to merge non-planar */
-                               else if( !Q_stricmp( token, "q3map_lightmapMergable" ) )
+                               else if ( !Q_stricmp( token, "q3map_lightmapMergable" ) ) {
                                        si->lmMergable = qtrue;
-                               
+                               }
+
                                /* ydnar: q3map_nofast */
-                               else if( !Q_stricmp( token, "q3map_noFast" ) )
+                               else if ( !Q_stricmp( token, "q3map_noFast" ) ) {
                                        si->noFast = qtrue;
-                               
+                               }
+
                                /* q3map_patchshadows */
-                               else if( !Q_stricmp( token, "q3map_patchShadows" ) )
+                               else if ( !Q_stricmp( token, "q3map_patchShadows" ) ) {
                                        si->patchShadows = qtrue;
-                               
+                               }
+
                                /* q3map_vertexshadows */
-                               else if( !Q_stricmp( token, "q3map_vertexShadows" ) )
-                                       si->vertexShadows = qtrue;      /* ydnar */
-                               
+                               else if ( !Q_stricmp( token, "q3map_vertexShadows" ) ) {
+                                       si->vertexShadows = qtrue;  /* ydnar */
+
+                               }
                                /* q3map_novertexshadows */
-                               else if( !Q_stricmp( token, "q3map_noVertexShadows" ) )
-                                       si->vertexShadows = qfalse;     /* ydnar */
-                               
+                               else if ( !Q_stricmp( token, "q3map_noVertexShadows" ) ) {
+                                       si->vertexShadows = qfalse; /* ydnar */
+
+                               }
                                /* q3map_splotchfix (filter dark lightmap luxels on lightmapped models) */
-                               else if( !Q_stricmp( token, "q3map_splotchfix" ) )
-                                       si->splotchFix = qtrue; /* ydnar */
-                               
+                               else if ( !Q_stricmp( token, "q3map_splotchfix" ) ) {
+                                       si->splotchFix = qtrue; /* ydnar */
+
+                               }
                                /* q3map_forcesunlight */
-                               else if( !Q_stricmp( token, "q3map_forceSunlight" ) )
+                               else if ( !Q_stricmp( token, "q3map_forceSunlight" ) ) {
                                        si->forceSunlight = qtrue;
-                               
+                               }
+
                                /* q3map_onlyvertexlighting (sof2) */
-                               else if( !Q_stricmp( token, "q3map_onlyVertexLighting" ) )
+                               else if ( !Q_stricmp( token, "q3map_onlyVertexLighting" ) ) {
                                        ApplySurfaceParm( "pointlight", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
-                               
+                               }
+
                                /* q3map_material (sof2) */
-                               else if( !Q_stricmp( token, "q3map_material" ) )
-                               {
+                               else if ( !Q_stricmp( token, "q3map_material" ) ) {
                                        GetTokenAppend( shaderText, qfalse );
                                        sprintf( temp, "*mat_%s", token );
-                                       if( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
+                                       if ( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse ) {
                                                Sys_Printf( "WARNING: Unknown material \"%s\"\n", token );
+                                       }
                                }
-                               
+
                                /* ydnar: q3map_clipmodel (autogenerate clip brushes for model triangles using this shader) */
-                               else if( !Q_stricmp( token, "q3map_clipmodel" )  )
+                               else if ( !Q_stricmp( token, "q3map_clipmodel" )  ) {
                                        si->clipModel = qtrue;
-                               
+                               }
+
                                /* ydnar: q3map_styleMarker[2] */
-                               else if( !Q_stricmp( token, "q3map_styleMarker" ) )
+                               else if ( !Q_stricmp( token, "q3map_styleMarker" ) ) {
                                        si->styleMarker = 1;
-                               else if( !Q_stricmp( token, "q3map_styleMarker2" ) )    /* uses depthFunc equal */
+                               }
+                               else if ( !Q_stricmp( token, "q3map_styleMarker2" ) ) {  /* uses depthFunc equal */
                                        si->styleMarker = 2;
-                               
+                               }
+
                                /* ydnar: default to searching for q3map_<surfaceparm> */
                                else
                                {
                                        //%     Sys_FPrintf( SYS_VRB, "Attempting to match %s with a known surfaceparm\n", token );
-                                       if( ApplySurfaceParm( &token[ 6 ], &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
-                                               ;//%    Sys_Printf( "WARNING: Unknown q3map_* directive \"%s\"\n", token );
+                                       if ( ApplySurfaceParm( &token[ 6 ], &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse ) {
+                                               ; //%   Sys_Printf( "WARNING: Unknown q3map_* directive \"%s\"\n", token );
+                                       }
                                }
                        }
-                       
-                       
+
+
                        /* -----------------------------------------------------------------
                           skip
                           ----------------------------------------------------------------- */
-                       
+
                        /* ignore all other tokens on the line */
-                       while( TokenAvailable() && GetTokenAppend( shaderText, qfalse ) );
-               }                       
+                       while ( TokenAvailable() && GetTokenAppend( shaderText, qfalse ) ) ;
+               }
        }
 }
 
 
 
 /*
-ParseCustomInfoParms() - rr2do2
-loads custom info parms file for mods
-*/
+   ParseCustomInfoParms() - rr2do2
+   loads custom info parms file for mods
+ */
 
