]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/convert_ase.c
my own uncrustify run
[xonotic/netradiant.git] / tools / quake3 / q3map2 / convert_ase.c
index f16a9d08478e65703834d7a663cb6b07abe220a7..4a6c7258e24ec03b27b9180ac508b0bd2b6b242c 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."
 
-------------------------------------------------------------------------------- */
+   ------------------------------------------------------------------------------- */
 
 
 
@@ -39,23 +39,23 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2."
 
 
 /*
-ConvertSurface()
-converts a bsp drawsurface to an ase chunk
-*/
+   ConvertSurface()
+   converts a bsp drawsurface to an ase chunk
+ */
 
 int numLightmapsASE = 0;
-static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin )
-{
-       int                             i, v, face, a, b, c;
-       bspDrawVert_t   *dv;
-       vec3_t                  normal;
-       char                    name[ 1024 ];
-       
-       
+static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin ){
+       int i, v, face, a, b, c;
+       bspDrawVert_t   *dv;
+       vec3_t normal;
+       char name[ 1024 ];
+
+
        /* ignore patches for now */
-       if( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP )
+       if ( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP ) {
                return;
-       
+       }
+
        /* print object header for each dsurf */
        sprintf( name, "mat%dmodel%dsurf%d", ds->shaderNum, modelNum, surfaceNum );
        fprintf( f, "*GEOMOBJECT\t{\r\n" );
@@ -71,25 +71,25 @@ static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSur
        fprintf( f, "\t\t*TM_ROW3\t0\t0\t0\r\n" );
        fprintf( f, "\t\t*TM_POS\t%f\t%f\t%f\r\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
        fprintf( f, "\t}\r\n" );
-       
+
        /* print mesh header */
        fprintf( f, "\t*MESH\t{\r\n" );
        fprintf( f, "\t\t*TIMEVALUE\t0\r\n" );
        fprintf( f, "\t\t*MESH_NUMVERTEX\t%d\r\n", ds->numVerts );
        fprintf( f, "\t\t*MESH_NUMFACES\t%d\r\n", ds->numIndexes / 3 );
-       switch( ds->surfaceType )
+       switch ( ds->surfaceType )
        {
-               case MST_PLANAR:
-                       fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_PLANAR\"\r\n" );
-                       break;
-               case MST_TRIANGLE_SOUP:
-                       fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_TRIANGLE_SOUP\"\r\n" );
-                       break;
+       case MST_PLANAR:
+               fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_PLANAR\"\r\n" );
+               break;
+       case MST_TRIANGLE_SOUP:
+               fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_TRIANGLE_SOUP\"\r\n" );
+               break;
        }
-       
+
        /* export vertex xyz */
        fprintf( f, "\t\t*MESH_VERTEX_LIST\t{\r\n" );
-       for( i = 0; i < ds->numVerts; i++ )
+       for ( i = 0; i < ds->numVerts; i++ )
        {
                v = i + ds->firstVert;
                dv = &bspDrawVerts[ v ];
@@ -99,63 +99,64 @@ static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSur
 
