]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_parse.c
added GL_AlphaTest function to enable/disable GL_ALPHA_TEST
[xonotic/darkplaces.git] / cl_parse.c
index 92015008958b612051016f55d10676dc095d7759..866a551ea8906c68952658e148467af740d0274e 100644 (file)
@@ -586,7 +586,7 @@ static void QW_CL_ParseDownload(void)
                while (cls.qw_downloadmemorymaxsize < cls.qw_downloadmemorycursize + size)
                        cls.qw_downloadmemorymaxsize *= 2;
                old = cls.qw_downloadmemory;
-               cls.qw_downloadmemory = Mem_Alloc(cls.mempool, cls.qw_downloadmemorymaxsize);
+               cls.qw_downloadmemory = (unsigned char *)Mem_Alloc(cls.permanentmempool, cls.qw_downloadmemorymaxsize);
                if (old)
                {
                        memcpy(cls.qw_downloadmemory, old, cls.qw_downloadmemorycursize);
@@ -748,7 +748,7 @@ void QW_CL_StartUpload(unsigned char *data, int size)
 
        Con_DPrintf("Starting upload of %d bytes...\n", size);
 
-       cls.qw_uploaddata = Mem_Alloc(cls.mempool, size);
+       cls.qw_uploaddata = (unsigned char *)Mem_Alloc(cls.permanentmempool, size);
        memcpy(cls.qw_uploaddata, data, size);
        cls.qw_uploadsize = size;
        cls.qw_uploadpos = 0;
@@ -1016,7 +1016,7 @@ void CL_ParseServerInfo (void)
                i = MSG_ReadByte();
                cl.qw_spectator = (i & 128) != 0;
                cl.playerentity = cl.viewentity = (i & 127) + 1;
-               cl.scores = (scoreboard_t *)Mem_Alloc(cls.mempool, cl.maxclients*sizeof(*cl.scores));
+               cl.scores = (scoreboard_t *)Mem_Alloc(cls.levelmempool, cl.maxclients*sizeof(*cl.scores));
 
                // get the full level name
                str = MSG_ReadString ();
@@ -1059,7 +1059,7 @@ void CL_ParseServerInfo (void)
                        Host_Error("Bad maxclients (%u) from server", cl.maxclients);
                        return;
                }
-               cl.scores = (scoreboard_t *)Mem_Alloc(cls.mempool, cl.maxclients*sizeof(*cl.scores));
+               cl.scores = (scoreboard_t *)Mem_Alloc(cls.levelmempool, cl.maxclients*sizeof(*cl.scores));
 
        // parse gametype
                cl.gametype = MSG_ReadByte ();
@@ -1562,9 +1562,9 @@ void CL_ParseBeam (model_t *m, int lightning)
 void CL_ParseTempEntity(void)
 {
        int type;
-       vec3_t pos;
+       vec3_t pos, pos2;
+       vec3_t vel1, vel2;
        vec3_t dir;
-       vec3_t pos2;
        vec3_t color;
        int rnd;
        int colorStart, colorLength, count;
@@ -1581,9 +1581,7 @@ void CL_ParseTempEntity(void)
                        // spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       //CL_AllocDlight(NULL, &tempmatrix, 100, 0.12f, 0.50f, 0.12f, 500, 0.2, 0, -1, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-                       CL_RunParticleEffect(pos, vec3_origin, 20, 30);
+                       CL_ParticleEffect(EFFECT_TE_WIZSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_wizhit, pos, 1, 1);
                        break;
 
@@ -1591,9 +1589,7 @@ void CL_ParseTempEntity(void)
                        // spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       //CL_AllocDlight(NULL, &tempmatrix, 100, 0.50f, 0.30f, 0.10f, 500, 0.2, 0, -1, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-                       CL_RunParticleEffect(pos, vec3_origin, 226, 20);
+                       CL_ParticleEffect(EFFECT_TE_KNIGHTSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_knighthit, pos, 1, 1);
                        break;
 