-static void ParseCustomInfoParms( void )
-{
+static void ParseCustomInfoParms( void ){
        qboolean parsedContent, parsedSurface;
-       
-       
+
+
        /* file exists? */
-       if( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 )
+       if ( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 ) {
                return;
-       
+       }
+
        /* load it */
        LoadScriptFile( "scripts/custinfoparms.txt", 0 );
-       
+
        /* clear the array */
        memset( custSurfaceParms, 0, sizeof( custSurfaceParms ) );
        numCustSurfaceParms = 0;
        parsedContent = parsedSurface = qfalse;
-       
+
        /* parse custom contentflags */
        MatchToken( "{" );
        while ( 1 )
        {
-               if ( !GetToken( qtrue ) )
+               if ( !GetToken( qtrue ) ) {
                        break;
+               }
 
                if ( !strcmp( token, "}" ) ) {
                        parsedContent = qtrue;
@@ -1954,23 +1928,22 @@ static void ParseCustomInfoParms( void )
                sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].contentFlags );
                numCustSurfaceParms++;
        }
-       
+
        /* any content? */
-       if( !parsedContent )
-       {
+       if ( !parsedContent ) {
                Sys_Printf( "WARNING: Couldn't find valid custom contentsflag section\n" );
                return;
        }
-       
+
        /* parse custom surfaceflags */
        MatchToken( "{" );
-       while( 1 )
+       while ( 1 )
        {
-               if( !GetToken( qtrue ) )
+               if ( !GetToken( qtrue ) ) {
                        break;
+               }
 
-               if( !strcmp( token, "}" ) )
-               {
+               if ( !strcmp( token, "}" ) ) {
                        parsedSurface = qtrue;
                        break;
                }
@@ -1981,78 +1954,80 @@ static void ParseCustomInfoParms( void )
                sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].surfaceFlags );
                numCustSurfaceParms++;
        }
-       
+
        /* any content? */
-       if( !parsedContent )
+       if ( !parsedContent ) {
                Sys_Printf( "WARNING: Couldn't find valid custom surfaceflag section\n" );
+       }
 }
 
-       
+
 
 /*
-LoadShaderInfo()
-the shaders are parsed out of shaderlist.txt from a main directory
-that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
-on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
-*/
-
-#define        MAX_SHADER_FILES        1024
-
-void LoadShaderInfo( void )
-{
-       int                             i, j, numShaderFiles, count;
-       char                    filename[ 1024 ];
-       char                    *shaderFiles[ MAX_SHADER_FILES ];
-       
-       
+   LoadShaderInfo()
+   the shaders are parsed out of shaderlist.txt from a main directory
+   that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
+   on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
+ */
+
+#define MAX_SHADER_FILES    1024
+
+void LoadShaderInfo( void ){
+       int i, j, numShaderFiles, count;
+       char filename[ 1024 ];
+       char            *shaderFiles[ MAX_SHADER_FILES ];
+
+
        /* rr2do2: parse custom infoparms first */
-       if( useCustomInfoParms )
+       if ( useCustomInfoParms ) {
                ParseCustomInfoParms();
-       
+       }
+
        /* start with zero */
        numShaderFiles = 0;
-       
+
        /* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */
        sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
        count = vfsGetFileCount( filename );
-       
+
        /* load them all */
-       for( i = 0; i < count; i++ )
+       for ( i = 0; i < count; i++ )
        {
                /* load shader list */
                sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
                LoadScriptFile( filename, i );
-               
+
                /* parse it */
-               while( GetToken( qtrue ) )
+               while ( GetToken( qtrue ) )
                {
                        /* check for duplicate entries */
-                       for( j = 0; j < numShaderFiles; j++ )
-                               if( !strcmp( shaderFiles[ j ], token ) )
+                       for ( j = 0; j < numShaderFiles; j++ )
+                               if ( !strcmp( shaderFiles[ j ], token ) ) {
                                        break;
-                       
+                               }
+
                        /* test limit */
-                       if( j >= MAX_SHADER_FILES )
+                       if ( j >= MAX_SHADER_FILES ) {
                                Error( "MAX_SHADER_FILES (%d) reached, trim your shaderlist.txt!", (int) MAX_SHADER_FILES );
-                       
+                       }
+
                        /* new shader file */
-                       if( j == numShaderFiles )
-                       {
+                       if ( j == numShaderFiles ) {
                                shaderFiles[ numShaderFiles ] = safe_malloc( MAX_OS_PATH );
                                strcpy( shaderFiles[ numShaderFiles ], token );
                                numShaderFiles++;
                        }
                }
        }
-       
+
        /* parse the shader files */
-       for( i = 0; i < numShaderFiles; i++ )
+       for ( i = 0; i < numShaderFiles; i++ )
        {
                sprintf( filename, "%s/%s.shader", game->shaderPath, shaderFiles[ i ] );
                ParseShaderFile( filename );
                free( shaderFiles[ i ] );
        }
-       
+
        /* emit some statistics */
        Sys_FPrintf( SYS_VRB, "%9d shaderInfo\n", numShaderInfo );
 }