/* -------------------------------------------------------------------------------

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.

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.

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."

------------------------------------------------------------------------------- */



/* marker */
#define MODEL_C



/* dependencies */
#include "q3map2.h"



/* 
PicoPrintFunc()
callback for picomodel.lib
*/

void PicoPrintFunc( int level, const char *str )
{
	if( str == NULL )
		return;
	switch( level )
	{
		case PICO_NORMAL:
			Sys_Printf( "%s\n", str );
			break;
		
		case PICO_VERBOSE:
			Sys_FPrintf( SYS_VRB, "%s\n", str );
			break;
		
		case PICO_WARNING:
			Sys_Printf( "WARNING: %s\n", str );
			break;
		
		case PICO_ERROR:
			Sys_Printf( "ERROR: %s\n", str );
			break;
		
		case PICO_FATAL:
			Error( "ERROR: %s\n", str );
			break;
	}
}



/* 
PicoLoadFileFunc()
callback for picomodel.lib
*/

void PicoLoadFileFunc( const char *name, byte **buffer, int *bufSize )
{
	*bufSize = vfsLoadFile( name, (void**) buffer, 0 );
}



/*
FindModel() - ydnar
finds an existing picoModel and returns a pointer to the picoModel_t struct or NULL if not found
*/

picoModel_t *FindModel( const char *name, int frame )
{
	int			i;
	
	
	/* init */
	if( numPicoModels <= 0 )
		memset( picoModels, 0, sizeof( picoModels ) );
	
	/* dummy check */
	if( name == NULL || name[ 0 ] == '\0' )
		return NULL;
	
	/* search list */
	for( i = 0; i < MAX_MODELS; i++ )
	{
		if( picoModels[ i ] != NULL &&
			!strcmp( PicoGetModelName( picoModels[ i ] ), name ) &&
			PicoGetModelFrameNum( picoModels[ i ] ) == frame )
			return picoModels[ i ];
	}
	
	/* no matching picoModel found */
	return NULL;
}



/*
LoadModel() - ydnar
loads a picoModel and returns a pointer to the picoModel_t struct or NULL if not found
*/

picoModel_t *LoadModel( const char *name, int frame )
{
	int				i;
	picoModel_t		*model, **pm;
	
	
	/* init */
	if( numPicoModels <= 0 )
		memset( picoModels, 0, sizeof( picoModels ) );
	
	/* dummy check */
	if( name == NULL || name[ 0 ] == '\0' )
		return NULL;
	
	/* try to find existing picoModel */
	model = FindModel( name, frame );
	if( model != NULL )
		return model;
	
	/* none found, so find first non-null picoModel */
	pm = NULL;
	for( i = 0; i < MAX_MODELS; i++ )
	{
		if( picoModels[ i ] == NULL )
		{
			pm = &picoModels[ i ];
			break;
		}
	}
	
	/* too many picoModels? */
	if( pm == NULL )
		Error( "MAX_MODELS (%d) exceeded, there are too many model files referenced by the map.", MAX_MODELS );
	
	/* attempt to parse model */
	*pm = PicoLoadModel( name, frame );
	
	/* if loading failed, make a bogus model to silence the rest of the warnings */
	if( *pm == NULL )
	{
		/* allocate a new model */
		*pm = PicoNewModel();
		if( *pm == NULL )
			return NULL;
		
		/* set data */
		PicoSetModelName( *pm, name );
		PicoSetModelFrameNum( *pm, frame );
	}
	
	/* debug code */
	#if 0
	{
		int				numSurfaces, numVertexes;
		picoSurface_t	*ps;
		
		
		Sys_Printf( "Model %s\n", name );
		numSurfaces = PicoGetModelNumSurfaces( *pm );
		for( i = 0; i < numSurfaces; i++ )
		{
			ps = PicoGetModelSurface( *pm, i );
			numVertexes = PicoGetSurfaceNumVertexes( ps );
			Sys_Printf( "Surface %d has %d vertexes\n", i, numVertexes );
		}
	}
	#endif
	
	/* set count */
	if( *pm != NULL )
		numPicoModels++;
	
