diff --git a/src/p_setup.c b/src/p_setup.c
index b74bf83a2398ea3725a7e758a724fe6909ca79f4..a0eb52bc89ff625a4aa6401b7b9aa93f8a01f93d 100644
--- a/src/p_setup.c
+++ b/src/p_setup.c
@@ -1476,6 +1476,208 @@ typedef enum {
 	NT_UNSUPPORTED
 } nodetype_t;
 
+static void P_LoadExtendedNodes(UINT8 *data, nodetype_t nodetype)
+{
+	size_t i, j, k;
+	INT16 m;
+
+	/// Extended node formats feature additional vertexes; useful for OpenGL, but totally useless in gamelogic.
+	UINT32 orivtx, xtrvtx;
+	orivtx = READUINT32(data);
+	xtrvtx = READUINT32(data);
+
+	if (numvertexes != orivtx) /// If native vertex count doesn't match node original vertex count, bail out (broken data?).
+	{
+		CONS_Alert(CONS_WARNING, "Vertex count in map data and nodes differ!\n");
+		return;
+	}
+
+	if (xtrvtx) /// If extra vertexes were generated, reallocate the vertex array and fix the pointers.
+	{
+		line_t *ld = lines;
+		size_t oldpos = (size_t)vertexes;
+		ssize_t	offset;
+		numvertexes += xtrvtx;
+		vertexes = Z_Realloc(vertexes, numvertexes*sizeof(*vertexes), PU_LEVEL, NULL);
+		offset = ((size_t)vertexes) - oldpos;
+
+		for (i = 0, ld = lines; i < numlines; i++, ld++)
+		{
+			ld->v1 = (vertex_t*)((size_t)ld->v1 + offset);
+			ld->v2 = (vertex_t*)((size_t)ld->v2 + offset);
+		}
+	}
+
+	// Read vertex data.
+	for (i = orivtx; i < numvertexes; i++)
+	{
+		vertexes[i].x = READFIXED(data);
+		vertexes[i].y = READFIXED(data);
+	}
+
+	// Subsectors
+	numsubsectors = READUINT32(data);
+	subsectors = Z_Calloc(numsubsectors*sizeof(*subsectors), PU_LEVEL, NULL);
+
+	for (i = 0; i < numsubsectors; i++)
+		subsectors[i].numlines = READUINT32(data);
+
+	// Segs
+	numsegs = READUINT32(data);
+	segs = Z_Calloc(numsegs*sizeof(*segs), PU_LEVEL, NULL);
+
+	for (i = 0, k = 0; i < numsubsectors; i++)
+	{
+		subsectors[i].firstline = k;
+
+		switch (nodetype)
+		{
+		case NT_XGLN:
+			for (m = 0; m < subsectors[i].numlines; m++, k++)
+			{
+				UINT16 linenum;
+				UINT32 vert;
+				vert = READUINT32(data);
+				segs[k].v1 = &vertexes[vert];
+				if (m == 0)
+					segs[k + subsectors[i].numlines - 1].v2 = &vertexes[vert];
+				else
+					segs[k - 1].v2 = segs[k].v1;
+				data += 4;// partner; can be ignored by software renderer;
+				linenum = READUINT16(data);
+				if (linenum == 0xFFFF)
+				{
+					segs[k].glseg = true;
+					segs[k].linedef = NULL;
+				}
+				else
+				{
+					segs[k].glseg = false;
+					segs[k].linedef = &lines[linenum];
+				}
+				segs[k].side = READUINT8(data);
+			}
+			break;
+
+		case NT_XGL3:
+			for (m = 0; m < subsectors[i].numlines; m++, k++)
+			{
+				UINT32 linenum;
+				UINT32 vert;
+				vert = READUINT32(data);
+				segs[k].v1 = &vertexes[vert];
+				if (m == 0)
+					segs[k + subsectors[i].numlines - 1].v2 = &vertexes[vert];
