Exemple #1
0
/*
================
Host_AbortCurrentFrame

aborts the current host frame and goes on with the next one
================
*/
void Host_AbortCurrentFrame( void )
{
	if( host.framecount == 0 ) // abort frame was not set up
		Sys_Break("Could not abort current frame");
	else
		longjmp( host.abortframe, 1 );
}
Exemple #2
0
/*
================
Host_EndGame
================
*/
void Host_EndGame( const char *message, ... )
{
	va_list		argptr;
	static char	string[MAX_SYSPATH];
	
	va_start( argptr, message );
	Q_vsprintf( string, message, argptr );
	va_end( argptr );

	MsgDev( D_INFO, "Host_EndGame: %s\n", string );
	
	if( SV_Active())
	{
		Q_snprintf( host.finalmsg, sizeof( host.finalmsg ), "Host_EndGame: %s", string );
		SV_Shutdown( false );
		return;
	}
	
	if( host.type == HOST_DEDICATED )
		Sys_Break( "Host_EndGame: %s\n", string ); // dedicated servers exit

	SV_Shutdown( false );
	CL_Disconnect();

	// recreate world if needs
	CL_ClearEdicts ();

	// release all models
	Mod_ClearAll( true );

	Host_AbortCurrentFrame ();
}
Exemple #3
0
/*
=================
LoadMapFile

loads a map file into a list of entities
=================
*/
void LoadMapFile( const char *filename, bool onlyLights )
{		
	brush_t		*b;
	int		oldNumEntities, numMapBrushes;
	
	MsgDev( D_NOTE, "--- LoadMapFile ---\n" );
	Msg( "Loading %s\n", filename );
	
	mapfile = Com_OpenScript( filename, NULL, 0 );
	if( !mapfile ) Sys_Break( "can't loading map file %s\n", filename );	
	
	if( onlyLights ) 
		oldNumEntities = numEntities;
	else numEntities = 0;

	c_detail = 0;	
	numMapDrawSurfs = 0;
	g_bBrushPrimit = BRUSH_UNKNOWN;
	
	// allocate a very large temporary brush for building the brushes as they are loaded
	buildBrush = AllocBrush( MAX_BUILD_SIDES );
	
	while( ParseMapEntity( onlyLights ));
	Com_CloseScript( mapfile );
	
	if( onlyLights )
	{
		MsgDev( D_INFO, "%9d light entities\n", numEntities - oldNumEntities );
	}
	else
	{
		ClearBounds( mapMins, mapMaxs );
		for( b = entities[0].brushes; b; b = b->next )
		{
			AddPointToBounds( b->mins, mapMins, mapMaxs );
			AddPointToBounds( b->maxs, mapMins, mapMaxs );
		}

		VectorSubtract( mapMaxs, mapMins, mapSize );		
		numMapBrushes = CountBrushList( entities[0].brushes );
		if(( float )c_detail / (float) numMapBrushes < 0.10f && numMapBrushes > 500 )
			MsgDev( D_WARN, "Over 90 percent structural map detected. Compile time may be adversely affected.\n" );
		
		MsgDev( D_NOTE, "%9d total world brushes\n", numMapBrushes );
		MsgDev( D_NOTE, "%9d detail brushes\n", c_detail );
		MsgDev( D_NOTE, "%9d patches\n", numMapPatches );
		MsgDev( D_NOTE, "%9d boxbevels\n", c_boxbevels );
		MsgDev( D_NOTE, "%9d edgebevels\n", c_edgebevels );
		MsgDev( D_NOTE, "%9d entities\n", numEntities );
		MsgDev( D_NOTE, "%9d planes\n", nummapplanes );
		MsgDev( D_NOTE, "%9d areaportals\n", c_areaportals );
		MsgDev( D_INFO, "World size: %5.0f, %5.0f, %5.0f\n", mapSize[0], mapSize[1], mapSize[2] );
		
