]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/mesh.c
Merge remote-tracking branch 'github/master'
[xonotic/netradiant.git] / tools / quake3 / q3map2 / mesh.c
index 6348d57789a5c36d058c6bf4b0a761e6755fbc61..023afe392fc21f8359e6c8d4f7f3926b14a22d2c 100644 (file)
@@ -1,29 +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."
 
-------------------------------------------------------------------------------- */
+   ------------------------------------------------------------------------------- */
 
 
 
@@ -38,78 +39,78 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2."
 
 
 /*
-LerpDrawVert()
-returns an 50/50 interpolated vert
-*/
-
-void LerpDrawVert( bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *out )
-{
-       int             k;
-       
-       
-       out->xyz[ 0 ] = 0.5 * (a->xyz[ 0 ] + b->xyz[ 0 ]);
-       out->xyz[ 1 ] = 0.5 * (a->xyz[ 1 ] + b->xyz[ 1 ]);
-       out->xyz[ 2 ] = 0.5 * (a->xyz[ 2 ] + b->xyz[ 2 ]);
-
-       out->st[ 0 ] = 0.5 * (a->st[ 0 ] + b->st[ 0 ]);
-       out->st[ 1 ] = 0.5 * (a->st[ 1 ] + b->st[ 1 ]);
-       
-       for( k = 0; k < MAX_LIGHTMAPS; k++ )
+   LerpDrawVert()
+   returns an 50/50 interpolated vert
+ */
+
+void LerpDrawVert( bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *out ){
+       int k;
+
+
+       out->xyz[ 0 ] = 0.5 * ( a->xyz[ 0 ] + b->xyz[ 0 ] );
+       out->xyz[ 1 ] = 0.5 * ( a->xyz[ 1 ] + b->xyz[ 1 ] );
+       out->xyz[ 2 ] = 0.5 * ( a->xyz[ 2 ] + b->xyz[ 2 ] );
+
+       out->st[ 0 ] = 0.5 * ( a->st[ 0 ] + b->st[ 0 ] );
+       out->st[ 1 ] = 0.5 * ( a->st[ 1 ] + b->st[ 1 ] );
+
+       for ( k = 0; k < MAX_LIGHTMAPS; k++ )
        {
-               out->lightmap[ k ][ 0 ] = 0.5f * (a->lightmap[ k ][ 0 ] + b->lightmap[ k ][ 0 ]);
-               out->lightmap[ k ][ 1 ] = 0.5f * (a->lightmap[ k ][ 1 ] + b->lightmap[ k ][ 1 ]);
-               out->color[ k ][ 0 ] = (a->color[ k ][ 0 ] + b->color[ k ][ 0 ]) >> 1;
-               out->color[ k ][ 1 ] = (a->color[ k ][ 1 ] + b->color[ k ][ 1 ]) >> 1;
-               out->color[ k ][ 2 ] = (a->color[ k ][ 2 ] + b->color[ k ][ 2 ]) >> 1;
-               out->color[ k ][ 3 ] = (a->color[ k ][ 3 ] + b->color[ k ][ 3 ]) >> 1;
+               out->lightmap[ k ][ 0 ] = 0.5f * ( a->lightmap[ k ][ 0 ] + b->lightmap[ k ][ 0 ] );
+               out->lightmap[ k ][ 1 ] = 0.5f * ( a->lightmap[ k ][ 1 ] + b->lightmap[ k ][ 1 ] );
+               out->color[ k ][ 0 ] = ( a->color[ k ][ 0 ] + b->color[ k ][ 0 ] ) >> 1;
+               out->color[ k ][ 1 ] = ( a->color[ k ][ 1 ] + b->color[ k ][ 1 ] ) >> 1;
+               out->color[ k ][ 2 ] = ( a->color[ k ][ 2 ] + b->color[ k ][ 2 ] ) >> 1;
+               out->color[ k ][ 3 ] = ( a->color[ k ][ 3 ] + b->color[ k ][ 3 ] ) >> 1;
        }
-       
+
        /* ydnar: added normal interpolation */
-       out->normal[ 0 ] = 0.5f * (a->normal[ 0 ] + b->normal[ 0 ]);
-       out->normal[ 1 ] = 0.5f * (a->normal[ 1 ] + b->normal[ 1 ]);
-       out->normal[ 2 ] = 0.5f * (a->normal[ 2 ] + b->normal[ 2 ]);
-       
+       out->normal[ 0 ] = 0.5f * ( a->normal[ 0 ] + b->normal[ 0 ] );
+       out->normal[ 1 ] = 0.5f * ( a->normal[ 1 ] + b->normal[ 1 ] );
+       out->normal[ 2 ] = 0.5f * ( a->normal[ 2 ] + b->normal[ 2 ] );
+
        /* if the interpolant created a bogus normal, just copy the normal from a */
-       if( VectorNormalize( out->normal, out->normal ) == 0 )
+       if ( VectorNormalize( out->normal, out->normal ) == 0 ) {
                VectorCopy( a->normal, out->normal );
+       }
 }
 
 
 