+				else
+					segs[k - 1].v2 = segs[k].v1;
+				data += 4;// partner; can be ignored by software renderer;
+				linenum = READUINT32(data);
+				if (linenum == 0xFFFFFFFF)
+				{
+					segs[k].glseg = true;
+					segs[k].linedef = NULL;
+				}
+				else
+				{
+					segs[k].glseg = false;
+					segs[k].linedef = NULL;
+				}
+				segs[k].side = READUINT8(data);
+			}
+			break;
+
+		case NT_XNOD:
+			for (m = 0; m < subsectors[i].numlines; m++, k++)
+			{
+				segs[k].v1 = &vertexes[READUINT32(data)];
+				segs[k].v2 = &vertexes[READUINT32(data)];
+				segs[k].linedef = &lines[READUINT16(data)];
+				segs[k].side = READUINT8(data);
+			}
+			break;
+
+		default:
+			return;
+		}
+	}
+
+	{
+		INT32 side;
+		seg_t *li;
+
+		for (i = 0, li = segs; i < numsegs; i++, li++)
+		{
+			vertex_t *v1 = li->v1;
+			vertex_t *v2 = li->v2;
+			li->angle = R_PointToAngle2(v1->x, v1->y, v2->x, v2->y);
+			li->offset = FixedHypot(v1->x - li->linedef->v1->x, v1->y - li->linedef->v1->y);
+			side = li->side;
+			li->sidedef = &sides[li->linedef->sidenum[side]];
+
+			li->frontsector = sides[li->linedef->sidenum[side]].sector;
+			if (li->linedef->flags & ML_TWOSIDED)
+				li->backsector = sides[li->linedef->sidenum[side ^ 1]].sector;
+			else
+				li->backsector = 0;
+
+			segs[i].numlights = 0;
+			segs[i].rlights = NULL;
+		}
+	}
+
+	// Nodes
+	numnodes = READINT32(data);
+	nodes = Z_Calloc(numnodes*sizeof(*nodes), PU_LEVEL, NULL);
+	if (nodetype == NT_XGL3)
+	{
+		UINT32 x, y, dx, dy;
+		UINT32 c0, c1;
+		node_t *mn;
+		for (i = 0, mn = nodes; i < numnodes; i++, mn++)
+		{
+			// Splitter.
+			x = READINT32(data);
+			y = READINT32(data);
+			dx = READINT32(data);
+			dy = READINT32(data);
+			mn->x = x;
+			mn->y = y;
+			mn->dx = dx;
+			mn->dy = dy;
+
+			// Bounding boxes and children.
+			for (j = 0; j < 2; j++)
+				for (k = 0; k < 4; k++)
+					mn->bbox[j][k] = READINT16(data) << FRACBITS;
+			c0 = READUINT32(data);
+			c1 = READUINT32(data);
+			mn->children[0] = ShrinkNodeID(c0); /// \todo Use UINT32 for node children in a future, instead?
+			mn->children[1] = ShrinkNodeID(c1);
+		}
+	}
+	else
+	{
+		UINT32 c0, c1;
+		node_t *mn;
+		for (i = 0, mn = nodes; i < numnodes; i++, mn++)
+		{
+			// Splitter.
+			mn->x = READINT16(data) << FRACBITS;
+			mn->y = READINT16(data) << FRACBITS;
+			mn->dx = READINT16(data) << FRACBITS;
+			mn->dy = READINT16(data) << FRACBITS;
+			// Bounding boxes and children.
+			for (j = 0; j < 2; j++)
+				for (k = 0; k < 4; k++)
+					mn->bbox[j][k] = READINT16(data) << FRACBITS;
+			c0 = READUINT32(data);
+			c1 = READUINT32(data);
+			mn->children[0] = ShrinkNodeID(c0); /// \todo Use UINT32 for node children in a future, instead?