		// write bogus map
		if( fakemap ) WriteBSPBrushMap( "fakemap.map", entities[0].brushes );
	}
}
Exemple #4
0
/*
=================
ParseRawBrush

parses the sides into buildBrush->sides[], nothing else.
no validation, back plane removal, etc.
=================
*/
static void ParseRawBrush( bool onlyLights )
{
	side_t		*side;
	float		planePoints[3][3];
	int		planenum;
	char 		name[MAX_SHADERPATH];
	char		shader[MAX_SHADERPATH];
	shaderInfo_t	*si;
	token_t		token;
	vects_t		vects;
	int		flags;
	
	buildBrush->numsides = 0;
	buildBrush->detail = false;
	
	if( g_bBrushPrimit == BRUSH_RADIANT )
		Com_CheckToken( mapfile, "{" );
	
	while( 1 )
	{
		if( !Com_ReadToken( mapfile, SC_ALLOW_NEWLINES|SC_COMMENT_SEMICOLON, &token ))
			break;
		if( !com.stricmp( token.string, "}" )) break;
		if( g_bBrushPrimit == BRUSH_RADIANT )
		{
			while( 1 )
			{
				if( com.strcmp( token.string, "(" ))
					Com_ReadToken( mapfile, 0, &token );
				else break;
				Com_ReadToken( mapfile, SC_ALLOW_NEWLINES, &token );
			}
		}
		Com_SaveToken( mapfile, &token );
		
		if( buildBrush->numsides >= MAX_BUILD_SIDES )
			Sys_Break( "Entity %i, Brush %i MAX_BUILD_SIDES\n", buildBrush->entityNum, buildBrush->brushNum );
		
		side = &buildBrush->sides[ buildBrush->numsides ];
		Mem_Set( side, 0, sizeof( *side ));
		buildBrush->numsides++;
		
		// read the three point plane definition
		Com_Parse1DMatrix( mapfile, 3, planePoints[0] );
		Com_Parse1DMatrix( mapfile, 3, planePoints[1] );
		Com_Parse1DMatrix( mapfile, 3, planePoints[2] );
		
		// read the texture matrix
		if( g_bBrushPrimit == BRUSH_RADIANT )
			Com_Parse2DMatrix( mapfile, 2, 3, (float *)side->texMat );
		
		// read the texturedef or shadername
		Com_ReadToken( mapfile, SC_ALLOW_PATHNAMES|SC_PARSE_GENERIC, &token );
		com.strncpy( name, token.string, sizeof( name ));
		
		if( g_bBrushPrimit == BRUSH_WORLDCRAFT_22 || g_bBrushPrimit == BRUSH_GEARCRAFT_40 ) // Worldcraft 2.2+
                    {
			// texture U axis
			Com_ReadToken( mapfile, 0, &token );
			if( com.strcmp( token.string, "[" )) Sys_Break( "missing '[' in texturedef (U)\n" );
			Com_ReadFloat( mapfile, false, &vects.hammer.UAxis[0] );
			Com_ReadFloat( mapfile, false, &vects.hammer.UAxis[1] );
			Com_ReadFloat( mapfile, false, &vects.hammer.UAxis[2] );
			Com_ReadFloat( mapfile, false, &vects.hammer.shift[0] );
			Com_ReadToken( mapfile, 0, &token );
			if( com.strcmp( token.string, "]" )) Sys_Break( "missing ']' in texturedef (U)\n" );

			// texture V axis
			Com_ReadToken( mapfile, 0, &token );
			if( com.strcmp( token.string, "[" )) Sys_Break( "missing '[' in texturedef (V)\n" );
			Com_ReadFloat( mapfile, false, &vects.hammer.VAxis[0] );
			Com_ReadFloat( mapfile, false, &vects.hammer.VAxis[1] );
			Com_ReadFloat( mapfile, false, &vects.hammer.VAxis[2] );
			Com_ReadFloat( mapfile, false, &vects.hammer.shift[1] );
			Com_ReadToken( mapfile, 0, &token );
			if( com.strcmp( token.string, "]" )) Sys_Break( "missing ']' in texturedef (V)\n");

			// texture rotation is implicit in U/V axes.
			Com_ReadToken( mapfile, 0, &token );
			vects.hammer.rotate = 0;