	/* return the picoModel */
	return *pm;
}



/*
InsertModel() - ydnar
adds a picomodel into the bsp
*/

void InsertModel( const char *name, int skin, 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 )
{
	int					i, j, s, numSurfaces;
	m4x4_t				identity, nTransform;
	picoModel_t			*model;
	picoShader_t		*shader;
	picoSurface_t		*surface;
	shaderInfo_t		*si;
	mapDrawSurface_t	*ds;
	bspDrawVert_t		*dv;
	char				*picoShaderName;
	char				shaderName[ MAX_QPATH ];
	picoVec_t			*xyz, *normal, *st;
	byte				*color;
	picoIndex_t			*indexes;
	remap_t				*rm, *glob;
	skinfile_t			*sf, *sf2;
	double				normalEpsilon_save;
	double				distanceEpsilon_save;
	char				skinfilename[ MAX_QPATH ];
	char				*skinfilecontent;
	int					skinfilesize;
	char				*skinfileptr, *skinfilenextptr;
	
	
	/* get model */
	model = LoadModel( name, frame );
	if( model == NULL )
		return;

	/* load skin file */
	snprintf(skinfilename, sizeof(skinfilename), "%s_%d.skin", name, skin);
	skinfilename[sizeof(skinfilename)-1] = 0;
	skinfilesize = vfsLoadFile(skinfilename, (void**) &skinfilecontent, 0);
	if(skinfilesize < 0 && skin != 0)
	{
		/* fallback to skin 0 if invalid */
		snprintf(skinfilename, sizeof(skinfilename), "%s_0.skin", name);
		skinfilename[sizeof(skinfilename)-1] = 0;
		skinfilesize = vfsLoadFile(skinfilename, (void**) &skinfilecontent, 0);
		if(skinfilesize >= 0)
			Sys_Printf( "Skin %d of %s does not exist, using 0 instead\n", skin, name );
	}
	sf = NULL;
	if(skinfilesize >= 0)
	{
		Sys_Printf( "Using skin %d of %s\n", skin, name );
		int pos;
		for(skinfileptr = skinfilecontent; *skinfileptr; skinfileptr = skinfilenextptr)
		{
			// for fscanf
			char format[64];

			skinfilenextptr = strchr(skinfileptr, '\r');
			if(skinfilenextptr)
			{
				*skinfilenextptr++ = 0;
			}
			else
			{
				skinfilenextptr = strchr(skinfileptr, '\n');
				if(skinfilenextptr)
					*skinfilenextptr++ = 0;
				else
					skinfilenextptr = skinfileptr + strlen(skinfileptr);
			}

			/* create new item */
			sf2 = sf;
			sf = safe_malloc( sizeof( *sf ) );
			sf->next = sf2;

			sprintf(format, "replace %%%ds %%%ds", (int)sizeof(sf->name)-1, (int)sizeof(sf->to)-1);
			if(sscanf(skinfileptr, format, sf->name, sf->to) == 2)
				continue;
			sprintf(format, " %%%d[^, 	] ,%%%ds", (int)sizeof(sf->name)-1, (int)sizeof(sf->to)-1);
			if((pos = sscanf(skinfileptr, format, sf->name, sf->to)) == 2)
				continue;

			/* invalid input line -> discard sf struct */
			Sys_Printf( "Discarding skin directive in %s: %s\n", skinfilename, skinfileptr );
			free(sf);
			sf = sf2;
		}
		free(skinfilecontent);
	}
	
	/* handle null matrix */
	if( transform == NULL )
	{
		m4x4_identity( identity );
		transform = identity;
	}
	
	/* hack: Stable-1_2 and trunk have differing row/column major matrix order
	   this transpose is necessary with Stable-1_2
	   uncomment the following line with old m4x4_t (non 1.3/spog_branch) code */
	//%	m4x4_transpose( transform );
	
	/* create transform matrix for normals */
	memcpy( nTransform, transform, sizeof( m4x4_t ) );
	if( m4x4_invert( nTransform ) )
		Sys_FPrintf( SYS_VRB, "WARNING: Can't invert model transform matrix, using transpose instead\n" );
	m4x4_transpose( nTransform );
	
	/* fix bogus lightmap scale */
	if( lightmapScale <= 0.0f )
		lightmapScale = 1.0f;

	/* fix bogus shade angle */
	if( shadeAngle <= 0.0f )
		shadeAngle = 0.0f;
	