 /*
-LerpDrawVertAmount()
-returns a biased interpolated vert
-*/
-
-void LerpDrawVertAmount( bspDrawVert_t *a, bspDrawVert_t *b, float amount, bspDrawVert_t *out )
-{
-       int             k;
-       
-       
-       out->xyz[ 0 ] = a->xyz[ 0 ] + amount * (b->xyz[ 0 ] - a->xyz[ 0 ]);
-       out->xyz[ 1 ] = a->xyz[ 1 ] + amount * (b->xyz[ 1 ] - a->xyz[ 1 ]);
-       out->xyz[ 2 ] = a->xyz[ 2 ] + amount * (b->xyz[ 2 ] - a->xyz[ 2 ]);
-       
-       out->st[ 0 ] = a->st[ 0 ] + amount * (b->st[ 0 ] - a->st[ 0 ]);
-       out->st[ 1 ] = a->st[ 1 ] + amount * (b->st[ 1 ] - a->st[ 1 ]);
-       
-       for( k = 0; k < MAX_LIGHTMAPS; k++ )
+   LerpDrawVertAmount()
+   returns a biased interpolated vert
+ */
+
+void LerpDrawVertAmount( bspDrawVert_t *a, bspDrawVert_t *b, float amount, bspDrawVert_t *out ){
+       int k;
+
+
+       out->xyz[ 0 ] = a->xyz[ 0 ] + amount * ( b->xyz[ 0 ] - a->xyz[ 0 ] );
+       out->xyz[ 1 ] = a->xyz[ 1 ] + amount * ( b->xyz[ 1 ] - a->xyz[ 1 ] );
+       out->xyz[ 2 ] = a->xyz[ 2 ] + amount * ( b->xyz[ 2 ] - a->xyz[ 2 ] );
+
+       out->st[ 0 ] = a->st[ 0 ] + amount * ( b->st[ 0 ] - a->st[ 0 ] );
+       out->st[ 1 ] = a->st[ 1 ] + amount * ( b->st[ 1 ] - a->st[ 1 ] );
+
+       for ( k = 0; k < MAX_LIGHTMAPS; k++ )
        {
-               out->lightmap[ k ][ 0 ] = a->lightmap[ k ][ 0 ] + amount * (b->lightmap[ k ][ 0 ] - a->lightmap[ k ][ 0 ]);
-               out->lightmap[ k ][ 1 ] = a->lightmap[ k ][ 1 ] + amount * (b->lightmap[ k ][ 1 ] - a->lightmap[ k ][ 1 ]);
-               out->color[ k ][ 0 ] = a->color[ k ][ 0 ] + amount * (b->color[ k ][ 0 ] - a->color[ k ][ 0 ]);
-               out->color[ k ][ 1 ] = a->color[ k ][ 1 ] + amount * (b->color[ k ][ 1 ] - a->color[ k ][ 1 ]);
-               out->color[ k ][ 2 ] = a->color[ k ][ 2 ] + amount * (b->color[ k ][ 2 ] - a->color[ k ][ 2 ]);
-               out->color[ k ][ 3 ] = a->color[ k ][ 3 ] + amount * (b->color[ k ][ 3 ] - a->color[ k ][ 3 ]);
+               out->lightmap[ k ][ 0 ] = a->lightmap[ k ][ 0 ] + amount * ( b->lightmap[ k ][ 0 ] - a->lightmap[ k ][ 0 ] );
+               out->lightmap[ k ][ 1 ] = a->lightmap[ k ][ 1 ] + amount * ( b->lightmap[ k ][ 1 ] - a->lightmap[ k ][ 1 ] );
+               out->color[ k ][ 0 ] = a->color[ k ][ 0 ] + amount * ( b->color[ k ][ 0 ] - a->color[ k ][ 0 ] );
+               out->color[ k ][ 1 ] = a->color[ k ][ 1 ] + amount * ( b->color[ k ][ 1 ] - a->color[ k ][ 1 ] );
+               out->color[ k ][ 2 ] = a->color[ k ][ 2 ] + amount * ( b->color[ k ][ 2 ] - a->color[ k ][ 2 ] );
+               out->color[ k ][ 3 ] = a->color[ k ][ 3 ] + amount * ( b->color[ k ][ 3 ] - a->color[ k ][ 3 ] );
        }
 
-       out->normal[ 0 ] = a->normal[ 0 ] + amount * (b->normal[ 0 ] - a->normal[ 0 ]);
-       out->normal[ 1 ] = a->normal[ 1 ] + amount * (b->normal[ 1 ] - a->normal[ 1 ]);
-       out->normal[ 2 ] = a->normal[ 2 ] + amount * (b->normal[ 2 ] - a->normal[ 2 ]);
-       
+       out->normal[ 0 ] = a->normal[ 0 ] + amount * ( b->normal[ 0 ] - a->normal[ 0 ] );
+       out->normal[ 1 ] = a->normal[ 1 ] + amount * ( b->normal[ 1 ] - a->normal[ 1 ] );
+       out->normal[ 2 ] = a->normal[ 2 ] + amount * ( b->normal[ 2 ] - a->normal[ 2 ] );
+
        /* if the interpolant created a bogus normal, just copy the normal from a */
-       if( VectorNormalize( out->normal, out->normal ) == 0 )
+       if ( VectorNormalize( out->normal, out->normal ) == 0 ) {
                VectorCopy( a->normal, out->normal );
+       }
 }
 
 
@@ -119,23 +120,23 @@ void FreeMesh( mesh_t *m ) {
 }
 
 void PrintMesh( mesh_t *m ) {
-       int             i, j;
+       int i, j;
 
        for ( i = 0 ; i < m->height ; i++ ) {
                for ( j = 0 ; j < m->width ; j++ ) {
-                       Sys_Printf("(%5.2f %5.2f %5.2f) "
-                               , m->verts[i*m->width+j].xyz[0]
-                               , m->verts[i*m->width+j].xyz[1]
-                               , m->verts[i*m->width+j].xyz[2] );
+                       Sys_Printf( "(%5.2f %5.2f %5.2f) "
+                                               , m->verts[i * m->width + j].xyz[0]
+                                               , m->verts[i * m->width + j].xyz[1]
+                                               , m->verts[i * m->width + j].xyz[2] );
                }
-               Sys_Printf("\n");
+               Sys_Printf( "\n" );
        }
 }
 
 
 mesh_t *CopyMesh( mesh_t *mesh ) {
-       mesh_t  *out;
-       int             size;
+       mesh_t  *out;
+       int size;
 
        out = safe_malloc( sizeof( *out ) );
        out->width = mesh->width;
@@ -150,13 +151,13 @@ mesh_t *CopyMesh( mesh_t *mesh ) {
 
