]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_particles.c
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[xonotic/darkplaces.git] / cl_particles.c
index 813162ab7280092f8929f1babaa777d17c2501b4..e9def1a549b1f53ce650870e0159f65be6c33b41 100644 (file)
@@ -19,208 +19,1230 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 */
 
 #include "quakedef.h"
-#include "cl_collision.h"
 
-#define MAX_PARTICLES                  16384   // default max # of particles at one time
-#define ABSOLUTE_MIN_PARTICLES 512             // no fewer than this no matter what's on the command line
+#include "cl_collision.h"
+#include "image.h"
+#include "r_shadow.h"
 
-typedef enum
+// must match ptype_t values
+particletype_t particletype[pt_total] =
 {
-       pt_static, pt_grav, pt_blob, pt_blob2, pt_bulletsmoke, pt_smoke, pt_snow, pt_rain, pt_spark, pt_bubble, pt_fade, pt_steam, pt_splash, pt_splashpuff, pt_flame, pt_blood, pt_oneframe, pt_lavasplash, pt_raindropsplash, pt_underwaterspark, pt_explosionsplash, pt_stardust
-}
-ptype_t;
+       {0, 0, false}, // pt_dead
+       {PBLEND_ALPHA, PARTICLE_BILLBOARD, false}, //pt_alphastatic
+       {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_static
+       {PBLEND_ADD, PARTICLE_SPARK, false}, //pt_spark
+       {PBLEND_ADD, PARTICLE_BEAM, false}, //pt_beam
+       {PBLEND_ADD, PARTICLE_SPARK, false}, //pt_rain
+       {PBLEND_ADD, PARTICLE_ORIENTED_DOUBLESIDED, false}, //pt_raindecal
+       {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_snow
+       {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_bubble
+       {PBLEND_MOD, PARTICLE_BILLBOARD, false}, //pt_blood
+       {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_smoke
+       {PBLEND_MOD, PARTICLE_ORIENTED_DOUBLESIDED, false}, //pt_decal
+       {PBLEND_ALPHA, PARTICLE_BILLBOARD, false}, //pt_entityparticle
+};
 
-#define P_TEXNUM_FIRSTBIT 0
-#define P_TEXNUM_BITS 6
-#define P_ORIENTATION_FIRSTBIT (P_TEXNUM_FIRSTBIT + P_TEXNUM_BITS)
-#define P_ORIENTATION_BITS 2
-#define P_FLAGS_FIRSTBIT (P_ORIENTATION_FIRSTBIT + P_ORIENTATION_BITS)
-#define P_DYNLIGHT (1 << (P_FLAGS_FIRSTBIT + 0))
-#define P_ADDITIVE (1 << (P_FLAGS_FIRSTBIT + 1))
+#define PARTICLEEFFECT_UNDERWATER 1
+#define PARTICLEEFFECT_NOTUNDERWATER 2
 
-typedef struct particle_s
+typedef struct particleeffectinfo_s
 {
-       ptype_t         type;
-       unsigned int    flags; // dynamically lit, orientation, additive blending, texnum
-       vec3_t          org;
-       vec3_t          vel;
-       float           die;
-       float           scalex;
-       float           scaley;
-       float           alpha; // 0-255
-       float           time2; // used for various things (snow fluttering, for example)
-       float           bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical)
-       vec3_t          oldorg;
-       vec3_t          vel2; // used for snow fluttering (base velocity, wind for instance)
-       float           friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
-       float           pressure; // if non-zero, apply pressure to other particles
-       qbyte           color[4];
+       int effectnameindex; // which effect this belongs to
+       // PARTICLEEFFECT_* bits
+       int flags;
+       // blood effects may spawn very few particles, so proper fraction-overflow
+       // handling is very important, this variable keeps track of the fraction
+       double particleaccumulator;
+       // the math is: countabsolute + requestedcount * countmultiplier * quality
+       // absolute number of particles to spawn, often used for decals
+       // (unaffected by quality and requestedcount)
+       float countabsolute;
+       // multiplier for the number of particles CL_ParticleEffect was told to
+       // spawn, most effects do not really have a count and hence use 1, so
+       // this is often the actual count to spawn, not merely a multiplier
+       float countmultiplier;
+       // if > 0 this causes the particle to spawn in an evenly spaced line from
+       // originmins to originmaxs (causing them to describe a trail, not a box)
+       float trailspacing;
+       // type of particle to spawn (defines some aspects of behavior)
+       ptype_t particletype;
+       // range of colors to choose from in hex RRGGBB (like HTML color tags),
+       // randomly interpolated at spawn
+       unsigned int color[2];
+       // a random texture is chosen in this range (note the second value is one
+       // past the last choosable, so for example 8,16 chooses any from 8 up and
+       // including 15)
+       // if start and end of the range are the same, no randomization is done
+       int tex[2];
+       // range of size values randomly chosen when spawning, plus size increase over time
+       float size[3];
+       // range of alpha values randomly chosen when spawning, plus alpha fade
+       float alpha[3];
+       // how long the particle should live (note it is also removed if alpha drops to 0)
+       float time[2];
+       // how much gravity affects this particle (negative makes it fly up!)
