I think I managed to turn the above function into 5-6 lines of code. I passed the cvar as a string, the "search for model" as string and the delimitor as string (so I could reuse the function for something else in the future). I made a copy of the string with the delimiter snprintf ("%s%s%s", delimiter, cvar_string, delimiter) and did the same for the search string. Then did a strstr or what not, returned 0 or 1 and let the "new map" function handle whether or not to assign the model flag.
Slightly inelegant for sure, but the shortness of function made sure I didn't have to spend any time debugging it.
I guess I did that because I didn't see why that function had to be so complex to begin with. It really is just looking to see if the model is in a comma delimited list.
I used metlslime's "special models" cvar idea for a few things. Like to allow special texture effects for surfaces (reflective-ish sphere-mapish, metallic-like, fence texture alpha mask style, additive blend) so all the cool stuff from Kurok would not have to be hard coded in engine code and could be more ... what's the word ... not hardcoded hacks but exposed to mod creator. (Without altering the model format to accommodate extra flags or doing anything to the .bsp)
[Yeah, yeah ... I still haven't released the engine work but I sure want to. But not till its done right and complete how I'd like to be. I went all in with some of the ideas I got from DirectQ's coding style, ideas from Quakespasm and some of the stuff Spike talked about being Q1 engine deficiencies solved in FTE. Sigh ... time ...]