 
 /*
-TransposeMesh()
-returns a transposed copy of the mesh, freeing the original
-*/
+   TransposeMesh()
+   returns a transposed copy of the mesh, freeing the original
+ */
 
 mesh_t *TransposeMesh( mesh_t *in ) {
-       int                     w, h;
-       mesh_t          *out;
+       int w, h;
+       mesh_t      *out;
 
        out = safe_malloc( sizeof( *out ) );
        out->width = in->height;
@@ -175,8 +176,8 @@ mesh_t *TransposeMesh( mesh_t *in ) {
 }
 
 void InvertMesh( mesh_t *in ) {
-       int                     w, h;
-       bspDrawVert_t   temp;
+       int w, h;
+       bspDrawVert_t temp;
 
        for ( h = 0 ; h < in->height ; h++ ) {
                for ( w = 0 ; w < in->width / 2 ; w++ ) {
@@ -188,35 +189,34 @@ void InvertMesh( mesh_t *in ) {
 }
 
 /*
-=================
-MakeMeshNormals
-
-=================
-*/
-void MakeMeshNormals( mesh_t in )
-{
-       int             i, j, k, dist;
-       vec3_t  normal;
-       vec3_t  sum;
-       int             count;
-       vec3_t  base;
-       vec3_t  delta;
-       int             x, y;
-       bspDrawVert_t   *dv;
-       vec3_t          around[8], temp;
-       qboolean        good[8];
-       qboolean        wrapWidth, wrapHeight;
-       float           len;
-       int                             neighbors[8][2] =
-                                       {
-                                               {0,1}, {1,1}, {1,0}, {1,-1}, {0,-1}, {-1,-1}, {-1,0}, {-1,1}
-                                       };
-       
-       
+   =================
+   MakeMeshNormals
+
+   =================
+ */
+void MakeMeshNormals( mesh_t in ){
+       int i, j, k, dist;
+       vec3_t normal;
+       vec3_t sum;
+       int count;
+       vec3_t base;
+       vec3_t delta;
+       int x, y;
+       bspDrawVert_t   *dv;
+       vec3_t around[8], temp;
+       qboolean good[8];
+       qboolean wrapWidth, wrapHeight;
+       float len;
+       int neighbors[8][2] =
+       {
+               {0,1}, {1,1}, {1,0}, {1,-1}, {0,-1}, {-1,-1}, {-1,0}, {-1,1}
+       };
+
+
        wrapWidth = qfalse;
        for ( i = 0 ; i < in.height ; i++ ) {
-               VectorSubtract( in.verts[i*in.width].xyz, 
-                       in.verts[i*in.width+in.width-1].xyz, delta );
+               VectorSubtract( in.verts[i * in.width].xyz,
+                                               in.verts[i * in.width + in.width - 1].xyz, delta );
                len = VectorLength( delta );
                if ( len > 1.0 ) {
                        break;
@@ -228,14 +228,14 @@ void MakeMeshNormals( mesh_t in )
 
        wrapHeight = qfalse;
        for ( i = 0 ; i < in.width ; i++ ) {
-               VectorSubtract( in.verts[i].xyz, 
-                       in.verts[i + (in.height-1)*in.width].xyz, delta );
+               VectorSubtract( in.verts[i].xyz,
+                                               in.verts[i + ( in.height - 1 ) * in.width].xyz, delta );
                len = VectorLength( delta );
                if ( len > 1.0 ) {
                        break;
                }
        }
-       if ( i == in.width) {
+       if ( i == in.width ) {
                wrapHeight = qtrue;
        }
 
@@ -243,7 +243,7 @@ void MakeMeshNormals( mesh_t in )
        for ( i = 0 ; i < in.width ; i++ ) {
                for ( j = 0 ; j < in.height ; j++ ) {
                        count = 0;
-                       dv = &in.verts[j*in.width+i];
+                       dv = &in.verts[j * in.width + i];
                        VectorCopy( dv->xyz, base );
                        for ( k = 0 ; k < 8 ; k++ ) {
                                VectorClear( around[k] );
@@ -255,38 +255,41 @@ void MakeMeshNormals( mesh_t in )
                                        if ( wrapWidth ) {
                                                if ( x < 0 ) {
                                                        x = in.width - 1 + x;
-                                               } else if ( x >= in.width ) {
+                                               }
+                                               else if ( x >= in.width ) {
                                                        x = 1 + x - in.width;
                                                }
                                        }
                                        if ( wrapHeight ) {
                                                if ( y < 0 ) {
                                                        y = in.height - 1 + y;
-                                               } else if ( y >= in.height ) {
+                                               }
+                                               else if ( y >= in.height ) {
                                                        y = 1 + y - in.height;
                                                }
                                        }
 
                                        if ( x < 0 || x >= in.width || y < 0 || y >= in.height ) {
-                                               break;                                  // edge of patch
+                                               break;                  // edge of patch
                                        }
-                                       VectorSubtract( in.verts[y*in.width+x].xyz, base, temp );
+                                       VectorSubtract( in.verts[y * in.width + x].xyz, base, temp );
                                        if ( VectorNormalize( temp, temp ) == 0 ) {
-                                               continue;                               // degenerate edge, get more dist
-                                       } else {
+                                               continue;               // degenerate edge, get more dist
+                                       }
+                                       else {
                                                good[k] = qtrue;
                                                VectorCopy( temp, around[k] );
-                                               break;                                  // good edge
+                                               break;                  // good edge
                                        }
                                }
                        }
 
                        VectorClear( sum );
                        for ( k = 0 ; k < 8 ; k++ ) {
-                               if ( !good[k] || !good[(k+1)&7] ) {
-                                       continue;       // didn't get two points
+                               if ( !good[k] || !good[( k + 1 ) & 7] ) {
+                                       continue;   // didn't get two points
                                }
-                               CrossProduct( around[(k+1)&7], around[k], normal );
+                               CrossProduct( around[( k + 1 ) & 7], around[k], normal );
                                if ( VectorNormalize( normal, normal ) == 0 ) {
                                        continue;
                                }
@@ -303,61 +306,59 @@ void MakeMeshNormals( mesh_t in )
 }
 
