1 /* -------------------------------------------------------------------------------
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
6 This file is part of GtkRadiant.
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 ----------------------------------------------------------------------------------
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
27 ------------------------------------------------------------------------------- */
43 callback for picomodel.lib
46 void PicoPrintFunc( int level, const char *str )
53 Sys_Printf( "%s\n", str );
57 Sys_FPrintf( SYS_VRB, "%s\n", str );
61 Sys_Printf( "WARNING: %s\n", str );
65 Sys_Printf( "ERROR: %s\n", str );
69 Error( "ERROR: %s\n", str );
78 callback for picomodel.lib
81 void PicoLoadFileFunc( char *name, byte **buffer, int *bufSize )
83 *bufSize = vfsLoadFile( (const char*) name, (void**) buffer, 0 );
90 finds an existing picoModel and returns a pointer to the picoModel_t struct or NULL if not found
93 picoModel_t *FindModel( char *name, int frame )
99 if( numPicoModels <= 0 )
100 memset( picoModels, 0, sizeof( picoModels ) );
103 if( name == NULL || name[ 0 ] == '\0' )
107 for( i = 0; i < MAX_MODELS; i++ )
109 if( picoModels[ i ] != NULL &&
110 !strcmp( PicoGetModelName( picoModels[ i ] ), name ) &&
111 PicoGetModelFrameNum( picoModels[ i ] ) == frame )
112 return picoModels[ i ];
115 /* no matching picoModel found */
123 loads a picoModel and returns a pointer to the picoModel_t struct or NULL if not found
126 picoModel_t *LoadModel( char *name, int frame )
129 picoModel_t *model, **pm;
133 if( numPicoModels <= 0 )
134 memset( picoModels, 0, sizeof( picoModels ) );
137 if( name == NULL || name[ 0 ] == '\0' )
140 /* try to find existing picoModel */
141 model = FindModel( name, frame );
145 /* none found, so find first non-null picoModel */
147 for( i = 0; i < MAX_MODELS; i++ )
149 if( picoModels[ i ] == NULL )
151 pm = &picoModels[ i ];
156 /* too many picoModels? */
158 Error( "MAX_MODELS (%d) exceeded, there are too many model files referenced by the map.", MAX_MODELS );
160 /* attempt to parse model */
161 *pm = PicoLoadModel( (char*) name, frame );
163 /* if loading failed, make a bogus model to silence the rest of the warnings */
166 /* allocate a new model */
167 *pm = PicoNewModel();
172 PicoSetModelName( *pm, name );
173 PicoSetModelFrameNum( *pm, frame );
179 int numSurfaces, numVertexes;
183 Sys_Printf( "Model %s\n", name );
184 numSurfaces = PicoGetModelNumSurfaces( *pm );
185 for( i = 0; i < numSurfaces; i++ )
187 ps = PicoGetModelSurface( *pm, i );
188 numVertexes = PicoGetSurfaceNumVertexes( ps );
189 Sys_Printf( "Surface %d has %d vertexes\n", i, numVertexes );
198 /* return the picoModel */
205 InsertModel() - ydnar
206 adds a picomodel into the bsp
209 void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle )
211 int i, j, k, s, numSurfaces;
212 m4x4_t identity, nTransform;
214 picoShader_t *shader;
215 picoSurface_t *surface;
217 mapDrawSurface_t *ds;
219 char *picoShaderName;
220 char shaderName[ MAX_QPATH ];
221 picoVec_t *xyz, *normal, *st;
223 picoIndex_t *indexes;
225 double normalEpsilon_save;
226 double distanceEpsilon_save;
230 model = LoadModel( name, frame );
234 /* handle null matrix */