			// texure scale
			Com_ReadFloat( mapfile, false, &vects.hammer.scale[0] );
			Com_ReadFloat( mapfile, false, &vects.hammer.scale[1] );

			if( g_bBrushPrimit == BRUSH_GEARCRAFT_40 )
			{
				Com_ReadLong( mapfile, false, &flags );	// read gearcraft flags
				Com_SkipRestOfLine( mapfile );	// gearcraft lightmap scale and rotate

				if( flags & GEARBOX_DETAIL )
					side->compileFlags |= C_DETAIL;

			}
                    }
		else if( g_bBrushPrimit == BRUSH_WORLDCRAFT_21 || g_bBrushPrimit == BRUSH_QUARK )
		{
			// worldcraft 2.1-, old Radiant, QuArK
			Com_ReadFloat( mapfile, false, &vects.hammer.shift[0] );
			Com_ReadFloat( mapfile, false, &vects.hammer.shift[1] );
			Com_ReadFloat( mapfile, false, &vects.hammer.rotate );
			Com_ReadFloat( mapfile, false, &vects.hammer.scale[0] );
			Com_ReadFloat( mapfile, SC_COMMENT_SEMICOLON, &vects.hammer.scale[1] );
                    }

		// set default flags and values
		com.sprintf( shader, "textures/%s", name );
		if( onlyLights ) si = &shaderInfo[0];
		else si = ShaderInfoForShader( shader );

		side->shaderInfo = si;
		side->surfaceFlags = si->surfaceFlags;
		side->contentFlags = si->contentFlags;
		side->compileFlags = si->compileFlags;
		side->value = si->value;
		
		// bias texture shift for non-radiant sides
		if( g_bBrushPrimit != BRUSH_RADIANT && si->globalTexture == false )
		{
			vects.hammer.shift[0] -= (floor( vects.hammer.shift[0] / si->shaderWidth ) * si->shaderWidth);
			vects.hammer.shift[1] -= (floor( vects.hammer.shift[1] / si->shaderHeight ) * si->shaderHeight);
		}
		
		// historically, there are 3 integer values at the end of a brushside line in a .map file.
		// in quake 3, the only thing that mattered was the first of these three values, which
		// was previously the content flags. and only then did a single bit matter, the detail
		// bit. because every game has its own special flags for specifying detail, the
		// traditionally game-specified BASECONT_DETAIL flag was overridden for Q3Map 2.3.0
		// by C_DETAIL, defined in q3map2.h. the value is exactly as it was before, but
		// is stored in compileFlags, as opposed to contentFlags, for multiple-game
		// portability. :sigh:
                    if( g_bBrushPrimit != BRUSH_QUARK && Com_ReadToken( mapfile, SC_COMMENT_SEMICOLON, &token ))
		{
			// overwrite shader values directly from .map file
			Com_SaveToken( mapfile, &token );
			Com_ReadLong( mapfile, false, &flags );
			Com_ReadLong( mapfile, false, NULL );
			Com_ReadLong( mapfile, false, NULL );
			if( flags & C_DETAIL ) side->compileFlags |= C_DETAIL;
		}		

		if( mapfile->TXcommand == '1' || mapfile->TXcommand == '2' )
		{
			// we are QuArK mode and need to translate some numbers to align textures its way
			// from QuArK, the texture vectors are given directly from the three points
			vec3_t          texMat[2];
			float           dot22, dot23, dot33, mdet, aa, bb, dd;
			int             j, k;

			g_bBrushPrimit = BRUSH_QUARK;	// we can detect it only here
			k = mapfile->TXcommand - '0';
			for( j = 0; j < 3; j++ )
				texMat[1][j] = (planePoints[k][j] - planePoints[0][j]) * (0.0078125f);	// QuArK magic value

			k = 3 - k;
			for( j = 0; j < 3; j++ )
				texMat[0][j] = (planePoints[k][j] - planePoints[0][j]) * (0.0078125f);	// QuArK magic value