 /*
-PutMeshOnCurve()
-drops the aproximating points onto the curve
-ydnar: fixme: make this use LerpDrawVert() rather than this complicated mess
-*/
+   PutMeshOnCurve()
+   drops the aproximating points onto the curve
+   ydnar: fixme: make this use LerpDrawVert() rather than this complicated mess
+ */
 
 void PutMeshOnCurve( mesh_t in ) {
-       int             i, j, l, m;
-       float   prev, next;
-       
-       
+       int i, j, l, m;
+       float prev, next;
+
+
        // put all the aproximating points on the curve
        for ( i = 0 ; i < in.width ; i++ ) {
                for ( j = 1 ; j < in.height ; j += 2 ) {
                        for ( l = 0 ; l < 3 ; l++ ) {
-                               prev = ( in.verts[j*in.width+i].xyz[l] + in.verts[(j+1)*in.width+i].xyz[l] ) * 0.5;
-                               next = ( in.verts[j*in.width+i].xyz[l] + in.verts[(j-1)*in.width+i].xyz[l] ) * 0.5;
-                               in.verts[j*in.width+i].xyz[l] = ( prev + next ) * 0.5;
-                               
+                               prev = ( in.verts[j * in.width + i].xyz[l] + in.verts[( j + 1 ) * in.width + i].xyz[l] ) * 0.5;
+                               next = ( in.verts[j * in.width + i].xyz[l] + in.verts[( j - 1 ) * in.width + i].xyz[l] ) * 0.5;
+                               in.verts[j * in.width + i].xyz[l] = ( prev + next ) * 0.5;
+
                                /* ydnar: interpolating st coords */
-                               if( l < 2 )
-                               {
-                                       prev = ( in.verts[j*in.width+i].st[l] + in.verts[(j+1)*in.width+i].st[l] ) * 0.5;
-                                       next = ( in.verts[j*in.width+i].st[l] + in.verts[(j-1)*in.width+i].st[l] ) * 0.5;
-                                       in.verts[j*in.width+i].st[l] = ( prev + next ) * 0.5;
-                                       
-                                       for( m = 0; m < MAX_LIGHTMAPS; m++ )
+                               if ( l < 2 ) {
+                                       prev = ( in.verts[j * in.width + i].st[l] + in.verts[( j + 1 ) * in.width + i].st[l] ) * 0.5;
+                                       next = ( in.verts[j * in.width + i].st[l] + in.verts[( j - 1 ) * in.width + i].st[l] ) * 0.5;
+                                       in.verts[j * in.width + i].st[l] = ( prev + next ) * 0.5;
+
+                                       for ( m = 0; m < MAX_LIGHTMAPS; m++ )
                                        {
-                                               prev = ( in.verts[j*in.width+i].lightmap[ m ][l] + in.verts[(j+1)*in.width+i].lightmap[ m ][l] ) * 0.5;
-                                               next = ( in.verts[j*in.width+i].lightmap[ m ][l] + in.verts[(j-1)*in.width+i].lightmap[ m ][l] ) * 0.5;
-                                               in.verts[j*in.width+i].lightmap[ m ][l] = ( prev + next ) * 0.5;
+                                               prev = ( in.verts[j * in.width + i].lightmap[ m ][l] + in.verts[( j + 1 ) * in.width + i].lightmap[ m ][l] ) * 0.5;
+                                               next = ( in.verts[j * in.width + i].lightmap[ m ][l] + in.verts[( j - 1 ) * in.width + i].lightmap[ m ][l] ) * 0.5;
+                                               in.verts[j * in.width + i].lightmap[ m ][l] = ( prev + next ) * 0.5;
                                        }
                                }
                        }
                }
        }
-       
+
        for ( j = 0 ; j < in.height ; j++ ) {
                for ( i = 1 ; i < in.width ; i += 2 ) {
                        for ( l = 0 ; l < 3 ; l++ ) {
-                               prev = ( in.verts[j*in.width+i].xyz[l] + in.verts[j*in.width+i+1].xyz[l] ) * 0.5;
-                               next = ( in.verts[j*in.width+i].xyz[l] + in.verts[j*in.width+i-1].xyz[l] ) * 0.5;
-                               in.verts[j*in.width+i].xyz[l] = ( prev + next ) * 0.5;
-                               
+                               prev = ( in.verts[j * in.width + i].xyz[l] + in.verts[j * in.width + i + 1].xyz[l] ) * 0.5;
+                               next = ( in.verts[j * in.width + i].xyz[l] + in.verts[j * in.width + i - 1].xyz[l] ) * 0.5;
+                               in.verts[j * in.width + i].xyz[l] = ( prev + next ) * 0.5;
+
                                /* ydnar: interpolating st coords */
-                               if( l < 2 )
-                               {
-                                       prev = ( in.verts[j*in.width+i].st[l] + in.verts[j*in.width+i+1].st[l] ) * 0.5;
-                                       next = ( in.verts[j*in.width+i].st[l] + in.verts[j*in.width+i-1].st[l] ) * 0.5;
-                                       in.verts[j*in.width+i].st[l] = ( prev + next ) * 0.5;
-                                       
-                                       for( m = 0; m < MAX_LIGHTMAPS; m++ )
+                               if ( l < 2 ) {
+                                       prev = ( in.verts[j * in.width + i].st[l] + in.verts[j * in.width + i + 1].st[l] ) * 0.5;
+                                       next = ( in.verts[j * in.width + i].st[l] + in.verts[j * in.width + i - 1].st[l] ) * 0.5;
+                                       in.verts[j * in.width + i].st[l] = ( prev + next ) * 0.5;
+
+                                       for ( m = 0; m < MAX_LIGHTMAPS; m++ )
                                        {
-                                               prev = ( in.verts[j*in.width+i].lightmap[ m ][l] + in.verts[j*in.width+i+1].lightmap[ m ][l] ) * 0.5;
-                                               next = ( in.verts[j*in.width+i].lightmap[ m ][l] + in.verts[j*in.width+i-1].lightmap[ m ][l] ) * 0.5;
-                                               in.verts[j*in.width+i].lightmap[ m ][l] = ( prev + next ) * 0.5;
+                                               prev = ( in.verts[j * in.width + i].lightmap[ m ][l] + in.verts[j * in.width + i + 1].lightmap[ m ][l] ) * 0.5;
+                                               next = ( in.verts[j * in.width + i].lightmap[ m ][l] + in.verts[j * in.width + i - 1].lightmap[ m ][l] ) * 0.5;
+                                               in.verts[j * in.width + i].lightmap[ m ][l] = ( prev + next ) * 0.5;
                                        }
                                }
                        }
@@ -367,30 +368,29 @@ void PutMeshOnCurve( mesh_t in ) {
 