	/* each surface on the model will become a new map drawsurface */
	numSurfaces = PicoGetModelNumSurfaces( model );
	//%	Sys_FPrintf( SYS_VRB, "Model %s has %d surfaces\n", name, numSurfaces );
	for( s = 0; s < numSurfaces; s++ )
	{
		/* get surface */
		surface = PicoGetModelSurface( model, s );
		if( surface == NULL )
			continue;
		
		/* only handle triangle surfaces initially (fixme: support patches) */
		if( PicoGetSurfaceType( surface ) != PICO_TRIANGLES )
			continue;
		
		/* get shader name */
        shader = PicoGetSurfaceShader( surface );
		if( shader == NULL )
			picoShaderName = "";
		else
			picoShaderName = PicoGetShaderName( shader );

		/* handle .skin file */
		if(sf)
		{
			picoShaderName = NULL;
			for(sf2 = sf; sf2 != NULL; sf2 = sf2->next)
			{
				if( !Q_stricmp( surface->name, sf2->name ) )
				{
					Sys_FPrintf( SYS_VRB, "Skin file: mapping %s to %s\n", surface->name, sf2->to );
					picoShaderName = sf2->to;
					break;
				}
			}
			if(!picoShaderName)
			{
				Sys_FPrintf( SYS_VRB, "Skin file: not mapping %s\n", surface->name );
				continue;
			}
		}

		/* handle shader remapping */
		glob = NULL;
		for( rm = remap; rm != NULL; rm = rm->next )
		{
			if( rm->from[ 0 ] == '*' && rm->from[ 1 ] == '\0' )
				glob = rm;
			else if( !Q_stricmp( picoShaderName, rm->from ) )
			{
				Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", picoShaderName, rm->to );
				picoShaderName = rm->to;
				glob = NULL;
				break;
			}
		}
		
		if( glob != NULL )
		{
			Sys_FPrintf( SYS_VRB, "Globbing %s to %s\n", picoShaderName, glob->to );
			picoShaderName = glob->to;
		}
		
		/* shader renaming for sof2 */
		if( renameModelShaders )
		{
			strcpy( shaderName, picoShaderName );
			StripExtension( shaderName );
			if( spawnFlags & 1 )
				strcat( shaderName, "_RMG_BSP" );
			else
				strcat( shaderName, "_BSP" );
			si = ShaderInfoForShader( shaderName );
		}
		else
			si = ShaderInfoForShader( picoShaderName );
		
		/* allocate a surface (ydnar: gs mods) */
		ds = AllocDrawSurface( SURFACE_TRIANGLES );
		ds->entityNum = eNum;
		ds->castShadows = castShadows;
		ds->recvShadows = recvShadows;

		/* set shader */
		ds->shaderInfo = si;

		/* force to meta? */
		if( (si != NULL && si->forceMeta) || (spawnFlags & 4) )	/* 3rd bit */
			ds->type = SURFACE_FORCED_META;

		/* fix the surface's normals (jal: conditioned by shader info) */
		if( !(spawnFlags & 64) && ( shadeAngle == 0.0f || ds->type != SURFACE_FORCED_META ) )
			PicoFixSurfaceNormals( surface );

		/* set sample size */
		if( lightmapSampleSize > 0.0f )
			ds->sampleSize = lightmapSampleSize;
		
		/* set lightmap scale */
		if( lightmapScale > 0.0f )
			ds->lightmapScale = lightmapScale;

		/* set shading angle */
		if( shadeAngle > 0.0f )
			ds->shadeAngleDegrees = shadeAngle;
		
		/* set particulars */
		ds->numVerts = PicoGetSurfaceNumVertexes( surface );
		ds->verts = safe_malloc( ds->numVerts * sizeof( ds->verts[ 0 ] ) );
		memset( ds->verts, 0, ds->numVerts * sizeof( ds->verts[ 0 ] ) );
		
		ds->numIndexes = PicoGetSurfaceNumIndexes( surface );
		ds->indexes = safe_malloc( ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );
		memset( ds->indexes, 0, ds->numIndexes * sizeof( ds->indexes[ 0 ] ) );
		
		/* copy vertexes */
		for( i = 0; i < ds->numVerts; i++ )
		{
			/* get vertex */
			dv = &ds->verts[ i ];
			