235 if( transform == NULL )
237 m4x4_identity( identity );
238 transform = identity;
241 /* hack: Stable-1_2 and trunk have differing row/column major matrix order
242 this transpose is necessary with Stable-1_2
243 uncomment the following line with old m4x4_t (non 1.3/spog_branch) code */
244 //% m4x4_transpose( transform );
246 /* create transform matrix for normals */
247 memcpy( nTransform, transform, sizeof( m4x4_t ) );
248 if( m4x4_invert( nTransform ) )
249 Sys_FPrintf( SYS_VRB, "WARNING: Can't invert model transform matrix, using transpose instead\n" );
250 m4x4_transpose( nTransform );
252 /* fix bogus lightmap scale */
253 if( lightmapScale <= 0.0f )
254 lightmapScale = 1.0f;
256 /* fix bogus shade angle */
257 if( shadeAngle <= 0.0f )
260 /* each surface on the model will become a new map drawsurface */
261 numSurfaces = PicoGetModelNumSurfaces( model );
262 //% Sys_FPrintf( SYS_VRB, "Model %s has %d surfaces\n", name, numSurfaces );
263 for( s = 0; s < numSurfaces; s++ )
266 surface = PicoGetModelSurface( model, s );
267 if( surface == NULL )
270 /* only handle triangle surfaces initially (fixme: support patches) */
271 if( PicoGetSurfaceType( surface ) != PICO_TRIANGLES )
274 /* allocate a surface (ydnar: gs mods) */
275 ds = AllocDrawSurface( SURFACE_TRIANGLES );
276 ds->entityNum = eNum;
277 ds->castShadows = castShadows;
278 ds->recvShadows = recvShadows;
280 /* get shader name */
281 shader = PicoGetSurfaceShader( surface );
285 picoShaderName = PicoGetShaderName( shader );
287 /* handle shader remapping */
289 for( rm = remap; rm != NULL; rm = rm->next )
291 if( rm->from[ 0 ] == '*' && rm->from[ 1 ] == '\0' )
293 else if( !Q_stricmp( picoShaderName, rm->from ) )
295 Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", picoShaderName, rm->to );
296 picoShaderName = rm->to;
304 Sys_FPrintf( SYS_VRB, "Globbing %s to %s\n", picoShaderName, glob->to );
305 picoShaderName = glob->to;
308 /* shader renaming for sof2 */
309 if( renameModelShaders )
311 strcpy( shaderName, picoShaderName );
312 StripExtension( shaderName );
314 strcat( shaderName, "_RMG_BSP" );
316 strcat( shaderName, "_BSP" );
317 si = ShaderInfoForShader( shaderName );
320 si = ShaderInfoForShader( picoShaderName );
326 if( (si != NULL && si->forceMeta) || (spawnFlags & 4) ) /* 3rd bit */
327 ds->type = SURFACE_FORCED_META;
329 /* fix the surface's normals (jal: conditioned by shader info) */
330 if( !(spawnFlags & 64) && ( shadeAngle == 0.0f || ds->type != SURFACE_FORCED_META ) )
331 PicoFixSurfaceNormals( surface );
333 /* set sample size */
334 if( lightmapSampleSize > 0.0f )
335 ds->sampleSize = lightmapSampleSize;
337 /* set lightmap scale */
338 if( lightmapScale > 0.0f )
339 ds->lightmapScale = lightmapScale;
341 /* set shading angle */
342 if( shadeAngle > 0.0f )
343 ds->shadeAngleDegrees = shadeAngle;
345 /* set particulars */
346 ds->numVerts = PicoGetSurfaceNumVertexes( surface );
347 ds->verts = safe_malloc( ds->numVerts * sizeof( ds->verts[ 0 ] ) );
348 memset( ds->verts, 0, ds->numVerts * sizeof( ds->verts[ 0 ] ) );
350 ds->numIndexes = PicoGetSurfaceNumIndexes( surface );
351 ds->indexes = safe_malloc( ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );
352 memset( ds->indexes, 0, ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );
355 for( i = 0; i < ds->numVerts; i++ )
358 dv = &ds->verts[ i ];
361 xyz = PicoGetSurfaceXYZ( surface, i );
362 VectorCopy( xyz, dv->xyz );
363 m4x4_transform_point( transform, dv->xyz );
365 normal = PicoGetSurfaceNormal( surface, i );
366 VectorCopy( normal, dv->normal );
367 m4x4_transform_normal( nTransform, dv->normal );
368 VectorNormalize( dv->normal, dv->normal );
370 /* ydnar: tek-fu celshading support for flat shaded shit */
373 dv->st[ 0 ] = si->stFlat[ 0 ];
374 dv->st[ 1 ] = si->stFlat[ 1 ];
377 /* ydnar: gs mods: added support for explicit shader texcoord generation */
380 /* project the texture */
381 dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], dv->xyz );
382 dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], dv->xyz );
385 /* normal texture coordinates */
388 st = PicoGetSurfaceST( surface, 0, i );
389 dv->st[ 0 ] = st[ 0 ];
390 dv->st[ 1 ] = st[ 1 ];
393 /* set lightmap/color bits */
394 color = PicoGetSurfaceColor( surface, 0, i );
395 for( j = 0; j < MAX_LIGHTMAPS; j++ )
397 dv->lightmap[ j ][ 0 ] = 0.0f;
398 dv->lightmap[ j ][ 1 ] = 0.0f;
399 if(spawnFlags & 32) // spawnflag 32: model color -> alpha hack
401 dv->color[ j ][ 0 ] = 255.0f;
402 dv->color[ j ][ 1 ] = 255.0f;
403 dv->color[ j ][ 2 ] = 255.0f;
404 dv->color[ j ][ 3 ] = color[ 0 ] * 0.3f + color[ 1 ] * 0.59f + color[ 2 ] * 0.11f;
408 dv->color[ j ][ 0 ] = color[ 0 ];
409 dv->color[ j ][ 1 ] = color[ 1 ];
410 dv->color[ j ][ 2 ] = color[ 2 ];
411 dv->color[ j ][ 3 ] = color[ 3 ];
417 indexes = PicoGetSurfaceIndexes( surface, 0 );
418 for( i = 0; i < ds->numIndexes; i++ )
419 ds->indexes[ i ] = indexes[ i ];
422 ds->celShader = celShader;
424 /* ydnar: giant hack land: generate clipping brushes for model triangles */
425 if( si->clipModel || (spawnFlags & 2) ) /* 2nd bit */
427 vec3_t points[ 4 ], backs[ 3 ];
428 vec4_t plane, reverse, pa, pb, pc;
432 if( !si->clipModel &&
433 ((si->compileFlags & C_TRANSLUCENT) || !(si->compileFlags & C_SOLID)) )
436 /* walk triangle list */
437 for( i = 0; i < ds->numIndexes; i += 3 )
440 AUTOEXPAND_BY_REALLOC(mapplanes, (nummapplanes+64) << 1, allocatedmapplanes, 1024);
442 /* make points and back points */
443 for( j = 0; j < 3; j++ )
446 dv = &ds->verts[ ds->indexes[ i + j ] ];
449 VectorCopy( dv->xyz, points[ j ] );
450 VectorCopy( dv->xyz, backs[ j ] );
452 /* find nearest axial to normal and push back points opposite */
453 /* note: this doesn't work as well as simply using the plane of the triangle, below */
454 for( k = 0; k < 3; k++ )
456 if( fabs( dv->normal[ k ] ) >= fabs( dv->normal[ (k + 1) % 3 ] ) &&
457 fabs( dv->normal[ k ] ) >= fabs( dv->normal[ (k + 2) % 3 ] ) )
459 backs[ j ][ k ] += dv->normal[ k ] < 0.0f ? 64.0f : -64.0f;
465 VectorCopy( points[0], points[3] ); // for cyclic usage
467 /* make plane for triangle */
468 // div0: add some extra spawnflags:
469 // 0: snap normals to axial planes for extrusion
470 // 8: extrude with the original normals
471 // 16: extrude only with up/down normals (ideal for terrain)
472 // 24: extrude by distance zero (may need engine changes)
473 if( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) )
476 float backPlaneDistance = 2;
478 if(spawnFlags & 8) // use a DOWN normal