        /* export vertex normals */
        fprintf( f, "\t\t*MESH_NORMALS\t{\r\n" );
-       for( i = 0; i < ds->numIndexes; i += 3 )
+       for ( i = 0; i < ds->numIndexes; i += 3 )
        {
-               face = (i / 3);
+               face = ( i / 3 );
                a = bspDrawIndexes[ i + ds->firstIndex ];
                b = bspDrawIndexes[ i + ds->firstIndex + 1 ];
                c = bspDrawIndexes[ i + ds->firstIndex + 2 ];
                VectorCopy( bspDrawVerts[ a ].normal, normal );
                VectorAdd( normal, bspDrawVerts[ b ].normal, normal );
                VectorAdd( normal, bspDrawVerts[ c ].normal, normal );
-               if( VectorNormalize( normal, normal ) )
+               if ( VectorNormalize( normal, normal ) ) {
                        fprintf( f, "\t\t\t*MESH_FACENORMAL\t%d\t%f\t%f\t%f\r\n", face, normal[ 0 ], normal[ 1 ], normal[ 2 ] );
+               }
        }
-       for( i = 0; i < ds->numVerts; i++ )
+       for ( i = 0; i < ds->numVerts; i++ )
        {
                v = i + ds->firstVert;
                dv = &bspDrawVerts[ v ];
                fprintf( f, "\t\t\t*MESH_VERTEXNORMAL\t%d\t%f\t%f\t%f\r\n", i, dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ] );
        }
        fprintf( f, "\t\t}\r\n" );
-       
+
        /* export faces */
        fprintf( f, "\t\t*MESH_FACE_LIST\t{\r\n" );
-       for( i = 0; i < ds->numIndexes; i += 3 )
+       for ( i = 0; i < ds->numIndexes; i += 3 )
        {
-               face = (i / 3);
+               face = ( i / 3 );
                a = bspDrawIndexes[ i + ds->firstIndex ];
                c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
                b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
                fprintf( f, "\t\t\t*MESH_FACE\t%d\tA:\t%d\tB:\t%d\tC:\t%d\tAB:\t1\tBC:\t1\tCA:\t1\t*MESH_SMOOTHING\t0\t*MESH_MTLID\t0\r\n",
-                       face, a, b, c );
+                                face, a, b, c );
        }
        fprintf( f, "\t\t}\r\n" );
-       
+
        /* export vertex st */
        fprintf( f, "\t\t*MESH_NUMTVERTEX\t%d\r\n", ds->numVerts );
        fprintf( f, "\t\t*MESH_TVERTLIST\t{\r\n" );
-       for( i = 0; i < ds->numVerts; i++ )
+       for ( i = 0; i < ds->numVerts; i++ )
        {
                v = i + ds->firstVert;
                dv = &bspDrawVerts[ v ];
-               fprintf( f, "\t\t\t*MESH_TVERT\t%d\t%f\t%f\t%f\r\n", i, dv->st[ 0 ], (1.0 - dv->st[ 1 ]), 1.0f );
+               fprintf( f, "\t\t\t*MESH_TVERT\t%d\t%f\t%f\t%f\r\n", i, dv->st[ 0 ], ( 1.0 - dv->st[ 1 ] ), 1.0f );
        }
        fprintf( f, "\t\t}\r\n" );
-       
+
        /* export texture faces */
        fprintf( f, "\t\t*MESH_NUMTVFACES\t%d\r\n", ds->numIndexes / 3 );
        fprintf( f, "\t\t*MESH_TFACELIST\t{\r\n" );
-       for( i = 0; i < ds->numIndexes; i += 3 )
+       for ( i = 0; i < ds->numIndexes; i += 3 )
        {
-               face = (i / 3);
+               face = ( i / 3 );
                a = bspDrawIndexes[ i + ds->firstIndex ];
                c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
                b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
                fprintf( f, "\t\t\t*MESH_TFACE\t%d\t%d\t%d\t%d\r\n", face, a, b, c );
        }
        fprintf( f, "\t\t}\r\n" );
-       
+
        /* print mesh footer */
        fprintf( f, "\t}\r\n" );
 
@@ -163,33 +164,34 @@ static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSur
        fprintf( f, "\t*PROP_MOTIONBLUR\t0\r\n" );
        fprintf( f, "\t*PROP_CASTSHADOW\t1\r\n" );
        fprintf( f, "\t*PROP_RECVSHADOW\t1\r\n" );
-       if(lightmapsAsTexcoord)
-       {
-               if(ds->lightmapNum[0] >= 0 && ds->lightmapNum[0] + (int)deluxemap < numLightmapsASE)
+       if ( lightmapsAsTexcoord ) {
+               if ( ds->lightmapNum[0] >= 0 && ds->lightmapNum[0] + (int)deluxemap < numLightmapsASE ) {
                        fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->lightmapNum[0] + deluxemap );
-               else
+               }
+               else{
                        Sys_Printf( "WARNING: lightmap %d out of range, not exporting\n", ds->lightmapNum[0] + deluxemap );
+               }
        }
-       else
+       else{
                fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->shaderNum );
+       }
        fprintf( f, "}\r\n" );
 }
 
 
 