+       float gravity;
+       // how much bounce the particle has when it hits a surface
+       // if negative the particle is removed on impact
+       float bounce;
+       // if in air this friction is applied
+       // if negative the particle accelerates
+       float airfriction;
+       // if in liquid (water/slime/lava) this friction is applied
+       // if negative the particle accelerates
+       float liquidfriction;
+       // these offsets are added to the values given to particleeffect(), and
+       // then an ellipsoid-shaped jitter is added as defined by these
+       // (they are the 3 radii)
+       float originoffset[3];
+       float velocityoffset[3];
+       float originjitter[3];
+       float velocityjitter[3];
+       float velocitymultiplier;
+       // an effect can also spawn a dlight
+       float lightradiusstart;
+       float lightradiusfade;
+       float lighttime;
+       float lightcolor[3];
+       qboolean lightshadow;
+       int lightcubemapnum;
 }
-particle_t;
+particleeffectinfo_t;
+
+#define MAX_PARTICLEEFFECTNAME 256
+char particleeffectname[MAX_PARTICLEEFFECTNAME][64];
+
+#define MAX_PARTICLEEFFECTINFO 4096
+
+particleeffectinfo_t particleeffectinfo[MAX_PARTICLEEFFECTINFO];
 
 static int particlepalette[256] =
 {
-       0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
-       0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
-       0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
-       0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
-       0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
-       0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
-       0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
-       0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
-       0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
-       0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
-       0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
-       0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
-       0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
-       0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
-       0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
-       0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
-       0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
-       0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
-       0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
-       0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
-       0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
-       0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
-       0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
-       0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
-       0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
-       0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
-       0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
-       0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
-       0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
-       0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
-       0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
-       0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
+       0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b, // 0-7
+       0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb, // 8-15
+       0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b, // 16-23
+       0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23, // 24-31
+       0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767, // 32-39
+       0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb, // 40-47
+       0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07, // 48-55
+       0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f, // 56-63
+       0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000, // 64-71
+       0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000, // 72-79
+       0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307, // 80-87
+       0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723, // 88-95
+       0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b, // 96-103
+       0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b, // 104-111
+       0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733, // 112-119
+       0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397, // 120-127
+       0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b, // 128-135
+       0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707, // 136-143
+       0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b, // 144-151
+       0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707, // 152-159
+       0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353, // 160-167
+       0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07, // 168-175
+       0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f, // 176-183
+       0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07, // 184-191
+       0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307, // 192-199
+       0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700, // 200-207
+       0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f, // 208-215
+       0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f, // 216-223
+       0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b, // 224-231
+       0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b, // 232-239
+       0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000, // 240-247
+       0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53  // 248-255
 };
 
-static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
+int            ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
+int            ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
+int            ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
+
+//static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
 
-// these must match r_part.c's textures
+// texture numbers in particle font
 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
-static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
-static const int tex_particle = 24;
-static const int tex_rain = 25;
-static const int tex_bubble = 26;
-
-static int                     cl_maxparticles;
-static int                     cl_numparticles;
-static particle_t      *particles;
-static particle_t      **freeparticles; // list used only in compacting particles array
-
-static cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
-static cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
-static cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
-static cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
-static cvar_t cl_particles_blood_size_min = {CVAR_SAVE, "cl_particles_blood_size_min", "5"};
-static cvar_t cl_particles_blood_size_max = {CVAR_SAVE, "cl_particles_blood_size_max", "10"};
-static cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