			dot22 = DotProduct( texMat[0], texMat[0] );
			dot23 = DotProduct( texMat[0], texMat[1] );
			dot33 = DotProduct( texMat[1], texMat[1] );
			mdet = dot22 * dot33 - dot23 * dot23;
			if( mdet < 1E-6 && mdet > -1E-6 )
			{
				aa = bb = dd = 0;
				MsgDev( D_WARN, "Entity %i, Brush %i: degenerate QuArK-style texture: \n", buildBrush->entityNum, buildBrush->brushNum );
			}
			else
			{
				mdet = 1.0 / mdet;
				aa = dot33 * mdet;
				bb = -dot23 * mdet;
				dd = dot22 * mdet;
			}
			for( j = 0; j < 3; j++ )
			{
				vects.quark.vecs[0][j] = aa * texMat[0][j] + bb * texMat[1][j];
				vects.quark.vecs[1][j] = -(bb * texMat[0][j] + dd * texMat[1][j]);
			}
			vects.quark.vecs[0][3] = -DotProduct( vects.quark.vecs[0], planePoints[0] );
			vects.quark.vecs[1][3] = -DotProduct( vects.quark.vecs[1], planePoints[0] );
		}

		// find the plane number
		planenum = MapPlaneFromPoints( planePoints );
		if( planenum == -1 )
		{
			MsgDev( D_ERROR, "Entity %i, Brush %i: plane with no normal\n", buildBrush->entityNum, buildBrush->brushNum );
			continue;
		}
		side->planenum = planenum;

		if( g_bBrushPrimit == BRUSH_QUARK ) 
		{
			// QuArK format completely matched with internal
			// FIXME: don't calculate vecs, use QuArK texMat instead ?
			Mem_Copy( side->vecs, vects.quark.vecs, sizeof( side->vecs ));
		}
		else if( g_bBrushPrimit != BRUSH_RADIANT )
		{
			vec3_t	vecs[2];
			float	ang, sinv, cosv, ns, nt;
			int	i, j, sv, tv;
			
			if( g_bBrushPrimit == BRUSH_WORLDCRAFT_21 )
				TextureAxisFromPlane( &mapplanes[planenum], vecs[0], vecs[1] );
			if( !vects.hammer.scale[0] ) vects.hammer.scale[0] = 1.0f;
			if( !vects.hammer.scale[1] ) vects.hammer.scale[1] = 1.0f;

			if( g_bBrushPrimit == BRUSH_WORLDCRAFT_21 )
			{
				// rotate axis
				if( vects.hammer.rotate == 0 )
				{
					sinv = 0;
					cosv = 1;
				}
				else if( vects.hammer.rotate == 90 )
				{
					sinv = 1;
					cosv = 0;
				}
				else if( vects.hammer.rotate == 180 )
				{
					sinv = 0;
					cosv = -1;
				}
				else if( vects.hammer.rotate == 270 )
				{
					sinv = -1;
					cosv = 0;
				}
				else
				{
					ang = vects.hammer.rotate / 180 * M_PI;
					sinv = sin( ang );
					cosv = cos( ang );
				}
				if( vecs[0][0] ) sv = 0;
				else if( vecs[0][1] ) sv = 1;
				else sv = 2;

				if( vecs[1][0] ) tv = 0;
				else if( vecs[1][1] ) tv = 1;
				else tv = 2;
			
				for( i = 0; i < 2; i++ )
				{
					ns = cosv * vecs[i][sv] - sinv * vecs[i][tv];
					nt = sinv * vecs[i][sv] + cosv * vecs[i][tv];
					vecs[i][sv] = ns;
					vecs[i][tv] = nt;
				}

				for( i = 0; i < 2; i++ )
					for( j = 0; j < 3; j++ )
						side->vecs[i][j] = vecs[i][j] / vects.hammer.scale[i];
			}
			else if( g_bBrushPrimit == BRUSH_WORLDCRAFT_22 || g_bBrushPrimit == BRUSH_GEARCRAFT_40 )
			{
				float	scale;

				scale = 1.0f / vects.hammer.scale[0];
				VectorScale( vects.hammer.UAxis, scale, side->vecs[0] );
				scale = 1.0f / vects.hammer.scale[1];
				VectorScale( vects.hammer.VAxis, scale, side->vecs[1] );
			}