 /*
-ConvertModel()
-exports a bsp model to an ase chunk
-*/
-
-static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )
-{
-       int                                     i, s;
-       bspDrawSurface_t        *ds;
-       
-       
+   ConvertModel()
+   exports a bsp model to an ase chunk
+ */
+
+static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin ){
+       int i, s;
+       bspDrawSurface_t    *ds;
+
+
        /* go through each drawsurf in the model */
-       for( i = 0; i < model->numBSPSurfaces; i++ )
+       for ( i = 0; i < model->numBSPSurfaces; i++ )
        {
                s = i + model->firstBSPSurface;
                ds = &bspDrawSurfaces[ s ];
@@ -200,110 +202,111 @@ static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origi
 
 
 /*
-ConvertShader()
-exports a bsp shader to an ase chunk
-*/
+   ConvertShader()
+   exports a bsp shader to an ase chunk
+ */
 
 /*
-       *MATERIAL 0 {
-               *MATERIAL_NAME "models/test/rock16l"
-               *MATERIAL_CLASS "Standard"
-               *MATERIAL_AMBIENT 0.5882        0.5882  0.5882
-               *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882
-               *MATERIAL_SPECULAR 0.5882       0.5882  0.5882
-               *MATERIAL_SHINE 0.0000
-               *MATERIAL_SHINESTRENGTH 0.0000
-               *MATERIAL_TRANSPARENCY 0.0000
-               *MATERIAL_WIRESIZE 1.0000
-               *MATERIAL_SHADING Phong
-               *MATERIAL_XP_FALLOFF 0.0000
-               *MATERIAL_SELFILLUM 0.0000
-               *MATERIAL_FALLOFF In
-               *MATERIAL_XP_TYPE Filter
-               *MAP_DIFFUSE {
-                       *MAP_NAME "Map #2"
-                       *MAP_CLASS "Bitmap"
-                       *MAP_SUBNO 1
-                       *MAP_AMOUNT 1.0000
-                       *BITMAP "models/test/rock16l"
-                       *MAP_TYPE Screen
-                       *UVW_U_OFFSET 0.0000
-                       *UVW_V_OFFSET 0.0000
-                       *UVW_U_TILING 1.0000
-                       *UVW_V_TILING 1.0000
-                       *UVW_ANGLE 0.0000
-                       *UVW_BLUR 1.0000
-                       *UVW_BLUR_OFFSET 0.0000
-                       *UVW_NOUSE_AMT 1.0000
-                       *UVW_NOISE_SIZE 1.0000
-                       *UVW_NOISE_LEVEL 1
-                       *UVW_NOISE_PHASE 0.0000
-                       *BITMAP_FILTER Pyramidal
-               }
-       }
-*/
-
-static void ConvertShader( FILE *f, bspShader_t *shader, int shaderNum )
-{
-       shaderInfo_t    *si;
-       char                    *c, filename[ 1024 ];
-       
-       
+   *MATERIAL 0 {
+   *MATERIAL_NAME "models/test/rock16l"
+   *MATERIAL_CLASS "Standard"
+   *MATERIAL_AMBIENT 0.5882    0.5882  0.5882
+   *MATERIAL_DIFFUSE 0.5882    0.5882  0.5882
+   *MATERIAL_SPECULAR 0.5882   0.5882  0.5882
+   *MATERIAL_SHINE 0.0000
+   *MATERIAL_SHINESTRENGTH 0.0000
+   *MATERIAL_TRANSPARENCY 0.0000
+   *MATERIAL_WIRESIZE 1.0000
+   *MATERIAL_SHADING Phong
+   *MATERIAL_XP_FALLOFF 0.0000
+   *MATERIAL_SELFILLUM 0.0000
+   *MATERIAL_FALLOFF In
+   *MATERIAL_XP_TYPE Filter
+   *MAP_DIFFUSE {
+   *MAP_NAME "Map #2"
+   *MAP_CLASS "Bitmap"
+   *MAP_SUBNO 1
+   *MAP_AMOUNT 1.0000
+   *BITMAP "models/test/rock16l"
+   *MAP_TYPE Screen
+   *UVW_U_OFFSET 0.0000
+   *UVW_V_OFFSET 0.0000
+   *UVW_U_TILING 1.0000
+   *UVW_V_TILING 1.0000
+   *UVW_ANGLE 0.0000
+   *UVW_BLUR 1.0000
+   *UVW_BLUR_OFFSET 0.0000
+   *UVW_NOUSE_AMT 1.0000
+   *UVW_NOISE_SIZE 1.0000
+   *UVW_NOISE_LEVEL 1
+   *UVW_NOISE_PHASE 0.0000
+   *BITMAP_FILTER Pyramidal
+        }
+    }
+ */
+
+static void ConvertShader( FILE *f, bspShader_t *shader, int shaderNum ){