-static cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
-static cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
-static cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
-static cvar_t cl_particles_explosions = {CVAR_SAVE, "cl_particles_explosions", "0"};
-
-static mempool_t *cl_part_mempool;
-
-void CL_Particles_Clear(void)
+static const int tex_bulletdecal[8] = {8, 9, 10, 11, 12, 13, 14, 15};
+static const int tex_blooddecal[8] = {16, 17, 18, 19, 20, 21, 22, 23};
+static const int tex_bloodparticle[8] = {24, 25, 26, 27, 28, 29, 30, 31};
+static const int tex_rainsplash = 32;
+static const int tex_particle = 63;
+static const int tex_bubble = 62;
+static const int tex_raindrop = 61;
+static const int tex_beam = 60;
+
+cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1", "enables particle effects"};
+cvar_t cl_particles_quality = {CVAR_SAVE, "cl_particles_quality", "1", "multiplies number of particles"};
+cvar_t cl_particles_alpha = {CVAR_SAVE, "cl_particles_alpha", "1", "multiplies opacity of particles"};
+cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1", "multiplies particle size"};
+cvar_t cl_particles_quake = {CVAR_SAVE, "cl_particles_quake", "0", "makes particle effects look mostly like the ones in Quake"};
+cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1", "enables blood effects"};
+cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "1", "opacity of blood"};
+cvar_t cl_particles_blood_bloodhack = {CVAR_SAVE, "cl_particles_blood_bloodhack", "1", "make certain quake particle() calls create blood effects instead"};
+cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1", "enables bulletimpact effects"};
+cvar_t cl_particles_explosions_sparks = {CVAR_SAVE, "cl_particles_explosions_sparks", "1", "enables sparks from explosions"};
+cvar_t cl_particles_explosions_shell = {CVAR_SAVE, "cl_particles_explosions_shell", "0", "enables polygonal shell from explosions"};
+cvar_t cl_particles_rain = {CVAR_SAVE, "cl_particles_rain", "1", "enables rain effects"};
+cvar_t cl_particles_snow = {CVAR_SAVE, "cl_particles_snow", "1", "enables snow effects"};
+cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1", "enables smoke (used by multiple effects)"};
+cvar_t cl_particles_smoke_alpha = {CVAR_SAVE, "cl_particles_smoke_alpha", "0.5", "smoke brightness"};
+cvar_t cl_particles_smoke_alphafade = {CVAR_SAVE, "cl_particles_smoke_alphafade", "0.55", "brightness fade per second"};
+cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1", "enables sparks (used by multiple effects)"};
+cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1", "enables bubbles (used by multiple effects)"};
+cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "1", "enables decals (bullet holes, blood, etc)"};
+cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "20", "how long before decals start to fade away"};
+cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "1", "how long decals take to fade away"};
+
+
+void CL_Particles_ParseEffectInfo(const char *textstart, const char *textend)
+{
+       int arrayindex;
+       int argc;
+       int effectinfoindex;
+       int linenumber;
+       particleeffectinfo_t *info = NULL;
+       const char *text = textstart;
+       char argv[16][1024];
+       effectinfoindex = -1;
+       for (linenumber = 1;;linenumber++)
+       {
+               argc = 0;
+               for (arrayindex = 0;arrayindex < 16;arrayindex++)
+                       argv[arrayindex][0] = 0;
+               for (;;)
+               {
+                       if (!COM_ParseToken_Simple(&text, true, false))
+                               return;
+                       if (!strcmp(com_token, "\n"))
+                               break;
+                       if (argc < 16)
+                       {
+                               strlcpy(argv[argc], com_token, sizeof(argv[argc]));
+                               argc++;
+                       }
+               }
+               if (argc < 1)
+                       continue;
+#define checkparms(n) if (argc != (n)) {Con_Printf("effectinfo.txt:%i: error while parsing: %s given %i parameters, should be %i parameters\n", linenumber, argv[0], argc, (n));break;}
+#define readints(array, n) checkparms(n+1);for (arrayindex = 0;arrayindex < argc - 1;arrayindex++) array[arrayindex] = strtol(argv[1+arrayindex], NULL, 0)
+#define readfloats(array, n) checkparms(n+1);for (arrayindex = 0;arrayindex < argc - 1;arrayindex++) array[arrayindex] = atof(argv[1+arrayindex])
+#define readint(var) checkparms(2);var = strtol(argv[1], NULL, 0)
+#define readfloat(var) checkparms(2);var = atof(argv[1])
+               if (!strcmp(argv[0], "effect"))
+               {
+                       int effectnameindex;
+                       checkparms(2);
+                       effectinfoindex++;
+                       if (effectinfoindex >= MAX_PARTICLEEFFECTINFO)
+                       {
+                               Con_Printf("effectinfo.txt:%i: too many effects!\n", linenumber);
+                               break;
+                       }
+                       for (effectnameindex = 1;effectnameindex < MAX_PARTICLEEFFECTNAME;effectnameindex++)
+                       {
+                               if (particleeffectname[effectnameindex][0])
+                               {
+                                       if (!strcmp(particleeffectname[effectnameindex], argv[1]))
+                                               break;
+                               }
+                               else
+                               {
+                                       strlcpy(particleeffectname[effectnameindex], argv[1], sizeof(particleeffectname[effectnameindex]));
+                                       break;
+                               }
+                       }
+                       // if we run out of names, abort
+                       if (effectnameindex == MAX_PARTICLEEFFECTNAME)
+                       {
+                               Con_Printf("effectinfo.txt:%i: too many effects!\n", linenumber);
+                               break;
+                       }
+                       info = particleeffectinfo + effectinfoindex;
+                       info->effectnameindex = effectnameindex;
+                       info->particletype = pt_alphastatic;
+                       info->tex[0] = tex_particle;
+                       info->tex[1] = tex_particle;
+                       info->color[0] = 0xFFFFFF;
+                       info->color[1] = 0xFFFFFF;
+                       info->size[0] = 1;
+                       info->size[1] = 1;
+                       info->alpha[0] = 0;
+                       info->alpha[1] = 256;
+                       info->alpha[2] = 256;
+                       info->time[0] = 9999;
+                       info->time[1] = 9999;
+                       VectorSet(info->lightcolor, 1, 1, 1);
+                       info->lightshadow = true;
+                       info->lighttime = 9999;
+               }
+               else if (info == NULL)
+               {