482 // 24: normal as is, and zero width (broken)
483 VectorCopy(plane, bestNormal);
488 VectorCopy(plane, bestNormal);
495 // 16: UP/DOWN normal
496 VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
501 if(fabs(plane[0]) > fabs(plane[1])) // x>y
502 if(fabs(plane[1]) > fabs(plane[2])) // x>y, y>z
503 VectorSet(bestNormal, (plane[0] >= 0 ? 1 : -1), 0, 0);
505 if(fabs(plane[0]) > fabs(plane[2])) // x>z, z>=y
506 VectorSet(bestNormal, (plane[0] >= 0 ? 1 : -1), 0, 0);
508 VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
510 if(fabs(plane[1]) > fabs(plane[2])) // y>z, y>=x
511 VectorSet(bestNormal, 0, (plane[1] >= 0 ? 1 : -1), 0);
513 VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
518 buildBrush = AllocBrush( 48 );
519 buildBrush->entityNum = mapEntityNum;
520 buildBrush->original = buildBrush;
521 buildBrush->contentShader = si;
522 buildBrush->compileFlags = si->compileFlags;
523 buildBrush->contentFlags = si->contentFlags;
524 normalEpsilon_save = normalEpsilon;
525 distanceEpsilon_save = distanceEpsilon;
526 if(si->compileFlags & C_STRUCTURAL) // allow forced structural brushes here
528 buildBrush->detail = qfalse;
530 // only allow EXACT matches when snapping for these (this is mostly for caulk brushes inside a model)
531 if(normalEpsilon > 0)
533 if(distanceEpsilon > 0)
537 buildBrush->detail = qtrue;
539 /* regenerate back points */
540 for( j = 0; j < 3; j++ )
543 dv = &ds->verts[ ds->indexes[ i + j ] ];
545 // shift by some units
546 VectorMA(dv->xyz, -64.0f, bestNormal, backs[j]); // 64 prevents roundoff errors a bit
549 /* make back plane */
550 VectorScale( plane, -1.0f, reverse );
551 reverse[ 3 ] = -plane[ 3 ];
552 if((spawnFlags & 24) != 24)
553 reverse[3] += DotProduct(bestNormal, plane) * backPlaneDistance;
554 // that's at least sqrt(1/3) backPlaneDistance, unless in DOWN mode; in DOWN mode, we are screwed anyway if we encounter a plane that's perpendicular to the xy plane)
556 if( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], backs[ 1 ] ) &&
557 PlaneFromPoints( pb, points[ 1 ], points[ 0 ], backs[ 0 ] ) &&
558 PlaneFromPoints( pc, points[ 0 ], points[ 2 ], backs[ 2 ] ) )
560 /* set up brush sides */
561 buildBrush->numsides = 5;
562 buildBrush->sides[ 0 ].shaderInfo = si;
563 for( j = 1; j < buildBrush->numsides; j++ )
564 buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
566 buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
567 buildBrush->sides[ 1 ].planenum = FindFloatPlane( pa, pa[ 3 ], 2, &points[ 1 ] ); // pa contains points[1] and points[2]
568 buildBrush->sides[ 2 ].planenum = FindFloatPlane( pb, pb[ 3 ], 2, &points[ 0 ] ); // pb contains points[0] and points[1]
569 buildBrush->sides[ 3 ].planenum = FindFloatPlane( pc, pc[ 3 ], 2, &points[ 2 ] ); // pc contains points[2] and points[0] (copied to points[3]
570 buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 3, backs );
578 normalEpsilon = normalEpsilon_save;
579 distanceEpsilon = distanceEpsilon_save;
582 if( CreateBrushWindings( buildBrush ) )
585 //% EmitBrushes( buildBrush, NULL, NULL );
586 buildBrush->next = entities[ mapEntityNum ].brushes;
587 entities[ mapEntityNum ].brushes = buildBrush;
588 entities[ mapEntityNum ].numBrushes++;
602 adds misc_model surfaces to the bsp