			// add shifts
			side->vecs[0][3] = vects.hammer.shift[0];
			side->vecs[1][3] = vects.hammer.shift[1];
		}
	}
	
	if( g_bBrushPrimit == BRUSH_RADIANT )
	{
		Com_SaveToken( mapfile, &token );
		Com_CheckToken( mapfile, "}" );
		Com_CheckToken( mapfile, "}" );
	}
}
Exemple #5
0
/*
=================
AddBrushBevels

adds any additional planes necessary to allow the brush being
built to be expanded against axial bounding boxes
2003-01-20: added mr.Elusive fixes
=================
*/
void AddBrushBevels( void )
{
	int		axis, dir;
	int		i, j, k, l, order = 0;
	side_t		sidetemp;
	side_t		*s, *s2;
	winding_t		*w, *w2;
	vec3_t		normal;
	float		dist;
	vec3_t		vec, vec2;
	float		d, minBack;

	// add the axial planes
	for( axis = 0; axis < 3; axis++ )
	{
		for( dir = -1; dir <= 1; dir += 2, order++ )
		{
			// see if the plane is allready present
			for( i = 0, s = buildBrush->sides; i < buildBrush->numsides; i++, s++ )
			{
				if( mapplanes[s->planenum].normal[axis] == dir )
					break;
			}

			if( i == buildBrush->numsides )
			{
				// add a new side
				if( buildBrush->numsides == MAX_BUILD_SIDES )
					Sys_Break( "Entity %i, Brush %i MAX_BUILD_SIDES\n", buildBrush->entityNum, buildBrush->brushNum );

				Mem_Set( s, 0, sizeof( *s ));
				buildBrush->numsides++;
				VectorClear (normal);
				normal[axis] = dir;

				if( dir == 1 )
				{
					// adding bevel plane snapping for fewer bsp planes
					if( bevelSnap > 0 )
						dist = floor( buildBrush->maxs[axis] / bevelSnap ) * bevelSnap;
					else
						dist = buildBrush->maxs[axis];
				}
				else
				{
					// adding bevel plane snapping for fewer bsp planes
					if( bevelSnap > 0 )
						dist = -ceil( buildBrush->mins[axis] / bevelSnap ) * bevelSnap;
					else
						dist = -buildBrush->mins[axis];
				}

				s->planenum = FindFloatPlane( normal, dist, 0, NULL );
				s->contentFlags = buildBrush->sides[0].contentFlags;
				s->bevel = true;
				c_boxbevels++;
			}

			// if the plane is not in it canonical order, swap it
			if( i != order )
			{
				sidetemp = buildBrush->sides[order];
				buildBrush->sides[order] = buildBrush->sides[i];
				buildBrush->sides[i] = sidetemp;
			}
		}
	}

	// add the edge bevels
	if( buildBrush->numsides == 6 )
		return; // pure axial

	// test the non-axial plane edges
	for( i = 6; i < buildBrush->numsides; i++ )
	{
		s = buildBrush->sides + i;
		w = s->winding;
		if( !w ) continue;

		for( j = 0; j < w->numpoints; j++ )
		{
			k = (j+1)%w->numpoints;
			VectorSubtract( w->p[j], w->p[k], vec );

			if( VectorNormalizeLength( vec ) < 0.5f )
				continue;
			SnapNormal( vec );
			for( k = 0; k < 3; k++ )
			{
				if( vec[k] == -1.0f || vec[k] == 1.0f || (vec[k] == 0.0f && vec[(k+1)%3] == 0.0f))
					break;	// axial
			}
			if( k != 3 ) continue; // only test non-axial edges

			// try the six possible slanted axials from this edge
			for( axis = 0; axis < 3; axis++ )
			{
				for( dir = -1; dir <= 1; dir += 2 )
				{
					// construct a plane
					VectorClear( vec2 );
					vec2[axis] = dir;
					CrossProduct( vec, vec2, normal );
					if( VectorNormalizeLength( normal ) < 0.5f )
						continue;
					dist = DotProduct( w->p[j], normal );
					