+                       Con_Printf("effectinfo.txt:%i: command %s encountered before effect\n", linenumber, argv[0]);
+                       break;
+               }
+               else if (!strcmp(argv[0], "countabsolute")) {readfloat(info->countabsolute);}
+               else if (!strcmp(argv[0], "count")) {readfloat(info->countmultiplier);}
+               else if (!strcmp(argv[0], "type"))
+               {
+                       checkparms(2);
+                       if (!strcmp(argv[1], "alphastatic")) info->particletype = pt_alphastatic;
+                       else if (!strcmp(argv[1], "static")) info->particletype = pt_static;
+                       else if (!strcmp(argv[1], "spark")) info->particletype = pt_spark;
+                       else if (!strcmp(argv[1], "beam")) info->particletype = pt_beam;
+                       else if (!strcmp(argv[1], "rain")) info->particletype = pt_rain;
+                       else if (!strcmp(argv[1], "raindecal")) info->particletype = pt_raindecal;
+                       else if (!strcmp(argv[1], "snow")) info->particletype = pt_snow;
+                       else if (!strcmp(argv[1], "bubble")) info->particletype = pt_bubble;
+                       else if (!strcmp(argv[1], "blood")) info->particletype = pt_blood;
+                       else if (!strcmp(argv[1], "smoke")) info->particletype = pt_smoke;
+                       else if (!strcmp(argv[1], "decal")) info->particletype = pt_decal;
+                       else if (!strcmp(argv[1], "entityparticle")) info->particletype = pt_entityparticle;
+                       else Con_Printf("effectinfo.txt:%i: unrecognized particle type %s\n", linenumber, argv[1]);
+               }
+               else if (!strcmp(argv[0], "color")) {readints(info->color, 2);}
+               else if (!strcmp(argv[0], "tex")) {readints(info->tex, 2);}
+               else if (!strcmp(argv[0], "size")) {readfloats(info->size, 2);}
+               else if (!strcmp(argv[0], "sizeincrease")) {readfloat(info->size[2]);}
+               else if (!strcmp(argv[0], "alpha")) {readfloats(info->alpha, 3);}
+               else if (!strcmp(argv[0], "time")) {readints(info->time, 2);}
+               else if (!strcmp(argv[0], "gravity")) {readfloat(info->gravity);}
+               else if (!strcmp(argv[0], "bounce")) {readfloat(info->bounce);}
+               else if (!strcmp(argv[0], "airfriction")) {readfloat(info->airfriction);}
+               else if (!strcmp(argv[0], "liquidfriction")) {readfloat(info->liquidfriction);}
+               else if (!strcmp(argv[0], "originoffset")) {readfloats(info->originoffset, 3);}
+               else if (!strcmp(argv[0], "velocityoffset")) {readfloats(info->velocityoffset, 3);}
+               else if (!strcmp(argv[0], "originjitter")) {readfloats(info->originjitter, 3);}
+               else if (!strcmp(argv[0], "velocityjitter")) {readfloats(info->velocityjitter, 3);}
+               else if (!strcmp(argv[0], "velocitymultiplier")) {readfloat(info->velocitymultiplier);}
+               else if (!strcmp(argv[0], "lightradius")) {readfloat(info->lightradiusstart);}
+               else if (!strcmp(argv[0], "lightradiusfade")) {readfloat(info->lightradiusfade);}
+               else if (!strcmp(argv[0], "lighttime")) {readfloat(info->lighttime);}
+               else if (!strcmp(argv[0], "lightcolor")) {readfloats(info->lightcolor, 3);}
+               else if (!strcmp(argv[0], "lightshadow")) {readint(info->lightshadow);}
+               else if (!strcmp(argv[0], "lightcubemapnum")) {readint(info->lightcubemapnum);}
+               else if (!strcmp(argv[0], "underwater")) {checkparms(1);info->flags |= PARTICLEEFFECT_UNDERWATER;}
+               else if (!strcmp(argv[0], "notunderwater")) {checkparms(1);info->flags |= PARTICLEEFFECT_NOTUNDERWATER;}
+               else if (!strcmp(argv[0], "trailspacing")) {readfloat(info->trailspacing);if (info->trailspacing > 0) info->countmultiplier = 1.0f / info->trailspacing;}
+               else
+                       Con_Printf("effectinfo.txt:%i: skipping unknown command %s\n", linenumber, argv[0]);
+#undef checkparms
+#undef readints
+#undef readfloats
+#undef readint
+#undef readfloat
+       }
+}
+
+int CL_ParticleEffectIndexForName(const char *name)
+{
+       int i;
+       for (i = 1;i < MAX_PARTICLEEFFECTNAME && particleeffectname[i][0];i++)
+               if (!strcmp(particleeffectname[i], name))
+                       return i;
+       return 0;
+}
+
+const char *CL_ParticleEffectNameForIndex(int i)
+{
+       if (i < 1 || i >= MAX_PARTICLEEFFECTNAME)
+               return NULL;
+       return particleeffectname[i];
+}
+
+// MUST match effectnameindex_t in client.h
+static const char *standardeffectnames[EFFECT_TOTAL] =
+{
+       "",
+       "TE_GUNSHOT",
+       "TE_GUNSHOTQUAD",
+       "TE_SPIKE",
+       "TE_SPIKEQUAD",
+       "TE_SUPERSPIKE",
+       "TE_SUPERSPIKEQUAD",
+       "TE_WIZSPIKE",
+       "TE_KNIGHTSPIKE",
+       "TE_EXPLOSION",
+       "TE_EXPLOSIONQUAD",
+       "TE_TAREXPLOSION",
+       "TE_TELEPORT",
+       "TE_LAVASPLASH",
+       "TE_SMALLFLASH",
+       "TE_FLAMEJET",
+       "EF_FLAME",
+       "TE_BLOOD",
+       "TE_SPARK",
+       "TE_PLASMABURN",
+       "TE_TEI_G3",
+       "TE_TEI_SMOKE",
+       "TE_TEI_BIGEXPLOSION",
+       "TE_TEI_PLASMAHIT",
+       "EF_STARDUST",
+       "TR_ROCKET",
+       "TR_GRENADE",
+       "TR_BLOOD",
+       "TR_WIZSPIKE",
+       "TR_SLIGHTBLOOD",
+       "TR_KNIGHTSPIKE",
+       "TR_VORESPIKE",
+       "TR_NEHAHRASMOKE",
+       "TR_NEXUIZPLASMA",
+       "TR_GLOWTRAIL",
+       "SVC_PARTICLE"
+};
+
+void CL_Particles_LoadEffectInfo(void)
+{
+       int i;
+       unsigned char *filedata;
+       fs_offset_t filesize;
+       memset(particleeffectinfo, 0, sizeof(particleeffectinfo));
+       memset(particleeffectname, 0, sizeof(particleeffectname));
+       for (i = 0;i < EFFECT_TOTAL;i++)
+               strlcpy(particleeffectname[i], standardeffectnames[i], sizeof(particleeffectname[i]));
+       filedata = FS_LoadFile("effectinfo.txt", tempmempool, true, &filesize);
+       if (filedata)
+       {
+               CL_Particles_ParseEffectInfo((const char *)filedata, (const char *)filedata + filesize);
+               Mem_Free(filedata);
+       }
+};
+
+/*
+===============
+CL_InitParticles
+===============
+*/
+void CL_ReadPointFile_f (void);
+void CL_Particles_Init (void)
+{
+       Cmd_AddCommand ("pointfile", CL_ReadPointFile_f, "display point file produced by qbsp when a leak was detected in the map (a line leading through the leak hole, to an entity inside the level)");
+       Cmd_AddCommand ("cl_particles_reloadeffects", CL_Particles_LoadEffectInfo, "reloads effectinfo.txt");
+
+       Cvar_RegisterVariable (&cl_particles);
+       Cvar_RegisterVariable (&cl_particles_quality);
+       Cvar_RegisterVariable (&cl_particles_alpha);
+       Cvar_RegisterVariable (&cl_particles_size);
+       Cvar_RegisterVariable (&cl_particles_quake);
+       Cvar_RegisterVariable (&cl_particles_blood);
+       Cvar_RegisterVariable (&cl_particles_blood_alpha);
+       Cvar_RegisterVariable (&cl_particles_blood_bloodhack);