@@ -1601,14 +1597,7 @@ void CL_ParseTempEntity(void)
                        // spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 10);
-                       else if (cl_particles_bulletimpacts.integer)
-                       {
-                               CL_SparkShower(pos, vec3_origin, 15, 1, 0);
-                               CL_Smoke(pos, vec3_origin, 15, 0);
-                       }
-                       CL_BulletMark(pos);
+                       CL_ParticleEffect(EFFECT_TE_SPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        if (rand() % 5)
                                S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
                        else
@@ -1626,14 +1615,7 @@ void CL_ParseTempEntity(void)
                        // super spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 20);
-                       else if (cl_particles_bulletimpacts.integer)
-                       {
-                               CL_SparkShower(pos, vec3_origin, 30, 1, 0);
-                               CL_Smoke(pos, vec3_origin, 30, 0);
-                       }
-                       CL_BulletMark(pos);
+                       CL_ParticleEffect(EFFECT_TE_SUPERSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        if (rand() % 5)
                                S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
                        else
@@ -1652,10 +1634,7 @@ void CL_ParseTempEntity(void)
                        // rocket explosion
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 10);
-                       CL_ParticleExplosion(pos);
-                       // LordHavoc: boosted color from 1.0, 0.8, 0.4 to 1.25, 1.0, 0.5
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 350, 4.0f, 2.0f, 0.50f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_EXPLOSION, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
                        CL_Effect(pos, cl.qw_modelindex_s_explod, 0, 6, 10);
                        break;
@@ -1664,11 +1643,8 @@ void CL_ParseTempEntity(void)
                        // tarbaby explosion
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 10);
-                       CL_BlobExplosion(pos);
-
+                       CL_ParticleEffect(EFFECT_TE_TAREXPLOSION, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 600, 1.6f, 0.8f, 2.0f, 1200, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                        break;
 
                case QW_TE_LIGHTNING1:
@@ -1688,14 +1664,12 @@ void CL_ParseTempEntity(void)
 
                case QW_TE_LAVASPLASH:
                        MSG_ReadVector(pos, cls.protocol);
-                       CL_LavaSplash(pos);
+                       CL_ParticleEffect(EFFECT_TE_LAVASPLASH, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case QW_TE_TELEPORT:
                        MSG_ReadVector(pos, cls.protocol);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 200, 1.0f, 1.0f, 1.0f, 600, 99.0f, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-                       CL_TeleportSplash(pos);
+                       CL_ParticleEffect(EFFECT_TE_TELEPORT, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case QW_TE_GUNSHOT:
@@ -1703,28 +1677,22 @@ void CL_ParseTempEntity(void)
                        radius = MSG_ReadByte();
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 20*radius);
-                       else
-                       {
-                               CL_SparkShower(pos, vec3_origin, 15*radius, 1, radius);
-                               CL_Smoke(pos, vec3_origin, 15*radius, radius);
-                       }
-                       // TODO: scatter bullet marks throughout the sphere?
-                       CL_BulletMark(pos);
+                       VectorSet(pos2, pos[0] + radius, pos[1] + radius, pos[2] + radius);
+                       VectorSet(pos, pos[0] - radius, pos[1] - radius, pos[2] - radius);
+                       CL_ParticleEffect(EFFECT_TE_GUNSHOT, radius, pos, pos2, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case QW_TE_BLOOD:
                        count = MSG_ReadByte();
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       CL_BloodPuff(pos, vec3_origin, 20*count);
+                       CL_ParticleEffect(EFFECT_TE_BLOOD, count, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case QW_TE_LIGHTNINGBLOOD:
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       CL_BloodPuff(pos, vec3_origin, 50);
+                       CL_ParticleEffect(EFFECT_TE_BLOOD, 2.5, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                default:
@@ -1740,9 +1708,7 @@ void CL_ParseTempEntity(void)
                        // spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       //CL_AllocDlight(NULL, &tempmatrix, 100, 0.12f, 0.50f, 0.12f, 500, 0.2, 0, -1, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-                       CL_RunParticleEffect(pos, vec3_origin, 20, 30);
+                       CL_ParticleEffect(EFFECT_TE_WIZSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_wizhit, pos, 1, 1);
                        break;
 
@@ -1750,9 +1716,7 @@ void CL_ParseTempEntity(void)
                        // spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       //CL_AllocDlight(NULL, &tempmatrix, 100, 0.50f, 0.30f, 0.10f, 500, 0.2, 0, -1, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-                       CL_RunParticleEffect(pos, vec3_origin, 226, 20);
+                       CL_ParticleEffect(EFFECT_TE_KNIGHTSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_knighthit, pos, 1, 1);
                        break;
 