+       shaderInfo_t    *si;
+       char            *c, filename[ 1024 ];
+
+
        /* get shader */
        si = ShaderInfoForShader( shader->shader );
-       if( si == NULL )
-       {
+       if ( si == NULL ) {
                Sys_Printf( "WARNING: NULL shader in BSP\n" );
                return;
        }
-       
+
        /* set bitmap filename */
-       if( si->shaderImage->filename[ 0 ] != '*' )
+       if ( si->shaderImage->filename[ 0 ] != '*' ) {
                strcpy( filename, si->shaderImage->filename );
-       else
+       }
+       else{
                sprintf( filename, "%s.tga", si->shader );
-       for( c = filename; *c != '\0'; c++ )
-               if( *c == '/' )
+       }
+       for ( c = filename; *c != '\0'; c++ )
+               if ( *c == '/' ) {
                        *c = '\\';
-       
+               }
+
        /* print shader info */
        fprintf( f, "\t*MATERIAL\t%d\t{\r\n", shaderNum );
        fprintf( f, "\t\t*MATERIAL_NAME\t\"%s\"\r\n", shader->shader );
        fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" );
        fprintf( f, "\t\t*MATERIAL_DIFFUSE\t%f\t%f\t%f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] );
        fprintf( f, "\t\t*MATERIAL_SHADING Phong\r\n" );
-       
+
        /* print map info */
        fprintf( f, "\t\t*MAP_DIFFUSE\t{\r\n" );
        fprintf( f, "\t\t\t*MAP_NAME\t\"%s\"\r\n", shader->shader );
-       fprintf( f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n");
+       fprintf( f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n" );
        fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" );
        fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" );
        fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" );
-       if(shadersAsBitmap)
+       if ( shadersAsBitmap ) {
                fprintf( f, "\t\t\t*BITMAP\t\"%s\"\r\n", shader->shader );
-       else
+       }
+       else{
                fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename );
+       }
        fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );
        fprintf( f, "\t\t}\r\n" );
-       
+
        fprintf( f, "\t}\r\n" );
 }
-static void ConvertLightmap( FILE *f, const char *base, int lightmapNum )
-{
+static void ConvertLightmap( FILE *f, const char *base, int lightmapNum ){
        /* print shader info */
        fprintf( f, "\t*MATERIAL\t%d\t{\r\n", lightmapNum );
        fprintf( f, "\t\t*MATERIAL_NAME\t\"lm_%04d\"\r\n", lightmapNum );
        fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" );
-       fprintf( f, "\t\t*MATERIAL_DIFFUSE\t1\t1\t1\r\n");
+       fprintf( f, "\t\t*MATERIAL_DIFFUSE\t1\t1\t1\r\n" );
        fprintf( f, "\t\t*MATERIAL_SHADING Phong\r\n" );
-       
+
        /* print map info */
-       if(lightmapNum >= 0)
-       {
+       if ( lightmapNum >= 0 ) {
                fprintf( f, "\t\t*MAP_DIFFUSE\t{\r\n" );
                fprintf( f, "\t\t\t*MAP_NAME\t\"lm_%04d\"\r\n", lightmapNum );
-               fprintf( f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n");
+               fprintf( f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n" );
                fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" );
                fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" );
                fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" );
@@ -311,29 +314,28 @@ static void ConvertLightmap( FILE *f, const char *base, int lightmapNum )
                fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );
                fprintf( f, "\t\t}\r\n" );
        }
-       
+
        fprintf( f, "\t}\r\n" );
 }
 