 
 /*
-=================
-SubdivideMesh
-
-=================
-*/
-mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength )
-{
-       int                                                     i, j, k, l;
-       bspDrawVert_t                           prev, next, mid;
-       vec3_t                                          prevxyz, nextxyz, midxyz;
-       vec3_t                                          delta;
-       float                                           len;
-       mesh_t                                          out;
-       
+   =================
+   SubdivideMesh
+
+   =================
+ */
+mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength ){
+       int i, j, k, l;
+       bspDrawVert_t prev, next, mid;
+       vec3_t prevxyz, nextxyz, midxyz;
+       vec3_t delta;
+       float len;
+       mesh_t out;
+
        /* ydnar: static for os x */
-       MAC_STATIC bspDrawVert_t        expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
-       
-       
+       MAC_STATIC bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
+
+
        out.width = in.width;
        out.height = in.height;
 
        for ( i = 0 ; i < in.width ; i++ ) {
                for ( j = 0 ; j < in.height ; j++ ) {
-                       expand[j][i] = in.verts[j*in.width+i];
+                       expand[j][i] = in.verts[j * in.width + i];
                }
        }
 
@@ -399,20 +399,20 @@ mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength )
                // check subdivided midpoints against control points
                for ( i = 0 ; i < out.height ; i++ ) {
                        for ( l = 0 ; l < 3 ; l++ ) {
-                               prevxyz[l] = expand[i][j+1].xyz[l] - expand[i][j].xyz[l]; 
-                               nextxyz[l] = expand[i][j+2].xyz[l] - expand[i][j+1].xyz[l]; 
-                               midxyz[l] = (expand[i][j].xyz[l] + expand[i][j+1].xyz[l] * 2
-                                               + expand[i][j+2].xyz[l] ) * 0.25;
+                               prevxyz[l] = expand[i][j + 1].xyz[l] - expand[i][j].xyz[l];
+                               nextxyz[l] = expand[i][j + 2].xyz[l] - expand[i][j + 1].xyz[l];
+                               midxyz[l] = ( expand[i][j].xyz[l] + expand[i][j + 1].xyz[l] * 2
+                                                         + expand[i][j + 2].xyz[l] ) * 0.25;
                        }
 
                        // if the span length is too long, force a subdivision
-                       if ( VectorLength( prevxyz ) > minLength 
-                               || VectorLength( nextxyz ) > minLength ) {
+                       if ( VectorLength( prevxyz ) > minLength
+                                || VectorLength( nextxyz ) > minLength ) {
                                break;
                        }
 
                        // see if this midpoint is off far enough to subdivide
-                       VectorSubtract( expand[i][j+1].xyz, midxyz, delta );
+                       VectorSubtract( expand[i][j + 1].xyz, midxyz, delta );
                        len = VectorLength( delta );
                        if ( len > maxError ) {
                                break;
@@ -420,23 +420,23 @@ mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength )
                }
 
                if ( out.width + 2 >= MAX_EXPANDED_AXIS ) {
-                       break;  // can't subdivide any more
+                       break;  // can't subdivide any more
                }
 
                if ( i == out.height ) {
-                       continue;       // didn't need subdivision
+                       continue;   // didn't need subdivision
                }
 
                // insert two columns and replace the peak
                out.width += 2;
 
                for ( i = 0 ; i < out.height ; i++ ) {
-                       LerpDrawVert( &expand[i][j], &expand[i][j+1], &prev );
-                       LerpDrawVert( &expand[i][j+1], &expand[i][j+2], &next );
+                       LerpDrawVert( &expand[i][j], &expand[i][j + 1], &prev );
+                       LerpDrawVert( &expand[i][j + 1], &expand[i][j + 2], &next );
                        LerpDrawVert( &prev, &next, &mid );
 
                        for ( k = out.width - 1 ; k > j + 3 ; k-- ) {
-                               expand[i][k] = expand[i][k-2];
+                               expand[i][k] = expand[i][k - 2];
                        }
                        expand[i][j + 1] = prev;
                        expand[i][j + 2] = mid;
@@ -453,19 +453,19 @@ mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength )
                // check subdivided midpoints against control points
                for ( i = 0 ; i < out.width ; i++ ) {
                        for ( l = 0 ; l < 3 ; l++ ) {
-                               prevxyz[l] = expand[j+1][i].xyz[l] - expand[j][i].xyz[l]; 
-                               nextxyz[l] = expand[j+2][i].xyz[l] - expand[j+1][i].xyz[l]; 
-                               midxyz[l] = (expand[j][i].xyz[l] + expand[j+1][i].xyz[l] * 2
-                                               + expand[j+2][i].xyz[l] ) * 0.25;
+                               prevxyz[l] = expand[j + 1][i].xyz[l] - expand[j][i].xyz[l];
+                               nextxyz[l] = expand[j + 2][i].xyz[l] - expand[j + 1][i].xyz[l];
+                               midxyz[l] = ( expand[j][i].xyz[l] + expand[j + 1][i].xyz[l] * 2
+                                                         + expand[j + 2][i].xyz[l] ) * 0.25;
                        }
 
                        // if the span length is too long, force a subdivision
-                       if ( VectorLength( prevxyz ) > minLength 
-                               || VectorLength( nextxyz ) > minLength ) {
+                       if ( VectorLength( prevxyz ) > minLength
+                                || VectorLength( nextxyz ) > minLength ) {
                                break;
                        }
                        // see if this midpoint is off far enough to subdivide
-                       VectorSubtract( expand[j+1][i].xyz, midxyz, delta );
+                       VectorSubtract( expand[j + 1][i].xyz, midxyz, delta );
                        len = VectorLength( delta );
                        if ( len > maxError ) {
                                break;
@@ -473,27 +473,27 @@ mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength )
                }
 
                if ( out.height + 2 >= MAX_EXPANDED_AXIS ) {
-                       break;  // can't subdivide any more
+                       break;  // can't subdivide any more
                }
 
                if ( i == out.width ) {
-                       continue;       // didn't need subdivision
+                       continue;   // didn't need subdivision
                }
 