+       Cvar_RegisterVariable (&cl_particles_explosions_sparks);
+       Cvar_RegisterVariable (&cl_particles_explosions_shell);
+       Cvar_RegisterVariable (&cl_particles_bulletimpacts);
+       Cvar_RegisterVariable (&cl_particles_rain);
+       Cvar_RegisterVariable (&cl_particles_snow);
+       Cvar_RegisterVariable (&cl_particles_smoke);
+       Cvar_RegisterVariable (&cl_particles_smoke_alpha);
+       Cvar_RegisterVariable (&cl_particles_smoke_alphafade);
+       Cvar_RegisterVariable (&cl_particles_sparks);
+       Cvar_RegisterVariable (&cl_particles_bubbles);
+       Cvar_RegisterVariable (&cl_decals);
+       Cvar_RegisterVariable (&cl_decals_time);
+       Cvar_RegisterVariable (&cl_decals_fadetime);
+}
+
+void CL_Particles_Shutdown (void)
+{
+}
+
+// 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)
+static particle_t *CL_NewParticle(unsigned short ptypeindex, int pcolor1, int pcolor2, int ptex, float psize, float psizeincrease, float palpha, float palphafade, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float pairfriction, float pliquidfriction, float originjitter, float velocityjitter)
+{
+       int l1, l2;
+       particle_t *part;
+       vec3_t v;
+       if (!cl_particles.integer)
+               return NULL;
+       for (;cl.free_particle < cl.max_particles && cl.particles[cl.free_particle].typeindex;cl.free_particle++);
+       if (cl.free_particle >= cl.max_particles)
+               return NULL;
+       part = &cl.particles[cl.free_particle++];
+       if (cl.num_particles < cl.free_particle)
+               cl.num_particles = cl.free_particle;
+       memset(part, 0, sizeof(*part));
+       part->typeindex = ptypeindex;
+       l2 = (int)lhrandom(0.5, 256.5);
+       l1 = 256 - l2;
+       part->color[0] = ((((pcolor1 >> 16) & 0xFF) * l1 + ((pcolor2 >> 16) & 0xFF) * l2) >> 8) & 0xFF;
+       part->color[1] = ((((pcolor1 >>  8) & 0xFF) * l1 + ((pcolor2 >>  8) & 0xFF) * l2) >> 8) & 0xFF;
+       part->color[2] = ((((pcolor1 >>  0) & 0xFF) * l1 + ((pcolor2 >>  0) & 0xFF) * l2) >> 8) & 0xFF;
+       part->color[3] = 0xFF;
+       part->texnum = ptex;
+       part->size = psize;
+       part->sizeincrease = psizeincrease;
+       part->alpha = palpha;
+       part->alphafade = palphafade;
+       part->gravity = pgravity;
+       part->bounce = pbounce;
+       VectorRandom(v);
+       part->org[0] = px + originjitter * v[0];
+       part->org[1] = py + originjitter * v[1];
+       part->org[2] = pz + originjitter * v[2];
+       part->vel[0] = pvx + velocityjitter * v[0];
+       part->vel[1] = pvy + velocityjitter * v[1];
+       part->vel[2] = pvz + velocityjitter * v[2];
+       part->time2 = 0;
+       part->airfriction = pairfriction;
+       part->liquidfriction = pliquidfriction;
+       part->die = cl.time + part->alpha / (part->alphafade ? part->alphafade : 1);
+       part->delayedcollisions = 0;
+       if (part->typeindex == pt_blood)
+               part->gravity += 1; // FIXME: this is a legacy hack, effectinfo.txt doesn't have gravity on blood (nor do the particle calls in the engine)
+       // if it is rain or snow, trace ahead and shut off collisions until an actual collision event needs to occur to improve performance
+       if (part->typeindex == pt_rain)
+       {
+               int i;
+               particle_t *part2;
+               float lifetime = part->die - cl.time;
+               vec3_t endvec;
+               trace_t trace;
+               // turn raindrop into simple spark and create delayedspawn splash effect
+               part->typeindex = pt_spark;
+               part->bounce = 0;
+               VectorMA(part->org, lifetime, part->vel, endvec);
+               trace = CL_Move(part->org, vec3_origin, vec3_origin, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK, true, false, NULL, false);
+               part->die = cl.time + lifetime * trace.fraction;
+               part2 = CL_NewParticle(pt_raindecal, pcolor1, pcolor2, tex_rainsplash, part->size, part->size * 20, part->alpha, part->alpha / 0.4, 0, 0, trace.endpos[0] + trace.plane.normal[0], trace.endpos[1] + trace.plane.normal[1], trace.endpos[2] + trace.plane.normal[2], trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2], 0, 0, 0, 0);
+               if (part2)
+               {
+                       part2->delayedspawn = part->die;
+                       part2->die += part->die - cl.time;
+                       for (i = rand() & 7;i < 10;i++)
+                       {
+                               part2 = CL_NewParticle(pt_spark, pcolor1, pcolor2, tex_particle, 0.25f, 0, part->alpha * 2, part->alpha * 4, 1, 0, trace.endpos[0] + trace.plane.normal[0], trace.endpos[1] + trace.plane.normal[1], trace.endpos[2] + trace.plane.normal[2], trace.plane.normal[0] * 16, trace.plane.normal[1] * 16, trace.plane.normal[2] * 16 + cl.movevars_gravity * 0.04, 0, 0, 0, 32);
+                               if (part2)
+                               {
+                                       part2->delayedspawn = part->die;
+                                       part2->die += part->die - cl.time;
+                               }
+                       }
+               }
+       }
+       else if (part->bounce != 0 && part->gravity == 0 && part->typeindex != pt_snow)
+       {
+               float lifetime = part->alpha / (part->alphafade ? part->alphafade : 1);
+               vec3_t endvec;
+               trace_t trace;
+               VectorMA(part->org, lifetime, part->vel, endvec);
+               trace = CL_Move(part->org, vec3_origin, vec3_origin, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY, true, false, NULL, false);
+               part->delayedcollisions = cl.time + lifetime * trace.fraction - 0.1;
+       }
+       return part;
+}
+
+void CL_SpawnDecalParticleForSurface(int hitent, const vec3_t org, const vec3_t normal, int color1, int color2, int texnum, float size, float alpha)
+{
+       int l1, l2;
+       decal_t *decal;
+       if (!cl_decals.integer)
+               return;
+       for (;cl.free_decal < cl.max_decals && cl.decals[cl.free_decal].typeindex;cl.free_decal++);
+       if (cl.free_decal >= cl.max_decals)
+               return;
+       decal = &cl.decals[cl.free_decal++];
+       if (cl.num_decals < cl.free_decal)
+               cl.num_decals = cl.free_decal;
+       memset(decal, 0, sizeof(*decal));
+       decal->typeindex = pt_decal;
+       decal->texnum = texnum;
+       VectorAdd(org, normal, decal->org);
+       VectorCopy(normal, decal->normal);
+       decal->size = size;
+       decal->alpha = alpha;
+       decal->time2 = cl.time;
+       l2 = (int)lhrandom(0.5, 256.5);
+       l1 = 256 - l2;
+       decal->color[0] = ((((color1 >> 16) & 0xFF) * l1 + ((color2 >> 16) & 0xFF) * l2) >> 8) & 0xFF;
+       decal->color[1] = ((((color1 >>  8) & 0xFF) * l1 + ((color2 >>  8) & 0xFF) * l2) >> 8) & 0xFF;
+       decal->color[2] = ((((color1 >>  0) & 0xFF) * l1 + ((color2 >>  0) & 0xFF) * l2) >> 8) & 0xFF;
+       decal->color[3] = 0xFF;
+       decal->owner = hitent;
+       if (hitent)
+       {