@@ -1760,14 +1724,7 @@ void CL_ParseTempEntity(void)
                        // spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 10);
-                       else if (cl_particles_bulletimpacts.integer)
-                       {
-                               CL_SparkShower(pos, vec3_origin, 15, 1, 0);
-                               CL_Smoke(pos, vec3_origin, 15, 0);
-                       }
-                       CL_BulletMark(pos);
+                       CL_ParticleEffect(EFFECT_TE_SPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        if (rand() % 5)
                                S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
                        else
@@ -1785,16 +1742,7 @@ void CL_ParseTempEntity(void)
                        // quad spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 10);
-                       else if (cl_particles_bulletimpacts.integer)
-                       {
-                               CL_SparkShower(pos, vec3_origin, 15, 1, 0);
-                               CL_Smoke(pos, vec3_origin, 15, 0);
-                       }
-                       CL_BulletMark(pos);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_SPIKEQUAD, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        if (rand() % 5)
                                S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
                        else
@@ -1812,14 +1760,7 @@ void CL_ParseTempEntity(void)
                        // super spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 20);
-                       else if (cl_particles_bulletimpacts.integer)
-                       {
-                               CL_SparkShower(pos, vec3_origin, 30, 1, 0);
-                               CL_Smoke(pos, vec3_origin, 30, 0);
-                       }
-                       CL_BulletMark(pos);
+                       CL_ParticleEffect(EFFECT_TE_SUPERSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        if (rand() % 5)
                                S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
                        else
@@ -1837,16 +1778,7 @@ void CL_ParseTempEntity(void)
                        // quad super spike hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 20);
-                       else if (cl_particles_bulletimpacts.integer)
-                       {
-                               CL_SparkShower(pos, vec3_origin, 30, 1, 0);
-                               CL_Smoke(pos, vec3_origin, 30, 0);
-                       }
-                       CL_BulletMark(pos);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_SUPERSPIKEQUAD, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        if (rand() % 5)
                                S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
                        else
@@ -1869,7 +1801,7 @@ void CL_ParseTempEntity(void)
                        dir[1] = MSG_ReadChar();
                        dir[2] = MSG_ReadChar();
                        count = MSG_ReadByte();
-                       CL_BloodPuff(pos, dir, count);
+                       CL_ParticleEffect(EFFECT_TE_BLOOD, count, pos, pos, dir, dir, NULL, 0);
                        break;
                case TE_SPARK:
                        // spark shower
@@ -1879,14 +1811,12 @@ void CL_ParseTempEntity(void)
                        dir[1] = MSG_ReadChar();
                        dir[2] = MSG_ReadChar();
                        count = MSG_ReadByte();
-                       CL_SparkShower(pos, dir, count, 1, 0);
+                       CL_ParticleEffect(EFFECT_TE_SPARK, count, pos, pos, dir, dir, NULL, 0);
                        break;
                case TE_PLASMABURN:
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 200, 1, 1, 1, 1000, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-                       CL_PlasmaBurn(pos);
+                       CL_ParticleEffect(EFFECT_TE_PLASMABURN, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
                        // LordHavoc: added for improved gore
                case TE_BLOODSHOWER:
@@ -1895,8 +1825,15 @@ void CL_ParseTempEntity(void)
                        MSG_ReadVector(pos2, cls.protocol); // maxs
                        velspeed = MSG_ReadCoord(cls.protocol); // speed
                        count = (unsigned short) MSG_ReadShort(); // number of particles
-                       CL_BloodShower(pos, pos2, velspeed, count);
+                       vel1[0] = -velspeed;
+                       vel1[1] = -velspeed;
+                       vel1[2] = -velspeed;
+                       vel2[0] = velspeed;
+                       vel2[1] = velspeed;
+                       vel2[2] = velspeed;
+                       CL_ParticleEffect(EFFECT_TE_BLOOD, count, pos, pos2, vel1, vel2, NULL, 0);
                        break;
+
                case TE_PARTICLECUBE:
                        // general purpose particle effect
                        MSG_ReadVector(pos, cls.protocol); // mins
@@ -1906,7 +1843,7 @@ void CL_ParseTempEntity(void)
                        colorStart = MSG_ReadByte(); // color
                        colorLength = MSG_ReadByte(); // gravity (1 or 0)
                        velspeed = MSG_ReadCoord(cls.protocol); // randomvel
-                       CL_ParticleCube(pos, pos2, dir, count, colorStart, colorLength, velspeed);
+                       CL_ParticleCube(pos, pos2, dir, count, colorStart, colorLength != 0, velspeed);
                        break;
 
                case TE_PARTICLERAIN:
@@ -1933,40 +1870,21 @@ void CL_ParseTempEntity(void)
                        // bullet hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 20);
-                       else
-                       {
-                               CL_SparkShower(pos, vec3_origin, 15, 1, 0);
-                               CL_Smoke(pos, vec3_origin, 15, 0);
-                       }
-                       CL_BulletMark(pos);
+                       CL_ParticleEffect(EFFECT_TE_GUNSHOT, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case TE_GUNSHOTQUAD:
                        // quad bullet hitting wall
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       if (cl_particles_quake.integer)
-                               CL_RunParticleEffect(pos, vec3_origin, 0, 20);
-                       else
-                       {
-                               CL_SparkShower(pos, vec3_origin, 15, 1, 0);
-                               CL_Smoke(pos, vec3_origin, 15, 0);
-                       }
-                       CL_BulletMark(pos);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_GUNSHOTQUAD, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case TE_EXPLOSION:
                        // rocket explosion
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 10);
-                       CL_ParticleExplosion(pos);
-                       // LordHavoc: boosted color from 1.0, 0.8, 0.4 to 1.25, 1.0, 0.5
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 350, 4.0f, 2.0f, 0.50f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_EXPLOSION, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
                        break;
 