                // insert two columns and replace the peak
                out.height += 2;
 
                for ( i = 0 ; i < out.width ; i++ ) {
-                       LerpDrawVert( &expand[j][i], &expand[j+1][i], &prev );
-                       LerpDrawVert( &expand[j+1][i], &expand[j+2][i], &next );
+                       LerpDrawVert( &expand[j][i], &expand[j + 1][i], &prev );
+                       LerpDrawVert( &expand[j + 1][i], &expand[j + 2][i], &next );
                        LerpDrawVert( &prev, &next, &mid );
 
                        for ( k = out.height - 1 ; k > j + 3 ; k-- ) {
-                               expand[k][i] = expand[k-2][i];
+                               expand[k][i] = expand[k - 2][i];
                        }
-                       expand[j+1][i] = prev;
-                       expand[j+2][i] = mid;
-                       expand[j+3][i] = next;
+                       expand[j + 1][i] = prev;
+                       expand[j + 2][i] = mid;
+                       expand[j + 3][i] = next;
                }
 
                // back up and recheck this set again, it may need more subdivision
@@ -505,75 +505,75 @@ mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength )
 
        out.verts = &expand[0][0];
        for ( i = 1 ; i < out.height ; i++ ) {
-               memmove( &out.verts[i*out.width], expand[i], out.width * sizeof(bspDrawVert_t) );
+               memmove( &out.verts[i * out.width], expand[i], out.width * sizeof( bspDrawVert_t ) );
        }
 
-       return CopyMesh(&out);
+       return CopyMesh( &out );
 }
 
 
 
 /*
-IterationsForCurve() - ydnar
-given a curve of a certain length, return the number of subdivision iterations
-note: this is affected by subdivision amount
-*/
-
-int IterationsForCurve( float len, int subdivisions )
-{
-       int             iterations, facets;
-       
-       
+   IterationsForCurve() - ydnar
+   given a curve of a certain length, return the number of subdivision iterations
+   note: this is affected by subdivision amount
+ */
+
+int IterationsForCurve( float len, int subdivisions ){
+       int iterations, facets;
+
+
        /* calculate the number of subdivisions */
-       for( iterations = 0; iterations < 3; iterations++ )
+       for ( iterations = 0; iterations < 3; iterations++ )
        {
                facets = subdivisions * 16 * pow( 2, iterations );
-               if( facets >= len )
+               if ( facets >= len ) {
                        break;
+               }
        }
-       
+
        /* return to caller */
        return iterations;
 }
 
 
 /*
-SubdivideMesh2() - ydnar
-subdivides each mesh quad a specified number of times
-*/
-
-mesh_t *SubdivideMesh2( mesh_t in, int iterations )
-{
-       int                                                     i, j, k;
-       bspDrawVert_t                           prev, next, mid;
-       mesh_t                                          out;
-       
+   SubdivideMesh2() - ydnar
+   subdivides each mesh quad a specified number of times
+ */
+
+mesh_t *SubdivideMesh2( mesh_t in, int iterations ){
+       int i, j, k;
+       bspDrawVert_t prev, next, mid;
+       mesh_t out;
+
        /* ydnar: static for os x */
-       MAC_STATIC bspDrawVert_t        expand[ MAX_EXPANDED_AXIS ][ MAX_EXPANDED_AXIS ];
-       
-       
+       MAC_STATIC bspDrawVert_t expand[ MAX_EXPANDED_AXIS ][ MAX_EXPANDED_AXIS ];
+
+
        /* initial setup */
        out.width = in.width;
        out.height = in.height;
-       for( i = 0; i < in.width; i++ )
+       for ( i = 0; i < in.width; i++ )
        {
-               for( j = 0; j < in.height; j++ )
+               for ( j = 0; j < in.height; j++ )
                        expand[ j ][ i ] = in.verts[ j * in.width + i ];
        }
-       
+
        /* keep chopping */
-       for( iterations; iterations > 0; iterations-- )
+       for ( ; iterations > 0; iterations-- )
        {
                /* horizontal subdivisions */
-               for( j = 0; j + 2 < out.width; j += 4 )
+               for ( j = 0; j + 2 < out.width; j += 4 )
                {
                        /* check size limit */
-                       if( out.width + 2 >= MAX_EXPANDED_AXIS )
+                       if ( out.width + 2 >= MAX_EXPANDED_AXIS ) {
                                break;
-                       
+                       }
+
                        /* insert two columns and replace the peak */
                        out.width += 2;
-                       for( i = 0; i < out.height; i++ )
+                       for ( i = 0; i < out.height; i++ )
                        {
                                LerpDrawVert( &expand[ i ][ j ], &expand[ i ][ j + 1 ], &prev );
                                LerpDrawVert( &expand[ i ][ j + 1 ], &expand[ i ][ j + 2 ], &next );
@@ -585,25 +585,26 @@ mesh_t *SubdivideMesh2( mesh_t in, int iterations )
                                expand[ i ][ j + 2 ] = mid;
                                expand[ i ][ j + 3 ] = next;
                        }
-                       
+
                }
 