605 void AddTriangleModels( entity_t *e )
607 int num, frame, castShadows, recvShadows, spawnFlags;
609 const char *targetName;
610 const char *target, *model, *value;
611 char shader[ MAX_QPATH ];
612 shaderInfo_t *celShader;
613 float temp, baseLightmapScale, lightmapScale;
615 int lightmapSampleSize;
616 vec3_t origin, scale, angles;
619 remap_t *remap, *remap2;
624 Sys_FPrintf( SYS_VRB, "--- AddTriangleModels ---\n" );
626 /* get current brush entity targetname */
631 targetName = ValueForKey( e, "targetname" );
633 /* misc_model entities target non-worldspawn brush model entities */
634 if( targetName[ 0 ] == '\0' )
638 /* get lightmap scale */
639 /* vortex: added _ls key (short name of lightmapscale) */
640 baseLightmapScale = 0.0f;
641 if( strcmp( "", ValueForKey( e, "lightmapscale" ) ) ||
642 strcmp( "", ValueForKey( e, "_lightmapscale" ) ) ||
643 strcmp( "", ValueForKey( e, "_ls" ) ) )
645 baseLightmapScale = FloatForKey( e, "lightmapscale" );
646 if( baseLightmapScale <= 0.0f )
647 baseLightmapScale = FloatForKey( e, "_lightmapscale" );
648 if( baseLightmapScale <= 0.0f )
649 baseLightmapScale = FloatForKey( e, "_ls" );
650 if( baseLightmapScale < 0.0f )
651 baseLightmapScale = 0.0f;
652 if( baseLightmapScale > 0.0f )
653 Sys_Printf( "World Entity has lightmap scale of %.4f\n", baseLightmapScale );
657 /* walk the entity list */
658 for( num = 1; num < numEntities; num++ )
661 e2 = &entities[ num ];
663 /* convert misc_models into raw geometry */
664 if( Q_stricmp( "misc_model", ValueForKey( e2, "classname" ) ) )
667 /* ydnar: added support for md3 models on non-worldspawn models */
668 target = ValueForKey( e2, "target" );
669 if( strcmp( target, targetName ) )
673 model = ValueForKey( e2, "model" );
674 if( model[ 0 ] == '\0' )
676 Sys_Printf( "WARNING: misc_model at %i %i %i without a model key\n",
677 (int) origin[ 0 ], (int) origin[ 1 ], (int) origin[ 2 ] );
681 /* get model frame */
682 frame = IntForKey( e2, "_frame" );
684 /* worldspawn (and func_groups) default to cast/recv shadows in worldspawn group */
687 castShadows = WORLDSPAWN_CAST_SHADOWS;
688 recvShadows = WORLDSPAWN_RECV_SHADOWS;
691 /* other entities don't cast any shadows, but recv worldspawn shadows */
694 castShadows = ENTITY_CAST_SHADOWS;
695 recvShadows = ENTITY_RECV_SHADOWS;
698 /* get explicit shadow flags */
699 GetEntityShadowFlags( e2, e, &castShadows, &recvShadows );
702 spawnFlags = IntForKey( e2, "spawnflags" );
705 GetVectorForKey( e2, "origin", origin );
706 VectorSubtract( origin, e->origin, origin ); /* offset by parent */
709 scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = 1.0f;
710 temp = FloatForKey( e2, "modelscale" );
712 scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = temp;
713 value = ValueForKey( e2, "modelscale_vec" );
714 if( value[ 0 ] != '\0' )
715 sscanf( value, "%f %f %f", &scale[ 0 ], &scale[ 1 ], &scale[ 2 ] );
717 /* get "angle" (yaw) or "angles" (pitch yaw roll) */
718 angles[ 0 ] = angles[ 1 ] = angles[ 2 ] = 0.0f;
719 angles[ 2 ] = FloatForKey( e2, "angle" );
720 value = ValueForKey( e2, "angles" );
721 if( value[ 0 ] != '\0' )
722 sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] );
724 /* set transform matrix (thanks spog) */