@@ -1974,9 +1892,7 @@ void CL_ParseTempEntity(void)
                        // quad rocket explosion
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 10);
-                       CL_ParticleExplosion(pos);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 350, 2.5f, 2.0f, 4.0f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_EXPLOSIONQUAD, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
                        break;
 
@@ -1984,11 +1900,11 @@ void CL_ParseTempEntity(void)
                        // Nehahra movie colored lighting explosion
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 10);
-                       CL_ParticleExplosion(pos);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
                        color[0] = MSG_ReadCoord(cls.protocol) * (2.0f / 1.0f);
                        color[1] = MSG_ReadCoord(cls.protocol) * (2.0f / 1.0f);
                        color[2] = MSG_ReadCoord(cls.protocol) * (2.0f / 1.0f);
+                       CL_ParticleExplosion(pos);
+                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
                        CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
                        break;
@@ -2010,18 +1926,14 @@ void CL_ParseTempEntity(void)
                        // tarbaby explosion
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 10);
-                       CL_BlobExplosion(pos);
-
+                       CL_ParticleEffect(EFFECT_TE_TAREXPLOSION, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 600, 1.6f, 0.8f, 2.0f, 1200, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                        break;
 
                case TE_SMALLFLASH:
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 10);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 200, 2, 2, 2, 1000, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_SMALLFLASH, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case TE_CUSTOMFLASH:
@@ -2040,7 +1952,7 @@ void CL_ParseTempEntity(void)
                        MSG_ReadVector(pos, cls.protocol);
                        MSG_ReadVector(dir, cls.protocol);
                        count = MSG_ReadByte();
-                       CL_Flames(pos, dir, count);
+                       CL_ParticleEffect(EFFECT_TE_FLAMEJET, count, pos, pos, dir, dir, NULL, 0);
                        break;
 
                case TE_LIGHTNING1:
@@ -2072,14 +1984,12 @@ void CL_ParseTempEntity(void)
 
                case TE_LAVASPLASH:
                        MSG_ReadVector(pos, cls.protocol);
-                       CL_LavaSplash(pos);
+                       CL_ParticleEffect(EFFECT_TE_LAVASPLASH, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case TE_TELEPORT:
                        MSG_ReadVector(pos, cls.protocol);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 200, 1.0f, 1.0f, 1.0f, 600, 99.0f, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-                       CL_TeleportSplash(pos);
+                       CL_ParticleEffect(EFFECT_TE_TELEPORT, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case TE_EXPLOSION2:
@@ -2102,7 +2012,7 @@ void CL_ParseTempEntity(void)
                        MSG_ReadVector(pos, cls.protocol);
                        MSG_ReadVector(pos2, cls.protocol);
                        MSG_ReadVector(dir, cls.protocol);
-                       CL_BeamParticle(pos, pos2, 8, 1, 1, 1, 1, 1);
+                       CL_ParticleEffect(EFFECT_TE_TEI_G3, 1, pos, pos2, dir, dir, NULL, 0);
                        break;
 
                case TE_TEI_SMOKE:
@@ -2110,15 +2020,13 @@ void CL_ParseTempEntity(void)
                        MSG_ReadVector(dir, cls.protocol);
                        count = MSG_ReadByte();
                        CL_FindNonSolidLocation(pos, pos, 4);
-                       CL_Tei_Smoke(pos, dir, count);
+                       CL_ParticleEffect(EFFECT_TE_TEI_SMOKE, count, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                case TE_TEI_BIGEXPLOSION:
                        MSG_ReadVector(pos, cls.protocol);
                        CL_FindNonSolidLocation(pos, pos, 10);
-                       CL_ParticleExplosion(pos);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 500, 2.5f, 2.0f, 1.0f, 500, 9999, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_TEI_BIGEXPLOSION, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
                        break;
 
@@ -2127,9 +2035,7 @@ void CL_ParseTempEntity(void)
                        MSG_ReadVector(dir, cls.protocol);
                        count = MSG_ReadByte();
                        CL_FindNonSolidLocation(pos, pos, 5);
-                       CL_Tei_PlasmaHit(pos, dir, count);
-                       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 500, 0.6, 1.2, 2.0f, 2000, 9999, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_ParticleEffect(EFFECT_TE_TEI_PLASMAHIT, count, pos, pos, vec3_origin, vec3_origin, NULL, 0);
                        break;
 
                default:
@@ -2198,7 +2104,7 @@ void CL_ParseServerMessage(void)
                cl.qw_num_nails = 0;
 
                // fade weapon view kick
-               cl.qw_weaponkick = min(cl.qw_weaponkick + 10 * cl.frametime, 0);
+               cl.qw_weaponkick = min(cl.qw_weaponkick + 10 * (cl.time - cl.oldtime), 0);
 
                while (1)
                {