                /* vertical subdivisions */
                for ( j = 0; j + 2 < out.height; j += 4 )
                {
                        /* check size limit */
-                       if( out.height + 2 >= MAX_EXPANDED_AXIS )
+                       if ( out.height + 2 >= MAX_EXPANDED_AXIS ) {
                                break;
-                       
+                       }
+
                        /* insert two columns and replace the peak */
                        out.height += 2;
-                       for( i = 0; i < out.width; i++ )
+                       for ( i = 0; i < out.width; i++ )
                        {
                                LerpDrawVert( &expand[ j ][ i ], &expand[ j + 1 ][ i ], &prev );
                                LerpDrawVert( &expand[ j + 1 ][ i ], &expand[ j + 2 ][ i ], &next );
                                LerpDrawVert( &prev, &next, &mid );
-                               
-                               for( k = out.height - 1; k > j  +  3; k-- )
+
+                               for ( k = out.height - 1; k > j  +  3; k-- )
                                        expand[ k ][ i ] = expand[ k - 2 ][ i ];
                                expand[ j + 1 ][ i ] = prev;
                                expand[ j + 2 ][ i ] = mid;
@@ -611,12 +612,12 @@ mesh_t *SubdivideMesh2( mesh_t in, int iterations )
                        }
                }
        }
-       
+
        /* collapse the verts */
        out.verts = &expand[ 0 ][ 0 ];
-       for( i = 1; i < out.height; i++ )
+       for ( i = 1; i < out.height; i++ )
                memmove( &out.verts[ i * out.width ], expand[ i ], out.width * sizeof( bspDrawVert_t ) );
-       
+
        /* return to sender */
        return CopyMesh( &out );
 }
@@ -628,12 +629,11 @@ mesh_t *SubdivideMesh2( mesh_t in, int iterations )
 
 
 /*
-================
-ProjectPointOntoVector
-================
-*/
-void ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vProj )
-{
+   ================
+   ProjectPointOntoVector
+   ================
+ */
+void ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vProj ){
        vec3_t pVec, vec;
 
        VectorSubtract( point, vStart, pVec );
@@ -644,45 +644,44 @@ void ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vP
 }
 
 /*
-================
-RemoveLinearMeshColumsRows
-================
-*/
+   ================
+   RemoveLinearMeshColumsRows
+   ================
+ */
 mesh_t *RemoveLinearMeshColumnsRows( mesh_t *in ) {
-       int                                                     i, j, k;
-       float                                           len, maxLength;
-       vec3_t                                          proj, dir;
-       mesh_t                                          out;
-       
+       int i, j, k;
+       float len, maxLength;
+       vec3_t proj, dir;
+       mesh_t out;
+
        /* ydnar: static for os x */
-       MAC_STATIC bspDrawVert_t        expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
-       
+       MAC_STATIC bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
+
 
        out.width = in->width;
        out.height = in->height;
 
        for ( i = 0 ; i < in->width ; i++ ) {
                for ( j = 0 ; j < in->height ; j++ ) {
-                       expand[j][i] = in->verts[j*in->width+i];
+                       expand[j][i] = in->verts[j * in->width + i];
                }
        }
 
        for ( j = 1 ; j < out.width - 1; j++ ) {
                maxLength = 0;
                for ( i = 0 ; i < out.height ; i++ ) {
-                       ProjectPointOntoVector(expand[i][j].xyz, expand[i][j-1].xyz, expand[i][j+1].xyz, proj);
-                       VectorSubtract(expand[i][j].xyz, proj, dir);
-                       len = VectorLength(dir);
-                       if (len > maxLength) {
+                       ProjectPointOntoVector( expand[i][j].xyz, expand[i][j - 1].xyz, expand[i][j + 1].xyz, proj );
+                       VectorSubtract( expand[i][j].xyz, proj, dir );
+                       len = VectorLength( dir );
+                       if ( len > maxLength ) {
                                maxLength = len;
                        }
                }
-               if (maxLength < 0.1)
-               {
+               if ( maxLength < 0.1 ) {
                        out.width--;
                        for ( i = 0 ; i < out.height ; i++ ) {
-                               for (k = j; k < out.width; k++) {
-                                       expand[i][k] = expand[i][k+1];
+                               for ( k = j; k < out.width; k++ ) {
+                                       expand[i][k] = expand[i][k + 1];
                                }
                        }
                        j--;
@@ -691,19 +690,18 @@ mesh_t *RemoveLinearMeshColumnsRows( mesh_t *in ) {
        for ( j = 1 ; j < out.height - 1; j++ ) {
                maxLength = 0;
                for ( i = 0 ; i < out.width ; i++ ) {
-                       ProjectPointOntoVector(expand[j][i].xyz, expand[j-1][i].xyz, expand[j+1][i].xyz, proj);
-                       VectorSubtract(expand[j][i].xyz, proj, dir);
-                       len = VectorLength(dir);
-                       if (len > maxLength) {
+                       ProjectPointOntoVector( expand[j][i].xyz, expand[j - 1][i].xyz, expand[j + 1][i].xyz, proj );
+                       VectorSubtract( expand[j][i].xyz, proj, dir );
+                       len = VectorLength( dir );
+                       if ( len > maxLength ) {
                                maxLength = len;
                        }
                }
-               if (maxLength < 0.1)
-               {
+               if ( maxLength < 0.1 ) {
                        out.height--;
                        for ( i = 0 ; i < out.width ; i++ ) {
-                               for (k = j; k < out.height; k++) {
-                                       expand[k][i] = expand[k+1][i];
+                               for ( k = j; k < out.height; k++ ) {
+                                       expand[k][i] = expand[k + 1][i];
                                }
                        }
                        j--;
@@ -712,105 +710,109 @@ mesh_t *RemoveLinearMeshColumnsRows( mesh_t *in ) {
        // collapse the verts
        out.verts = &expand[0][0];
        for ( i = 1 ; i < out.height ; i++ ) {
-               memmove( &out.verts[i*out.width], expand[i], out.width * sizeof(bspDrawVert_t) );
+               memmove( &out.verts[i * out.width], expand[i], out.width * sizeof( bspDrawVert_t ) );
        }
 
-       return CopyMesh(&out);
+       return CopyMesh( &out );
 }
 
 
 
