I would recomend just putting the intersected polys (or should I say the sortnorms that lead to polys on the split plane) on the onlist, that's probly what I'd do if writeing the BSP generator myself.
currently the BSP isn't used at all (I tryed to use them in decals, but I don't think it does any good, and in a while this'll get changed), in the not to distant future this will probly change, but it won't need to be 100% acurate. if it's used for poly sorting for front to back and back to front rendering it won't realy be that bad most of the time if it isn't absolutely perfict.
the only thing that the sortnorm chunck gets is
if (!mc_ray_boundingbox( vp(p+56), vp(p+68), &Mc_p0, &Mc_direction, NULL )) {
return;
}
in model colide, everything else just skips on through pre->front->on->back->post without doing any checking
and as far as I have been able to tell the only thing the pre and postlists do is specify sections of the BSP that should be processed before the current one, no idea why this would be done, but it is, and it seems like they are used.
and you do know of POFdview, yes? it would probly come in REALY handy trying to reverse engeneer V's BSP ideas.