+               // these relative things are only used to regenerate p->org and p->vel if decal->owner is not world (0)
+               decal->ownermodel = cl.entities[decal->owner].render.model;
+               Matrix4x4_Transform(&cl.entities[decal->owner].render.inversematrix, org, decal->relativeorigin);
+               Matrix4x4_Transform3x3(&cl.entities[decal->owner].render.inversematrix, normal, decal->relativenormal);
+       }
+}
+
+void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size, float alpha, int texnum, int color1, int color2)
 {
-       cl_numparticles = 0;
+       int i;
+       float bestfrac, bestorg[3], bestnormal[3];
+       float org2[3];
+       int besthitent = 0, hitent;
+       trace_t trace;
+       bestfrac = 10;
+       for (i = 0;i < 32;i++)
+       {
+               VectorRandom(org2);
+               VectorMA(org, maxdist, org2, org2);
+               trace = CL_Move(org, vec3_origin, vec3_origin, org2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, &hitent, false);
+               // take the closest trace result that doesn't end up hitting a NOMARKS
+               // surface (sky for example)
+               if (bestfrac > trace.fraction && !(trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS))
+               {
+                       bestfrac = trace.fraction;
+                       besthitent = hitent;
+                       VectorCopy(trace.endpos, bestorg);
+                       VectorCopy(trace.plane.normal, bestnormal);
+               }
+       }
+       if (bestfrac < 1)
+               CL_SpawnDecalParticleForSurface(besthitent, bestorg, bestnormal, color1, color2, texnum, size, alpha);
+}
+
+static void CL_Sparks(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float sparkcount);
+static void CL_Smoke(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float smokecount);
+void CL_ParticleEffect_Fallback(int effectnameindex, float count, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor, qboolean spawndlight, qboolean spawnparticles)
+{
+       vec3_t center;
+       matrix4x4_t tempmatrix;
+       VectorLerp(originmins, 0.5, originmaxs, center);
+       Matrix4x4_CreateTranslate(&tempmatrix, center[0], center[1], center[2]);
+       if (effectnameindex == EFFECT_SVC_PARTICLE)
+       {
+               if (cl_particles.integer)
+               {
+                       // bloodhack checks if this effect's color matches regular or lightning blood and if so spawns a blood effect instead
+                       if (count == 1024)
+                               CL_ParticleExplosion(center);
+                       else if (cl_particles_blood_bloodhack.integer && !cl_particles_quake.integer && (palettecolor == 73 || palettecolor == 225))
+                               CL_ParticleEffect(EFFECT_TE_BLOOD, count / 6.0f, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
+                       else
+                       {
+                               count *= cl_particles_quality.value;
+                               for (;count > 0;count--)
+                               {
+                                       int k = particlepalette[palettecolor + (rand()&7)];
+                                       if (cl_particles_quake.integer)
+                                               CL_NewParticle(pt_alphastatic, k, k, tex_particle, 1.5, 0, lhrandom(51, 255), 512, 0.05, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 8, 0);
+                                       else if (gamemode == GAME_GOODVSBAD2)
+                                               CL_NewParticle(pt_alphastatic, k, k, tex_particle, 5, 0, 255, 300, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 8, 10);
+                                       else
+                                               CL_NewParticle(pt_alphastatic, k, k, tex_particle, 1.5, 0, 255, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 8, 15);
+                               }
+                       }
+               }
+       }
+       else if (effectnameindex == EFFECT_TE_WIZSPIKE)
+               CL_ParticleEffect(EFFECT_SVC_PARTICLE, 30*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 20);
+       else if (effectnameindex == EFFECT_TE_KNIGHTSPIKE)
+               CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 226);
+       else if (effectnameindex == EFFECT_TE_SPIKE)
+       {
+               if (cl_particles_bulletimpacts.integer)
+               {
+                       if (cl_particles_quake.integer)
+                       {
+                               if (cl_particles_smoke.integer)
+                                       CL_ParticleEffect(EFFECT_SVC_PARTICLE, 10*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
+                       }
+                       else
+                       {
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 15*count);
+                       }
+               }
+               // bullet hole
+               if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+       }
+       else if (effectnameindex == EFFECT_TE_SPIKEQUAD)
+       {
+               if (cl_particles_bulletimpacts.integer)
+               {
+                       if (cl_particles_quake.integer)
+                       {
+                               if (cl_particles_smoke.integer)
+                                       CL_ParticleEffect(EFFECT_SVC_PARTICLE, 10*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
+                       }
+                       else
+                       {
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 15*count);
+                       }
+               }
+               // bullet hole
+               if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+               CL_AllocLightFlash(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);
+       }
+       else if (effectnameindex == EFFECT_TE_SUPERSPIKE)
+       {
+               if (cl_particles_bulletimpacts.integer)
+               {
+                       if (cl_particles_quake.integer)
+                       {
+                               if (cl_particles_smoke.integer)
+                                       CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
+                       }
+                       else
+                       {
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 8*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 30*count);
+                       }
+               }
+               // bullet hole
+               if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+       }
+       else if (effectnameindex == EFFECT_TE_SUPERSPIKEQUAD)
+       {
+               if (cl_particles_bulletimpacts.integer)
+               {
+                       if (cl_particles_quake.integer)
+                       {
+                               if (cl_particles_smoke.integer)
+                                       CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
+                       }
+                       else
+                       {