			/* xyz and normal */
			xyz = PicoGetSurfaceXYZ( surface, i );
			VectorCopy( xyz, dv->xyz );
			m4x4_transform_point( transform, dv->xyz );
			
			normal = PicoGetSurfaceNormal( surface, i );
			VectorCopy( normal, dv->normal );
			m4x4_transform_normal( nTransform, dv->normal );
			VectorNormalize( dv->normal, dv->normal );

			/* ydnar: tek-fu celshading support for flat shaded shit */
			if( flat )
			{
				dv->st[ 0 ] = si->stFlat[ 0 ];
				dv->st[ 1 ] = si->stFlat[ 1 ];
			}
			
			/* ydnar: gs mods: added support for explicit shader texcoord generation */
			else if( si->tcGen )
			{
				/* project the texture */
				dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], dv->xyz );
				dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], dv->xyz );
			}
			
			/* normal texture coordinates */
			else
			{
				st = PicoGetSurfaceST( surface, 0, i );
				dv->st[ 0 ] = st[ 0 ];
				dv->st[ 1 ] = st[ 1 ];
			}
			
			/* set lightmap/color bits */
			color = PicoGetSurfaceColor( surface, 0, i );
			for( j = 0; j < MAX_LIGHTMAPS; j++ )
			{
				dv->lightmap[ j ][ 0 ] = 0.0f;
				dv->lightmap[ j ][ 1 ] = 0.0f;
				if(spawnFlags & 32) // spawnflag 32: model color -> alpha hack
				{
					dv->color[ j ][ 0 ] = 255.0f;
					dv->color[ j ][ 1 ] = 255.0f;
					dv->color[ j ][ 2 ] = 255.0f;
					dv->color[ j ][ 3 ] = RGBTOGRAY( color );
				}
				else
				{
					dv->color[ j ][ 0 ] = color[ 0 ];
					dv->color[ j ][ 1 ] = color[ 1 ];
					dv->color[ j ][ 2 ] = color[ 2 ];
					dv->color[ j ][ 3 ] = color[ 3 ];
				}
			}
		}
		
		/* copy indexes */
		indexes = PicoGetSurfaceIndexes( surface, 0 );
		for( i = 0; i < ds->numIndexes; i++ )
			ds->indexes[ i ] = indexes[ i ];
		
		/* set cel shader */
		ds->celShader = celShader;
		
		/* ydnar: giant hack land: generate clipping brushes for model triangles */
		if( si->clipModel || (spawnFlags & 2) )	/* 2nd bit */
		{
			vec3_t		points[ 4 ], backs[ 3 ];
			vec4_t		plane, reverse, pa, pb, pc;
			
			
			/* temp hack */
			if( !si->clipModel && !(si->compileFlags & C_SOLID) )
				continue;
			
			/* walk triangle list */
			for( i = 0; i < ds->numIndexes; i += 3 )
			{
				/* overflow hack */
				AUTOEXPAND_BY_REALLOC(mapplanes, (nummapplanes+64) << 1, allocatedmapplanes, 1024);
				
				/* make points and back points */
				for( j = 0; j < 3; j++ )
				{
					/* get vertex */
					dv = &ds->verts[ ds->indexes[ i + j ] ];
					
					/* copy xyz */
					VectorCopy( dv->xyz, points[ j ] );
				}

				VectorCopy( points[0], points[3] ); // for cyclic usage
				
				/* make plane for triangle */
				// div0: add some extra spawnflags:
				//   0: snap normals to axial planes for extrusion
				//   8: extrude with the original normals
				//  16: extrude only with up/down normals (ideal for terrain)
				//  24: extrude by distance zero (may need engine changes)
				if( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) )
				{
					vec3_t bestNormal;
					float backPlaneDistance = 2;

					if(spawnFlags & 8) // use a DOWN normal
					{
						if(spawnFlags & 16)
						{
							// 24: normal as is, and zero width (broken)
							VectorCopy(plane, bestNormal);
						}
						else
						{
							// 8: normal as is
							VectorCopy(plane, bestNormal);
						}
					}
					else
					{
						if(spawnFlags & 16)
						{
							// 16: UP/DOWN normal
							VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
						}
						else
						{
							// 0: axial normal
							if(fabs(plane[0]) > fabs(plane[1])) // x>y
								if(fabs(plane[1]) > fabs(plane[2])) // x>y, y>z
									VectorSet(bestNormal, (plane[0] >= 0 ? 1 : -1), 0, 0);
								else // x>y, z>=y
									if(fabs(plane[0]) > fabs(plane[2])) // x>z, z>=y
										VectorSet(bestNormal, (plane[0] >= 0 ? 1 : -1), 0, 0);
									else // z>=x, x>y
										VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
							else // y>=x
								if(fabs(plane[1]) > fabs(plane[2])) // y>z, y>=x
									VectorSet(bestNormal, 0, (plane[1] >= 0 ? 1 : -1), 0);
								else // z>=y, y>=x
									VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
						}
					}

