+#ifdef WORKINGLQUAKE
+ // No clue what to do here...
+#endif
+}
+
+// list of all 26 parameters:
+// ptype - any of the pt_ enum values (pt_static, pt_blood, etc), see ptype_t near the top of this file
+// pcolor1,pcolor2 - minimum and maximum ranges of color, randomly interpolated to decide particle color
+// ptex - any of the tex_ values such as tex_smoke[rand()&7] or tex_particle
+// psize - size of particle (or thickness for PARTICLE_SPARK and PARTICLE_BEAM)
+// palpha - opacity of particle as 0-255 (can be more than 255)
+// palphafade - rate of fade per second (so 256 would mean a 256 alpha particle would fade to nothing in 1 second)
+// ptime - how long the particle can live (note it is also removed if alpha drops to nothing)
+// pgravity - how much effect gravity has on the particle (0-1)
+// pbounce - how much bounce the particle has when it hits a surface (0-1), -1 makes a blood splat when it hits a surface, 0 does not even check for collisions
+// px,py,pz - starting origin of particle
+// pvx,pvy,pvz - starting velocity of particle
+// pfriction - how much the particle slows down per second (0-1 typically, can slowdown faster than 1)
+particle_t *particle(particletype_t *ptype, int pcolor1, int pcolor2, int ptex, float psize, float palpha, float palphafade, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float pfriction)
+{
+ particle_t *part;
+ int ptempcolor, ptempcolor2, pcr1, pcg1, pcb1, pcr2, pcg2, pcb2;
+ ptempcolor = (pcolor1);
+ ptempcolor2 = (pcolor2);
+ pcr2 = ((ptempcolor2) >> 16) & 0xFF;
+ pcg2 = ((ptempcolor2) >> 8) & 0xFF;
+ pcb2 = (ptempcolor2) & 0xFF;
+ if (ptempcolor != ptempcolor2)