+			mn->children[1] = ShrinkNodeID(c1);
+		}
+	}
+}
+
 static void P_LoadMapBSP(const virtres_t *virt)
 {
 	virtlump_t* virtssectors = vres_Find(virt, "SSECTORS");
@@ -1555,207 +1757,7 @@ static void P_LoadMapBSP(const virtres_t *virt)
 	case NT_XNOD:
 	case NT_XGLN:
 	case NT_XGL3:
-	{
-		size_t i, j, k;
-		INT16 m;
-		UINT8* data = virtnodes->data + 4;
-
-		/// Extended node formats feature additional vertexes; useful for OpenGL, but totally useless in gamelogic.
-		UINT32 orivtx, xtrvtx;
-		orivtx = READUINT32(data);
-		xtrvtx = READUINT32(data);
-
-		if (numvertexes != orivtx) /// If native vertex count doesn't match node original vertex count, bail out (broken data?).
-		{
-			CONS_Alert(CONS_WARNING, "Vertex count in map data and nodes differ!\n");
-			return;
-		}
-
-		if (xtrvtx) /// If extra vertexes were generated, reallocate the vertex array and fix the pointers.
-		{
-			line_t*	ld		= lines;
-			size_t	oldpos	= (size_t) vertexes;
-			ssize_t	offset;
-			numvertexes+= xtrvtx;
-			vertexes	= Z_Realloc(vertexes, numvertexes * sizeof (*vertexes), PU_LEVEL, NULL);
-			offset		= ((size_t) vertexes) - oldpos;
-
-			for (i = 0, ld = lines; i < numlines; i++, ld++)
-			{
-				ld->v1 = (vertex_t*) ((size_t) ld->v1 + offset);
-				ld->v2 = (vertex_t*) ((size_t) ld->v2 + offset);
-			}
-		}
-
-		// Read vertex data.
-		for (i = orivtx; i < numvertexes; i++)
-		{
-			vertexes[i].x = READFIXED(data);
-			vertexes[i].y = READFIXED(data);
-		}
-
-		// Subsectors
-		numsubsectors	= READUINT32(data);
-		subsectors		= Z_Calloc(numsubsectors * sizeof (*subsectors), PU_LEVEL, NULL);
-
-		for (i = 0; i < numsubsectors; i++)
-			subsectors[i].numlines = READUINT32(data);
-
-		// Segs
-		numsegs		= READUINT32(data);
-		segs		= Z_Calloc(numsegs * sizeof (*segs), PU_LEVEL, NULL);
-
-		for (i = 0, k = 0; i < numsubsectors; i++)
-		{
-			subsectors[i].firstline = k;
-
-			switch (nodetype)
-			{
-			case NT_XGLN:
-				for (m = 0; m < subsectors[i].numlines; m++, k++)
-				{
-					UINT16 linenum;
-					UINT32 vert;
-					vert = READUINT32(data);
-					segs[k].v1 = &vertexes[vert];
-					if (m == 0)
-						segs[k + subsectors[i].numlines - 1].v2 = &vertexes[vert];
-					else
-						segs[k - 1].v2 = segs[k].v1;
-					data += 4;// partner; can be ignored by software renderer;
-					linenum = READUINT16(data);
-					if (linenum == 0xFFFF)
-					{
-						segs[k].glseg = true;
-						segs[k].linedef = NULL;
-					}
-					else
-					{
-						segs[k].glseg = false;
-						segs[k].linedef = &lines[linenum];
-					}
-					segs[k].side = READUINT8(data);
-				}
-				break;
-
-			case NT_XGL3:
-				for (m = 0; m < subsectors[i].numlines; m++, k++)
-				{
-					UINT32 linenum;
-					UINT32 vert;
-					vert = READUINT32(data);
-					segs[k].v1 = &vertexes[vert];
-					if (m == 0)
-						segs[k + subsectors[i].numlines - 1].v2 = &vertexes[vert];
-					else
-						segs[k - 1].v2 = segs[k].v1;