					// if all the points on all the sides are
					// behind this plane, it is a proper edge bevel
					for( k = 0; k < buildBrush->numsides; k++ )
					{
						// if this plane has allready been used, skip it
						if( PlaneEqual( &mapplanes[buildBrush->sides[k].planenum], normal, dist ))
							break;

						w2 = buildBrush->sides[k].winding;
						if( !w2 ) continue;

						minBack = 0.0f;
						for( l = 0; l < w2->numpoints; l++ )
						{
							d = DotProduct( w2->p[l], normal ) - dist;
							if( d > 0.1f ) break; // point in front
							if( d < minBack ) minBack = d;
						}
						// if some point was at the front
						if( l != w2->numpoints )
							break;

						// if no points at the back then the winding is on the bevel plane
						if( minBack > -0.1f )
							break;
					}

					if( k != buildBrush->numsides )
						continue;	// wasn't part of the outer hull
					
					// add this plane
					if( buildBrush->numsides == MAX_BUILD_SIDES )
						Sys_Break( "Entity %i, Brush %i MAX_BUILD_SIDES\n", buildBrush->entityNum, buildBrush->brushNum );

					s2 = &buildBrush->sides[buildBrush->numsides];
					buildBrush->numsides++;
					Mem_Set( s2, 0, sizeof( *s2 ) );

					s2->planenum = FindFloatPlane( normal, dist, 1, &w->p[j] );
					s2->contentFlags = buildBrush->sides[0].contentFlags;
					s2->bevel = true;
					c_edgebevels++;
				}
			}
		}
	}
}
Exemple #6
0
/*
=================
ParseMapEntity

parses a single entity out of a map file
=================
*/
static bool ParseMapEntity( bool onlyLights )
{
	epair_t		*ep;
	token_t		token;
	const char	*classname, *value;
	float		lightmapScale;
	char		shader[ MAX_SHADERPATH ];
	shaderInfo_t	*celShader = NULL;
	brush_t		*brush;
	parseMesh_t	*patch;
	bool		funcGroup;
	int		castShadows, recvShadows;
	static bool	map_type = false;

	if( !Com_ReadToken( mapfile, SC_ALLOW_NEWLINES|SC_COMMENT_SEMICOLON, &token ))
		return false; // end of .map file
	if( com.stricmp( token.string, "{" ))  Sys_Break( "ParseEntity: found %s instead {\n", token.string );
	if( numEntities >= MAX_MAP_ENTITIES ) Sys_Break( "MAX_MAP_ENTITIES limit exceeded\n" );	

	entitySourceBrushes = 0;
	mapEnt = &entities[numEntities];
	numEntities++;
	memset( mapEnt, 0, sizeof( *mapEnt ));
	
	mapEnt->mapEntityNum = numMapEntities;
	numMapEntities++;
	
	while( 1 )
	{
		if( !Com_ReadToken( mapfile, SC_ALLOW_NEWLINES|SC_COMMENT_SEMICOLON, &token ))
			Sys_Break( "ParseEntity: EOF without closing brace\n" );

		if( !com.stricmp( token.string, "}" )) break;
		if( !com.stricmp( token.string, "{" ))
		{
			// parse a brush or patch
			if( !Com_ReadToken( mapfile, SC_ALLOW_NEWLINES, &token )) break;
			
			if( !com.stricmp( token.string, "patchDef2" ))
			{
				numMapPatches++;
				ParsePatch( onlyLights );
				g_bBrushPrimit = BRUSH_RADIANT;
			}
			else if( !com.stricmp( token.string, "terrainDef" ))
			{
				MsgDev( D_WARN, "Terrain entity parsing not supported in this build.\n" );
				Com_SkipBracedSection( mapfile, 0 );
				g_bBrushPrimit = BRUSH_RADIANT;
			}
			else if( !com.stricmp( token.string, "brushDef" ))
			{
				// parse brush primitive
				g_bBrushPrimit = BRUSH_RADIANT;
				ParseBrush( onlyLights );
			}
			else
			{
				if( g_bBrushPrimit == BRUSH_RADIANT )
					Sys_Break( "mixed brush primitive with another format\n" );
				if( g_bBrushPrimit == BRUSH_UNKNOWN ) g_bBrushPrimit = BRUSH_WORLDCRAFT_21;
				