					/* build a brush */
					buildBrush = AllocBrush( 48 );
					buildBrush->entityNum = mapEntityNum;
					buildBrush->original = buildBrush;
					buildBrush->contentShader = si;
					buildBrush->compileFlags = si->compileFlags;
					buildBrush->contentFlags = si->contentFlags;
					normalEpsilon_save = normalEpsilon;
					distanceEpsilon_save = distanceEpsilon;
					if(si->compileFlags & C_STRUCTURAL) // allow forced structural brushes here
					{
						buildBrush->detail = qfalse;

						// only allow EXACT matches when snapping for these (this is mostly for caulk brushes inside a model)
						if(normalEpsilon > 0)
							normalEpsilon = 0;
						if(distanceEpsilon > 0)
							distanceEpsilon = 0;
					}
					else
						buildBrush->detail = qtrue;

					/* regenerate back points */
					for( j = 0; j < 3; j++ )
					{
						/* get vertex */
						dv = &ds->verts[ ds->indexes[ i + j ] ];

						// shift by some units
						VectorMA(dv->xyz, -64.0f, bestNormal, backs[j]); // 64 prevents roundoff errors a bit
					}

					/* make back plane */
					VectorScale( plane, -1.0f, reverse );
					reverse[ 3 ] = -plane[ 3 ];
					if((spawnFlags & 24) != 24)
						reverse[3] += DotProduct(bestNormal, plane) * backPlaneDistance;
					// 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)

					if( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], backs[ 1 ] ) &&
							PlaneFromPoints( pb, points[ 1 ], points[ 0 ], backs[ 0 ] ) &&
							PlaneFromPoints( pc, points[ 0 ], points[ 2 ], backs[ 2 ] ) )
					{
						/* set up brush sides */
						buildBrush->numsides = 5;
						buildBrush->sides[ 0 ].shaderInfo = si;
						for( j = 1; j < buildBrush->numsides; j++ )
							buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works

						buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
						buildBrush->sides[ 1 ].planenum = FindFloatPlane( pa, pa[ 3 ], 2, &points[ 1 ] ); // pa contains points[1] and points[2]
						buildBrush->sides[ 2 ].planenum = FindFloatPlane( pb, pb[ 3 ], 2, &points[ 0 ] ); // pb contains points[0] and points[1]
						buildBrush->sides[ 3 ].planenum = FindFloatPlane( pc, pc[ 3 ], 2, &points[ 2 ] ); // pc contains points[2] and points[0] (copied to points[3]
						buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 3, backs );
					}
					else
					{
						free(buildBrush);
						continue;
					}

					normalEpsilon = normalEpsilon_save;
					distanceEpsilon = distanceEpsilon_save;

					/* add to entity */
					if( CreateBrushWindings( buildBrush ) )
					{
						AddBrushBevels();
						//%	EmitBrushes( buildBrush, NULL, NULL );
						buildBrush->next = entities[ mapEntityNum ].brushes;
						entities[ mapEntityNum ].brushes = buildBrush;
						entities[ mapEntityNum ].numBrushes++;
					}
					else
						free( buildBrush );
				}
			}
		}
	}
}



/*
AddTriangleModels()
adds misc_model surfaces to the bsp
*/

void AddTriangleModels( entity_t *e )
{
	int				num, frame, skin, castShadows, recvShadows, spawnFlags;
	entity_t		*e2;
	const char		*targetName;
	const char		*target, *model, *value;
	char			shader[ MAX_QPATH ];
	shaderInfo_t	*celShader;
	float			temp, baseLightmapScale, lightmapScale;
	float			shadeAngle;
	int				lightmapSampleSize;
	vec3_t			origin, scale, angles;
	m4x4_t			transform;
	epair_t			*ep;
	remap_t			*remap, *remap2;
	char			*split;
	