-					data += 4;// partner; can be ignored by software renderer;
-					linenum = READUINT32(data);
-					if (linenum == 0xFFFFFFFF)
-					{
-						segs[k].glseg = true;
-						segs[k].linedef = NULL;
-					}
-					else
-					{
-						segs[k].glseg = false;
-						segs[k].linedef = NULL;
-					}
-					segs[k].side = READUINT8(data);
-				}
-				break;
-
-			case NT_XNOD:
-				for (m = 0; m < subsectors[i].numlines; m++, k++)
-				{
-					segs[k].v1		= &vertexes[READUINT32(data)];
-					segs[k].v2		= &vertexes[READUINT32(data)];
-					segs[k].linedef	= &lines[READUINT16(data)];
-					segs[k].side	= READUINT8(data);
-				}
-				break;
-
-			default:
-				return;
-			}
-		}
-
-		{
-			INT32 side;
-			seg_t *li;
-
-			for (i = 0, li = segs; i < numsegs; i++, li++)
-			{
-				vertex_t *v1 = li->v1;
-				vertex_t *v2 = li->v2;
-				li->angle = R_PointToAngle2(v1->x, v1->y, v2->x, v2->y);
-				li->offset = FixedHypot(v1->x - li->linedef->v1->x, v1->y - li->linedef->v1->y);
-				side = li->side;
-				li->sidedef = &sides[li->linedef->sidenum[side]];
-
-				li->frontsector = sides[li->linedef->sidenum[side]].sector;
-				if (li->linedef->flags & ML_TWOSIDED)
-					li->backsector = sides[li->linedef->sidenum[side^1]].sector;
-				else
-					li->backsector = 0;
-
-				segs[i].numlights = 0;
-				segs[i].rlights = NULL;
-			}
-		}
-
-		// Nodes
-		numnodes = READINT32(data);
-		nodes    = Z_Calloc(numnodes * sizeof (*nodes), PU_LEVEL, NULL);
-		if (nodetype == NT_XGL3)
-		{
-			UINT32 x, y, dx, dy;
-			UINT32 c0, c1;
-			node_t *mn;
-			for (i = 0, mn = nodes; i < numnodes; i++, mn++)
-			{
-				// Splitter.
-				x = READINT32(data);
-				y = READINT32(data);
-				dx = READINT32(data);
-				dy = READINT32(data);
-				mn->x = x;
-				mn->y = y;
-				mn->dx = dx;
-				mn->dy = dy;
-
-				// Bounding boxes and children.
-				for (j = 0; j < 2; j++)
-					for (k = 0; k < 4; k++)
-						mn->bbox[j][k] = READINT16(data)<<FRACBITS;
-				c0 = READUINT32(data);
-				c1 = READUINT32(data);
-				mn->children[0] = ShrinkNodeID(c0); /// \todo Use UINT32 for node children in a future, instead?
-				mn->children[1] = ShrinkNodeID(c1);
-			}
-		}
-		else
-		{
-			UINT32 c0, c1;
-			node_t *mn;
-			for (i = 0, mn = nodes; i < numnodes; i++, mn++)
-			{
-				// Splitter.
-				mn->x = READINT16(data)<<FRACBITS;
-				mn->y = READINT16(data)<<FRACBITS;
-				mn->dx = READINT16(data)<<FRACBITS;
-				mn->dy = READINT16(data)<<FRACBITS;
-				// Bounding boxes and children.
-				for (j = 0; j < 2; j++)
-					for (k = 0; k < 4; k++)
-						mn->bbox[j][k] = READINT16(data)<<FRACBITS;
-				c0 = READUINT32(data);
-				c1 = READUINT32(data);
-				mn->children[0] = ShrinkNodeID(c0); /// \todo Use UINT32 for node children in a future, instead?
-				mn->children[1] = ShrinkNodeID(c1);
-			}
-		}
-	}
+		P_LoadExtendedNodes(virtnodes->data + 4, nodetype);
 		break;
 	default:
 		CONS_Alert(CONS_WARNING, "Unsupported BSP format detected.\n");