				// QuArK or WorldCraft map (unknown at this point)
				Com_SaveToken( mapfile, &token );
				ParseBrush( onlyLights );
			}
			entitySourceBrushes++;
		}
		else
		{
			// parse a key / value pair
			ep = ParseEpair( mapfile, &token );

			if( !com.strcmp( ep->key, "mapversion" ))
			{
				if( com.atoi( ep->value ) == VALVE_FORMAT )
				{
					Msg( "Valve Format Map detected\n" );
					g_bBrushPrimit = BRUSH_WORLDCRAFT_22;
				}
				else if( com.atoi( ep->value ) == GEARBOX_FORMAT )
				{
					Msg( "Gearcraft Format Map detected\n" );
					g_bBrushPrimit = BRUSH_GEARCRAFT_40;
				}
				else g_bBrushPrimit = BRUSH_WORLDCRAFT_21;
			}
			if( ep->key[0] != '\0' && ep->value[0] != '\0' )
			{
				ep->next = mapEnt->epairs;
				mapEnt->epairs = ep;
			}
		}
	}

	if( !map_type && g_bBrushPrimit != BRUSH_UNKNOWN )
	{
		MAPTYPE();
		map_type = true;
	}
	
	classname = ValueForKey( mapEnt, "classname" );
	
	if( onlyLights && com.strnicmp( classname, "light", 5 ))
	{
		numEntities--;
		return true;
	}
	
	if( !com.stricmp( "func_group", classname ))
		funcGroup = true;
	else funcGroup = false;
	
	// worldspawn (and func_groups) default to cast/recv shadows in worldspawn group
	if( funcGroup || mapEnt->mapEntityNum == 0 )
	{
		castShadows = WORLDSPAWN_CAST_SHADOWS;
		recvShadows = WORLDSPAWN_RECV_SHADOWS;
	}
	else // other entities don't cast any shadows, but recv worldspawn shadows
	{
		castShadows = ENTITY_CAST_SHADOWS;
		recvShadows = ENTITY_RECV_SHADOWS;
	}
	
	// get explicit shadow flags
	GetEntityShadowFlags( mapEnt, NULL, &castShadows, &recvShadows );
	
	// get lightmap scaling value for this entity
	if( com.strcmp( "", ValueForKey( mapEnt, "lightmapscale" )) || com.strcmp( "", ValueForKey( mapEnt, "_lightmapscale" )))
	{
		// get lightmap scale from entity
		lightmapScale = FloatForKey( mapEnt, "lightmapscale" );
		if( lightmapScale <= 0.0f ) lightmapScale = FloatForKey( mapEnt, "_lightmapscale" );
		if( lightmapScale > 0.0f ) Msg( "Entity %d (%s) has lightmap scale of %.4f\n", mapEnt->mapEntityNum, classname, lightmapScale );
	}
	else lightmapScale = 0.0f;
	
	// get cel shader :) for this entity
	value = ValueForKey( mapEnt, "_celshader" );
	if( value[0] == '\0' ) value = ValueForKey( &entities[0], "_celshader" );
	if( value[0] != '\0' )
	{
		com.snprintf( shader, sizeof( shader ), "textures/%s", value );
		celShader = ShaderInfoForShader( shader );
		Msg( "Entity %d (%s) has cel shader %s\n", mapEnt->mapEntityNum, classname, celShader->shader );
	}
	else celShader = NULL;
	
	// attach stuff to everything in the entity
	for( brush = mapEnt->brushes; brush != NULL; brush = brush->next )
	{
		brush->entityNum = mapEnt->mapEntityNum;
		brush->castShadows = castShadows;
		brush->recvShadows = recvShadows;
		brush->lightmapScale = lightmapScale;
		brush->celShader = celShader;
	}
	
	for( patch = mapEnt->patches; patch != NULL; patch = patch->next )
	{
		patch->entityNum = mapEnt->mapEntityNum;
		patch->castShadows = castShadows;
		patch->recvShadows = recvShadows;
		patch->lightmapScale = lightmapScale;
		patch->celShader = celShader;
	}
	
	SetEntityBounds( mapEnt );
	