	
	/* note it */
	Sys_FPrintf( SYS_VRB, "--- AddTriangleModels ---\n" );
	
	/* get current brush entity targetname */
	if( e == entities )
		targetName = "";
	else
	{
		targetName = ValueForKey( e, "targetname" );
	
		/* misc_model entities target non-worldspawn brush model entities */
		if( targetName[ 0 ] == '\0' )
			return;
	}
	
	/* get lightmap scale */
	/* vortex: added _ls key (short name of lightmapscale) */
	baseLightmapScale = 0.0f;
	if( strcmp( "", ValueForKey( e, "lightmapscale" ) ) ||
		strcmp( "", ValueForKey( e, "_lightmapscale" ) ) || 
		strcmp( "", ValueForKey( e, "_ls" ) ) )
	{
		baseLightmapScale = FloatForKey( e, "lightmapscale" );
		if( baseLightmapScale <= 0.0f )
			baseLightmapScale = FloatForKey( e, "_lightmapscale" );
		if( baseLightmapScale <= 0.0f )
			baseLightmapScale = FloatForKey( e, "_ls" );
		if( baseLightmapScale < 0.0f )
			baseLightmapScale = 0.0f;
		if( baseLightmapScale > 0.0f )
			Sys_Printf( "World Entity has lightmap scale of %.4f\n", baseLightmapScale );
	}
	
	
	/* walk the entity list */
	for( num = 1; num < numEntities; num++ )
	{
		/* get e2 */
		e2 = &entities[ num ];
		
		/* convert misc_models into raw geometry */
		if( Q_stricmp( "misc_model", ValueForKey( e2, "classname" ) ) )
			continue;

		/* ydnar: added support for md3 models on non-worldspawn models */
		target = ValueForKey( e2, "target" );
		if( strcmp( target, targetName ) )
			continue;
		
		/* get model name */
		model = ValueForKey( e2, "model" );
		if( model[ 0 ] == '\0' )
		{
			Sys_Printf( "WARNING: misc_model at %i %i %i without a model key\n",
				(int) origin[ 0 ], (int) origin[ 1 ], (int) origin[ 2 ] );
			continue;
		}
		
		/* get model frame */
		frame = 0;
		if(strcmp("", ValueForKey( e2, "_frame")))
			frame = IntForKey(e2, "_frame");
		else if(strcmp("", ValueForKey( e2, "frame")))
			frame = IntForKey(e2, "frame");
		
		/* worldspawn (and func_groups) default to cast/recv shadows in worldspawn group */
		if( e == entities )
		{
			castShadows = WORLDSPAWN_CAST_SHADOWS;
			recvShadows = WORLDSPAWN_RECV_SHADOWS;
		}
		
		/* other entities don't cast any shadows, but recv worldspawn shadows */
		else
		{
			castShadows = ENTITY_CAST_SHADOWS;
			recvShadows = ENTITY_RECV_SHADOWS;
		}
		
		/* get explicit shadow flags */
		GetEntityShadowFlags( e2, e, &castShadows, &recvShadows );
		
		/* get spawnflags */
		spawnFlags = IntForKey( e2, "spawnflags" );
		
		/* get origin */
		GetVectorForKey( e2, "origin", origin );
		VectorSubtract( origin, e->origin, origin );	/* offset by parent */
		
		/* get scale */
		scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = 1.0f;
		temp = FloatForKey( e2, "modelscale" );
		if( temp != 0.0f )
			scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = temp;
		value = ValueForKey( e2, "modelscale_vec" );
		if( value[ 0 ] != '\0' )
			sscanf( value, "%f %f %f", &scale[ 0 ], &scale[ 1 ], &scale[ 2 ] );
		
		/* get "angle" (yaw) or "angles" (pitch yaw roll) */
		angles[ 0 ] = angles[ 1 ] = angles[ 2 ] = 0.0f;
		angles[ 2 ] = FloatForKey( e2, "angle" );
		value = ValueForKey( e2, "angles" );
		if( value[ 0 ] != '\0' )
			sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] );
		
		/* set transform matrix (thanks spog) */
		m4x4_identity( transform );
		m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
		