725 m4x4_identity( transform );
726 m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
728 /* get shader remappings */
730 for( ep = e2->epairs; ep != NULL; ep = ep->next )
732 /* look for keys prefixed with "_remap" */
733 if( ep->key != NULL && ep->value != NULL &&
734 ep->key[ 0 ] != '\0' && ep->value[ 0 ] != '\0' &&
735 !Q_strncasecmp( ep->key, "_remap", 6 ) )
737 /* create new remapping */
739 remap = safe_malloc( sizeof( *remap ) );
740 remap->next = remap2;
741 strcpy( remap->from, ep->value );
743 /* split the string */
744 split = strchr( remap->from, ';' );
747 Sys_Printf( "WARNING: Shader _remap key found in misc_model without a ; character\n" );
753 /* store the split */
755 strcpy( remap->to, (split + 1) );
758 //% Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", remap->from, remap->to );
762 /* ydnar: cel shader support */
763 value = ValueForKey( e2, "_celshader" );
764 if( value[ 0 ] == '\0' )
765 value = ValueForKey( &entities[ 0 ], "_celshader" );
766 if( value[ 0 ] != '\0' )
768 sprintf( shader, "textures/%s", value );
769 celShader = ShaderInfoForShader( shader );
772 celShader = *globalCelShader ? ShaderInfoForShader(globalCelShader) : NULL;
774 /* jal : entity based _samplesize */
775 lightmapSampleSize = 0;
776 if ( strcmp( "", ValueForKey( e2, "_lightmapsamplesize" ) ) )
777 lightmapSampleSize = IntForKey( e2, "_lightmapsamplesize" );
778 else if ( strcmp( "", ValueForKey( e2, "_samplesize" ) ) )
779 lightmapSampleSize = IntForKey( e2, "_samplesize" );
781 if( lightmapSampleSize < 0 )
782 lightmapSampleSize = 0;
784 if( lightmapSampleSize > 0.0f )
785 Sys_Printf( "misc_model has lightmap sample size of %.d\n", lightmapSampleSize );
787 /* get lightmap scale */
788 /* vortex: added _ls key (short name of lightmapscale) */
789 lightmapScale = 0.0f;
790 if( strcmp( "", ValueForKey( e2, "lightmapscale" ) ) ||
791 strcmp( "", ValueForKey( e2, "_lightmapscale" ) ) ||
792 strcmp( "", ValueForKey( e2, "_ls" ) ) )
794 lightmapScale = FloatForKey( e2, "lightmapscale" );
795 if( lightmapScale <= 0.0f )
796 lightmapScale = FloatForKey( e2, "_lightmapscale" );
797 if( lightmapScale <= 0.0f )
798 lightmapScale = FloatForKey( e2, "_ls" );
799 if( lightmapScale < 0.0f )
800 lightmapScale = 0.0f;
801 if( lightmapScale > 0.0f )
802 Sys_Printf( "misc_model has lightmap scale of %.4f\n", lightmapScale );
805 /* jal : entity based _shadeangle */
807 if ( strcmp( "", ValueForKey( e2, "_shadeangle" ) ) )
808 shadeAngle = FloatForKey( e2, "_shadeangle" );
809 /* vortex' aliases */
810 else if ( strcmp( "", ValueForKey( mapEnt, "_smoothnormals" ) ) )
811 shadeAngle = FloatForKey( mapEnt, "_smoothnormals" );
812 else if ( strcmp( "", ValueForKey( mapEnt, "_sn" ) ) )
813 shadeAngle = FloatForKey( mapEnt, "_sn" );
814 else if ( strcmp( "", ValueForKey( mapEnt, "_smooth" ) ) )
815 shadeAngle = FloatForKey( mapEnt, "_smooth" );
817 if( shadeAngle < 0.0f )
820 if( shadeAngle > 0.0f )
821 Sys_Printf( "misc_model has shading angle of %.4f\n", shadeAngle );
823 /* insert the model */
824 InsertModel( (char*) model, frame, transform, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale, lightmapSampleSize, shadeAngle );
826 /* free shader remappings */
827 while( remap != NULL )
829 remap2 = remap->next;