	// load shader index map (equivalent to old terrain alphamap)
	LoadEntityIndexMap( mapEnt );
	
	// get entity origin and adjust brushes
	GetVectorForKey( mapEnt, "origin", mapEnt->origin );
	if( mapEnt->origin[0] || mapEnt->origin[1] || mapEnt->origin[2] )
		AdjustBrushesForOrigin( mapEnt );

	// group_info entities are just for editor grouping
	if( !com.stricmp( "group_info", classname ))
	{
		numEntities--;
		return true;
	}
	
	// group entities are just for editor convenience, toss all brushes into worldspawn
	if( funcGroup )
	{
		MoveBrushesToWorld( mapEnt );
		numEntities--;
		return true;
	}
	return true;
}
/*
=================
LoadSurfaceExtraFile

reads a surface info file (<map>.srf)
=================
*/
void LoadSurfaceExtraFile( const char *path )
{
	char		srfPath[MAX_SYSPATH];
	surfaceExtra_t	*se;
	int		surfaceNum;
	script_t		*script;
	token_t		token;
	
	if( path == NULL || path[0] == '\0' )
		return;
	
	com.strcpy( srfPath, path );
	FS_StripExtension( srfPath );
	FS_DefaultExtension( srfPath, ".srf" );
	Msg( "Loading %s\n", srfPath );

	script = (void *)Com_OpenScript( srfPath, NULL, 0 );
	if( !script ) Sys_Break( "unable to load %s\n", srfPath ); // q3map is always crashed if this missed
	
	while( 1 )
	{
		if( !Com_ReadToken( script, SC_ALLOW_NEWLINES|SC_PARSE_GENERIC, &token ))
			break;
		
		if( !com.stricmp( token.string, "default" )) se = &seDefault;
		else
		{
			surfaceNum = com.atoi( token.string );
			if( surfaceNum < 0 || surfaceNum > MAX_MAP_DRAW_SURFS )
				Sys_Error( "ReadSurfaceExtraFile(): %s, line %d: bogus surface num %d", srfPath, token.line, surfaceNum );
			while( surfaceNum >= numSurfaceExtras )
				se = AllocSurfaceExtra();
			se = &surfaceExtras[surfaceNum];
		}
		
		// handle { } section
		if( !Com_ReadToken( script, SC_ALLOW_NEWLINES|SC_PARSE_GENERIC, &token ) || com.strcmp( token.string, "{" ))
			Sys_Error( "ReadSurfaceExtraFile(): %s, line %d: { not found\n", srfPath, token.line );
		while( 1 )
		{
			if( !Com_ReadToken( script, SC_ALLOW_NEWLINES|SC_PARSE_GENERIC, &token ))
				break;
			if( !com.strcmp( token.string, "}" ))
				break;
			
			if( !com.stricmp( token.string, "shader" ))
			{
				Com_ReadToken( script, SC_ALLOW_PATHNAMES|SC_PARSE_GENERIC, &token );
				se->si = ShaderInfoForShader( token.string );
			}
			else if( !com.stricmp( token.string, "parent" ))
			{
				Com_ReadLong( script, false, &se->parentSurfaceNum );
			}
			else if( !com.stricmp( token.string, "entity" ))
			{
				Com_ReadLong( script, false, &se->entityNum );
			}
			else if( !com.stricmp( token.string, "castShadows" ))
			{
				Com_ReadLong( script, false, &se->castShadows );
			}
			else if( !com.stricmp( token.string, "receiveShadows" ))
			{
				Com_ReadLong( script, false, &se->recvShadows );
			}
			else if( !com.stricmp( token.string, "sampleSize" ))
			{
				Com_ReadLong( script, false, &se->sampleSize );
			}
			else if( !com.stricmp( token.string, "longestCurve" ))
			{
				Com_ReadFloat( script, false, &se->longestCurve );
			}
			else if( !com.stricmp( token.string, "lightmapAxis" ))
				Com_Parse1DMatrix( script, 3, se->lightmapAxis );
			
			// ignore all other tokens on the line
			Com_SkipRestOfLine( script );
		}
	}
	Com_CloseScript( script );
}