 
 
 /*
-ConvertBSPToASE()
-exports an 3d studio ase file from the bsp
-*/
-
-int ConvertBSPToASE( char *bspName )
-{
-       int                             i, modelNum;
-       FILE                    *f;
-       bspShader_t             *shader;
-       bspModel_t              *model;
-       entity_t                *e;
-       vec3_t                  origin;
-       const char              *key;
-       char                    name[ 1024 ], base[ 1024 ], dirname[ 1024 ];
-       
-       
+   ConvertBSPToASE()
+   exports an 3d studio ase file from the bsp
+ */
+
+int ConvertBSPToASE( char *bspName ){
+       int i, modelNum;
+       FILE            *f;
+       bspShader_t     *shader;
+       bspModel_t      *model;
+       entity_t        *e;
+       vec3_t origin;
+       const char      *key;
+       char name[ 1024 ], base[ 1024 ], dirname[ 1024 ];
+
+
        /* note it */
        Sys_Printf( "--- Convert BSP to ASE ---\n" );
 
@@ -344,14 +346,15 @@ int ConvertBSPToASE( char *bspName )
        StripExtension( name );
        strcat( name, ".ase" );
        Sys_Printf( "writing %s\n", name );
-       
+
        ExtractFileBase( bspName, base );
-       
+
        /* open it */
        f = fopen( name, "wb" );
-       if( f == NULL )
+       if ( f == NULL ) {
                Error( "Open failed on %s\n", name );
-       
+       }
+
        /* print header */
        fprintf( f, "*3DSMAX_ASCIIEXPORT\t200\r\n" );
        fprintf( f, "*COMMENT\t\"Generated by Q3Map2 (ydnar) -convert -format ase\"\r\n" );
@@ -364,74 +367,75 @@ int ConvertBSPToASE( char *bspName )
        fprintf( f, "\t*SCENE_BACKGROUND_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
        fprintf( f, "\t*SCENE_AMBIENT_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
        fprintf( f, "}\r\n" );
-       
+
        /* print materials */
        fprintf( f, "*MATERIAL_LIST\t{\r\n" );
-       if(lightmapsAsTexcoord)
-       {
+       if ( lightmapsAsTexcoord ) {
                int lightmapCount;
-               for( lightmapCount = 0; lightmapCount < numBSPLightmaps; lightmapCount++ )
+               for ( lightmapCount = 0; lightmapCount < numBSPLightmaps; lightmapCount++ )
                        ;
-               for( ; ; lightmapCount++ )
+               for ( ; ; lightmapCount++ )
                {
                        char buf[1024];
                        FILE *tmp;
-                       snprintf(buf, sizeof(buf), "%s/lm_%04d.tga", dirname, lightmapCount);
-                       buf[sizeof(buf) - 1] = 0;
-                       tmp = fopen(buf, "rb");
-                       if(!tmp)
+                       snprintf( buf, sizeof( buf ), "%s/lm_%04d.tga", dirname, lightmapCount );
+                       buf[sizeof( buf ) - 1] = 0;
+                       tmp = fopen( buf, "rb" );
+                       if ( !tmp ) {
                                break;
-                       fclose(tmp);
+                       }
+                       fclose( tmp );
                }
                fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", lightmapCount );
-               for( i = 0; i < lightmapCount; i++ )
+               for ( i = 0; i < lightmapCount; i++ )
                        ConvertLightmap( f, base, i );
                numLightmapsASE = lightmapCount;
        }
        else
        {
                fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders );
-               for( i = 0; i < numBSPShaders; i++ )
+               for ( i = 0; i < numBSPShaders; i++ )
                {
                        shader = &bspShaders[ i ];
                        ConvertShader( f, shader, i );
                }
        }
        fprintf( f, "}\r\n" );
-       
+
        /* walk entity list */
-       for( i = 0; i < numEntities; i++ )
+       for ( i = 0; i < numEntities; i++ )
        {
                /* get entity and model */
                e = &entities[ i ];
-               if( i == 0 )
+               if ( i == 0 ) {
                        modelNum = 0;
+               }
                else
                {
                        key = ValueForKey( e, "model" );
-                       if( key[ 0 ] != '*' )
+                       if ( key[ 0 ] != '*' ) {
                                continue;
+                       }
                        modelNum = atoi( key + 1 );
                }
                model = &bspModels[ modelNum ];
-               
+
                /* get entity origin */
                key = ValueForKey( e, "origin" );
-               if( key[ 0 ] == '\0' )
+               if ( key[ 0 ] == '\0' ) {
                        VectorClear( origin );
-               else
+               }
+               else{
                        GetVectorForKey( e, "origin", origin );
-               
+               }
+
                /* convert model */
                ConvertModel( f, model, modelNum, origin );
        }
-       
+
        /* close the file and return */
        fclose( f );
-       
+
        /* return to sender */
        return 0;
 }
-
-
-