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 8*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 30*count);
+                       }
+               }
+               // bullet hole
+               if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+               CL_AllocLightFlash(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);
+       }
+       else if (effectnameindex == EFFECT_TE_BLOOD)
+       {
+               if (!cl_particles_blood.integer)
+                       return;
+               if (cl_particles_quake.integer)
+                       CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 73);
+               else
+               {
+                       static double bloodaccumulator = 0;
+                       bloodaccumulator += count * 0.333 * cl_particles_quality.value;
+                       for (;bloodaccumulator > 0;bloodaccumulator--)
+                               CL_NewParticle(pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, cl_particles_blood_alpha.value * 768, cl_particles_blood_alpha.value * 384, 0, -1, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64);
+               }
+       }
+       else if (effectnameindex == EFFECT_TE_SPARK)
+               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, count);
+       else if (effectnameindex == EFFECT_TE_PLASMABURN)
+       {
+               // plasma scorch mark
+               if (cl_stainmaps.integer) R_Stain(center, 48, 96, 96, 96, 32, 128, 128, 128, 32);
+               CL_SpawnDecalParticleForPoint(center, 6, 6, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+               CL_AllocLightFlash(NULL, &tempmatrix, 200, 1, 1, 1, 1000, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       else if (effectnameindex == EFFECT_TE_GUNSHOT)
+       {
+               if (cl_particles_bulletimpacts.integer)
+               {
+                       if (cl_particles_quake.integer)
+                               CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
+                       else
+                       {
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 20*count);
+                       }
+               }
+               // bullet hole
+               if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+       }
+       else if (effectnameindex == EFFECT_TE_GUNSHOTQUAD)
+       {
+               if (cl_particles_bulletimpacts.integer)
+               {
+                       if (cl_particles_quake.integer)
+                               CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
+                       else
+                       {
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 20*count);
+                       }
+               }
+               // bullet hole
+               if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+               CL_AllocLightFlash(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);
+       }
+       else if (effectnameindex == EFFECT_TE_EXPLOSION)
+       {
+               CL_ParticleExplosion(center);
+               CL_AllocLightFlash(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);
+       }
+       else if (effectnameindex == EFFECT_TE_EXPLOSIONQUAD)
+       {
+               CL_ParticleExplosion(center);
+               CL_AllocLightFlash(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);
+       }
+       else if (effectnameindex == EFFECT_TE_TAREXPLOSION)
+       {
+               if (cl_particles_quake.integer)
+               {
+                       int i;
+                       for (i = 0;i < 1024 * cl_particles_quality.value;i++)
+                       {
+                               if (i & 1)
+                                       CL_NewParticle(pt_static, particlepalette[66], particlepalette[71], tex_particle, 1.5f, 0, lhrandom(182, 255), 182, 0, 0, center[0], center[1], center[2], 0, 0, 0, -4, -4, 16, 256);
+                               else
+                                       CL_NewParticle(pt_static, particlepalette[150], particlepalette[155], tex_particle, 1.5f, 0, lhrandom(182, 255), 182, 0, 0, center[0], center[1], center[2], 0, 0, lhrandom(-256, 256), 0, 0, 16, 0);
+                       }
+               }
+               else
+                       CL_ParticleExplosion(center);
+               CL_AllocLightFlash(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);
+       }
+       else if (effectnameindex == EFFECT_TE_SMALLFLASH)
+               CL_AllocLightFlash(NULL, &tempmatrix, 200, 2, 2, 2, 1000, 0.2, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       else if (effectnameindex == EFFECT_TE_FLAMEJET)
+       {
+               count *= cl_particles_quality.value;
+               while (count-- > 0)
+                       CL_NewParticle(pt_smoke, 0x6f0f00, 0xe3974f, tex_particle, 4, 0, lhrandom(64, 128), 384, -1, 1.1, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 128);
+       }
+       else if (effectnameindex == EFFECT_TE_LAVASPLASH)
+       {
+               float i, j, inc, vel;
+               vec3_t dir, org;
+
+               inc = 8 / cl_particles_quality.value;
+               for (i = -128;i < 128;i += inc)
+               {
+                       for (j = -128;j < 128;j += inc)
+                       {
+                               dir[0] = j + lhrandom(0, inc);
+                               dir[1] = i + lhrandom(0, inc);
+                               dir[2] = 256;
+                               org[0] = center[0] + dir[0];
+                               org[1] = center[1] + dir[1];
+                               org[2] = center[2] + lhrandom(0, 64);
+                               vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
+                               CL_NewParticle(pt_alphastatic, particlepalette[224], particlepalette[231], tex_particle, 1.5f, 0, inc * lhrandom(24, 32), inc * 12, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0);
+                       }
+               }
+       }
+       else if (effectnameindex == EFFECT_TE_TELEPORT)
+       {
+               float i, j, k, inc, vel;
+               vec3_t dir;
+
+               inc = 8 / cl_particles_quality.value;
+               for (i = -16;i < 16;i += inc)
+               {
+                       for (j = -16;j < 16;j += inc)
+                       {
+                               for (k = -24;k < 32;k += inc)
+                               {
+                                       VectorSet(dir, i*8, j*8, k*8);
+                                       VectorNormalize(dir);
+                                       vel = lhrandom(50, 113);
+                                       CL_NewParticle(pt_alphastatic, particlepalette[7], particlepalette[14], tex_particle, 1.5f, 0, inc * lhrandom(37, 63), inc * 187, 0, 0, center[0] + i + lhrandom(0, inc), center[1] + j + lhrandom(0, inc), center[2] + k + lhrandom(0, inc), dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0);
+                               }
+                       }
+               }
+               CL_NewParticle(pt_static, particlepalette[14], particlepalette[14], tex_particle, 30, 0, 256, 512, 0, 0, center[0], center[1], center[2], 0, 0, 0, 0, 0, 0, 0);