 /*
-=================
-SubdivideMeshQuads
-=================
-*/
-mesh_t *SubdivideMeshQuads( mesh_t *in, float minLength, int maxsize, int *widthtable, int *heighttable )
-{
-       int                             i, j, k, w, h, maxsubdivisions, subdivisions;
-       vec3_t                  dir;
-       float                   length, maxLength, amount;
-       mesh_t                  out;
-       bspDrawVert_t   expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
+   =================
+   SubdivideMeshQuads
+   =================
+ */
+mesh_t *SubdivideMeshQuads( mesh_t *in, float minLength, int maxsize, int *widthtable, int *heighttable ){
+       int i, j, k, w, h, maxsubdivisions, subdivisions;
+       vec3_t dir;
+       float length, maxLength, amount;
+       mesh_t out;
+       bspDrawVert_t expand[MAX_EXPANDED_AXIS][MAX_EXPANDED_AXIS];
 
        out.width = in->width;
        out.height = in->height;
 
        for ( i = 0 ; i < in->width ; i++ ) {
                for ( j = 0 ; j < in->height ; j++ ) {
-                       expand[j][i] = in->verts[j*in->width+i];
+                       expand[j][i] = in->verts[j * in->width + i];
                }
        }
 
-       if (maxsize > MAX_EXPANDED_AXIS)
-               Error("SubdivideMeshQuads: maxsize > MAX_EXPANDED_AXIS");
+       if ( maxsize > MAX_EXPANDED_AXIS ) {
+               Error( "SubdivideMeshQuads: maxsize > MAX_EXPANDED_AXIS" );
+       }
 
        // horizontal subdivisions
 
-       maxsubdivisions = (maxsize - in->width) / (in->width - 1);
+       maxsubdivisions = ( maxsize - in->width ) / ( in->width - 1 );
 
-       for ( w = 0, j = 0 ; w < in->width - 1; w++, j += subdivisions + 1) {
+       for ( w = 0, j = 0 ; w < in->width - 1; w++, j += subdivisions + 1 ) {
                maxLength = 0;
                for ( i = 0 ; i < out.height ; i++ ) {
-                       VectorSubtract(expand[i][j+1].xyz, expand[i][j].xyz, dir);
+                       VectorSubtract( expand[i][j + 1].xyz, expand[i][j].xyz, dir );
                        length = VectorLength( dir );
-                       if (length > maxLength) {
+                       if ( length > maxLength ) {
                                maxLength = length;
                        }
                }
-               
-               subdivisions = (int) (maxLength / minLength);
-               if (subdivisions > maxsubdivisions)
+
+               subdivisions = (int) ( maxLength / minLength );
+               if ( subdivisions > maxsubdivisions ) {
                        subdivisions = maxsubdivisions;
+               }
 
                widthtable[w] = subdivisions + 1;
-               if (subdivisions <= 0)
+               if ( subdivisions <= 0 ) {
                        continue;
+               }
 
                out.width += subdivisions;
 
                for ( i = 0 ; i < out.height ; i++ ) {
                        for ( k = out.width - 1 ; k > j + subdivisions; k-- ) {
-                               expand[i][k] = expand[i][k-subdivisions];
+                               expand[i][k] = expand[i][k - subdivisions];
                        }
-                       for (k = 1; k <= subdivisions; k++)
+                       for ( k = 1; k <= subdivisions; k++ )
                        {
-                               amount = (float) k / (subdivisions + 1);
-                               LerpDrawVertAmount(&expand[i][j], &expand[i][j+subdivisions+1], amount, &expand[i][j+k]);
+                               amount = (float) k / ( subdivisions + 1 );
+                               LerpDrawVertAmount( &expand[i][j], &expand[i][j + subdivisions + 1], amount, &expand[i][j + k] );
                        }
                }
        }
 
-       maxsubdivisions = (maxsize - in->height) / (in->height - 1);
+       maxsubdivisions = ( maxsize - in->height ) / ( in->height - 1 );
 
-       for ( h = 0, j = 0 ; h < in->height - 1; h++, j += subdivisions + 1) {
+       for ( h = 0, j = 0 ; h < in->height - 1; h++, j += subdivisions + 1 ) {
                maxLength = 0;
                for ( i = 0 ; i < out.width ; i++ ) {
-                       VectorSubtract(expand[j+1][i].xyz, expand[j][i].xyz, dir);
+                       VectorSubtract( expand[j + 1][i].xyz, expand[j][i].xyz, dir );
                        length = VectorLength( dir );
-                       if (length  > maxLength) {
+                       if ( length  > maxLength ) {
                                maxLength = length;
                        }
                }
-               
-               subdivisions = (int) (maxLength / minLength);
-               if (subdivisions > maxsubdivisions)
+
+               subdivisions = (int) ( maxLength / minLength );
+               if ( subdivisions > maxsubdivisions ) {
                        subdivisions = maxsubdivisions;
+               }
 
                heighttable[h] = subdivisions + 1;
-               if (subdivisions <= 0)
+               if ( subdivisions <= 0 ) {
                        continue;
+               }
 
                out.height += subdivisions;
 
                for ( i = 0 ; i < out.width ; i++ ) {
                        for ( k = out.height - 1 ; k > j + subdivisions; k-- ) {
-                               expand[k][i] = expand[k-subdivisions][i];
+                               expand[k][i] = expand[k - subdivisions][i];
                        }
-                       for (k = 1; k <= subdivisions; k++)
+                       for ( k = 1; k <= subdivisions; k++ )
                        {
-                               amount = (float) k / (subdivisions + 1);
-                               LerpDrawVertAmount(&expand[j][i], &expand[j+subdivisions+1][i], amount, &expand[j+k][i]);
+                               amount = (float) k / ( subdivisions + 1 );
+                               LerpDrawVertAmount( &expand[j][i], &expand[j + subdivisions + 1][i], amount, &expand[j + k][i] );
                        }
                }
        }
@@ -818,8 +820,8 @@ mesh_t *SubdivideMeshQuads( mesh_t *in, float minLength, int maxsize, int *width
        // collapse the verts
        out.verts = &expand[0][0];
        for ( i = 1 ; i < out.height ; i++ ) {
-               memmove( &out.verts[i*out.width], expand[i], out.width * sizeof(bspDrawVert_t) );
+               memmove( &out.verts[i * out.width], expand[i], out.width * sizeof( bspDrawVert_t ) );
        }
 
-       return CopyMesh(&out);
+       return CopyMesh( &out );
 }