		/* get shader remappings */
		remap = NULL;
		for( ep = e2->epairs; ep != NULL; ep = ep->next )
		{
			/* look for keys prefixed with "_remap" */
			if( ep->key != NULL && ep->value != NULL &&
				ep->key[ 0 ] != '\0' && ep->value[ 0 ] != '\0' &&
				!Q_strncasecmp( ep->key, "_remap", 6 ) )
			{
				/* create new remapping */
				remap2 = remap;
				remap = safe_malloc( sizeof( *remap ) );
				remap->next = remap2;
				strcpy( remap->from, ep->value );
				
				/* split the string */
				split = strchr( remap->from, ';' );
				if( split == NULL )
				{
					Sys_Printf( "WARNING: Shader _remap key found in misc_model without a ; character\n" );
					free( remap );
					remap = remap2;
					continue;
				}
				
				/* store the split */
				*split = '\0';
				strcpy( remap->to, (split + 1) );
				
				/* note it */
				//%	Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", remap->from, remap->to );
			}
		}
		
		/* ydnar: cel shader support */
		value = ValueForKey( e2, "_celshader" );
		if( value[ 0 ] == '\0' )
			value = ValueForKey( &entities[ 0 ], "_celshader" );
		if( value[ 0 ] != '\0' )
		{
			sprintf( shader, "textures/%s", value );
			celShader = ShaderInfoForShader( shader );
		}
		else
			celShader = *globalCelShader ? ShaderInfoForShader(globalCelShader) : NULL;

		/* jal : entity based _samplesize */
		lightmapSampleSize = 0;
		if ( strcmp( "", ValueForKey( e2, "_lightmapsamplesize" ) ) )
			lightmapSampleSize = IntForKey( e2, "_lightmapsamplesize" );
		else if ( strcmp( "", ValueForKey( e2, "_samplesize" ) ) )
			lightmapSampleSize = IntForKey( e2, "_samplesize" );

		if( lightmapSampleSize < 0 )
			lightmapSampleSize = 0;

		if( lightmapSampleSize > 0.0f )
			Sys_Printf( "misc_model has lightmap sample size of %.d\n", lightmapSampleSize );

		/* get lightmap scale */
		/* vortex: added _ls key (short name of lightmapscale) */
		lightmapScale = 0.0f;
		if( strcmp( "", ValueForKey( e2, "lightmapscale" ) ) ||
			strcmp( "", ValueForKey( e2, "_lightmapscale" ) ) || 
			strcmp( "", ValueForKey( e2, "_ls" ) ) )
		{
			lightmapScale = FloatForKey( e2, "lightmapscale" );
			if( lightmapScale <= 0.0f )
				lightmapScale = FloatForKey( e2, "_lightmapscale" );
			if( lightmapScale <= 0.0f )
				lightmapScale = FloatForKey( e2, "_ls" );
			if( lightmapScale < 0.0f )
				lightmapScale = 0.0f;
			if( lightmapScale > 0.0f )
				Sys_Printf( "misc_model has lightmap scale of %.4f\n", lightmapScale );
		}

		/* jal : entity based _shadeangle */
		shadeAngle = 0.0f;
		if ( strcmp( "", ValueForKey( e2, "_shadeangle" ) ) )
			shadeAngle = FloatForKey( e2, "_shadeangle" );
		/* vortex' aliases */
		else if ( strcmp( "", ValueForKey( e2, "_smoothnormals" ) ) )
			shadeAngle = FloatForKey( e2, "_smoothnormals" );
		else if ( strcmp( "", ValueForKey( e2, "_sn" ) ) )
			shadeAngle = FloatForKey( e2, "_sn" );
		else if ( strcmp( "", ValueForKey( e2, "_smooth" ) ) )
			shadeAngle = FloatForKey( e2, "_smooth" );

		if( shadeAngle < 0.0f )
			shadeAngle = 0.0f;

		if( shadeAngle > 0.0f )
			Sys_Printf( "misc_model has shading angle of %.4f\n", shadeAngle );

		skin = 0;
		if(strcmp("", ValueForKey( e2, "_skin")))
			skin = IntForKey(e2, "_skin");
		else if(strcmp("", ValueForKey( e2, "skin")))
			skin = IntForKey(e2, "skin");

		/* insert the model */
		InsertModel( model, skin, frame, transform, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale, lightmapSampleSize, shadeAngle );
		
		/* free shader remappings */
		while( remap != NULL )
		{
			remap2 = remap->next;
			free( remap );
			remap = remap2;
		}
	}
}