+               CL_AllocLightFlash(NULL, &tempmatrix, 200, 2.0f, 2.0f, 2.0f, 400, 99.0f, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       else if (effectnameindex == EFFECT_TE_TEI_G3)
+               CL_NewParticle(pt_beam, 0xFFFFFF, 0xFFFFFF, tex_beam, 8, 0, 256, 256, 0, 0, originmins[0], originmins[1], originmins[2], originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, 0);
+       else if (effectnameindex == EFFECT_TE_TEI_SMOKE)
+       {
+               if (cl_particles_smoke.integer)
+               {
+                       count *= 0.25f * cl_particles_quality.value;
+                       while (count-- > 0)
+                               CL_NewParticle(pt_smoke, 0x202020, 0x404040, tex_smoke[rand()&7], 5, 0, 255, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 1.5f, 6.0f);
+               }
+       }
+       else if (effectnameindex == EFFECT_TE_TEI_BIGEXPLOSION)
+       {
+               CL_ParticleExplosion(center);
+               CL_AllocLightFlash(NULL, &tempmatrix, 500, 2.5f, 2.0f, 1.0f, 500, 9999, 0, -1, true, 1, 0.25, 0.5, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       else if (effectnameindex == EFFECT_TE_TEI_PLASMAHIT)
+       {
+               float f;
+               if (cl_stainmaps.integer)
+                       R_Stain(center, 40, 96, 96, 96, 40, 128, 128, 128, 40);
+               CL_SpawnDecalParticleForPoint(center, 6, 8, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+               if (cl_particles_smoke.integer)
+                       for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
+                               CL_NewParticle(pt_smoke, 0x202020, 0x404040, tex_smoke[rand()&7], 5, 0, 255, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 20, 155);
+               if (cl_particles_sparks.integer)
+                       for (f = 0;f < count;f += 1.0f / cl_particles_quality.value)
+                               CL_NewParticle(pt_spark, 0x2030FF, 0x80C0FF, tex_particle, 2.0f, 0, lhrandom(64, 255), 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 0, 465);
+               CL_AllocLightFlash(NULL, &tempmatrix, 500, 0.6f, 1.2f, 2.0f, 2000, 9999, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       else if (effectnameindex == EFFECT_EF_FLAME)
+       {
+               count *= 300 * cl_particles_quality.value;
+               while (count-- > 0)
+                       CL_NewParticle(pt_smoke, 0x6f0f00, 0xe3974f, tex_particle, 4, 0, lhrandom(64, 128), 384, -1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 16, 128);
+               CL_AllocLightFlash(NULL, &tempmatrix, 200, 2.0f, 1.5f, 0.5f, 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       else if (effectnameindex == EFFECT_EF_STARDUST)
+       {
+               count *= 200 * cl_particles_quality.value;
+               while (count-- > 0)
+                       CL_NewParticle(pt_static, 0x903010, 0xFFD030, tex_particle, 4, 0, lhrandom(64, 128), 128, 1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0.2, 0.8, 16, 128);
+               CL_AllocLightFlash(NULL, &tempmatrix, 200, 1.0f, 0.7f, 0.3f, 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       else if (!strncmp(particleeffectname[effectnameindex], "TR_", 3))
+       {
+               vec3_t dir, pos;
+               float len, dec, qd;
+               int smoke, blood, bubbles, r, color;
+
+               if (spawndlight && r_refdef.scene.numlights < MAX_DLIGHTS)
+               {
+                       vec4_t light;
+                       Vector4Set(light, 0, 0, 0, 0);
+
+                       if (effectnameindex == EFFECT_TR_ROCKET)
+                               Vector4Set(light, 3.0f, 1.5f, 0.5f, 200);
+                       else if (effectnameindex == EFFECT_TR_VORESPIKE)
+                       {
+                               if (gamemode == GAME_PRYDON && !cl_particles_quake.integer)
+                                       Vector4Set(light, 0.3f, 0.6f, 1.2f, 100);
+                               else
+                                       Vector4Set(light, 1.2f, 0.5f, 1.0f, 200);
+                       }
+                       else if (effectnameindex == EFFECT_TR_NEXUIZPLASMA)
+                               Vector4Set(light, 0.75f, 1.5f, 3.0f, 200);
+
+                       if (light[3])
+                       {
+                               matrix4x4_t tempmatrix;
+                               Matrix4x4_CreateFromQuakeEntity(&tempmatrix, originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, light[3]);
+                               R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, light, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       }
+               }
+
+               if (!spawnparticles)
+                       return;
+
+               if (originmaxs[0] == originmins[0] && originmaxs[1] == originmins[1] && originmaxs[2] == originmins[2])
+                       return;
+
+               VectorSubtract(originmaxs, originmins, dir);
+               len = VectorNormalizeLength(dir);
+               if (ent)
+               {
+                       dec = -ent->persistent.trail_time;
+                       ent->persistent.trail_time += len;
+                       if (ent->persistent.trail_time < 0.01f)
+                               return;
+
+                       // if we skip out, leave it reset
+                       ent->persistent.trail_time = 0.0f;
+               }
+               else
+                       dec = 0;
+
+               // advance into this frame to reach the first puff location
+               VectorMA(originmins, dec, dir, pos);
+               len -= dec;
+
+               smoke = cl_particles.integer && cl_particles_smoke.integer;
+               blood = cl_particles.integer && cl_particles_blood.integer;
+               bubbles = cl_particles.integer && cl_particles_bubbles.integer && !cl_particles_quake.integer && (CL_PointSuperContents(pos) & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME));
+               qd = 1.0f / cl_particles_quality.value;
+
+               while (len >= 0)
+               {
+                       dec = 3;
+                       if (blood)
+                       {
+                               if (effectnameindex == EFFECT_TR_BLOOD)
+                               {
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               color = particlepalette[67 + (rand()&3)];
+                                               CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 128, 0, -0.05, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0);
+                                       }
+                                       else
+                                       {
+                                               dec = 16;
+                                               CL_NewParticle(pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 0, -1, pos[0], pos[1], pos[2], lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64);
+                                       }
+                               }
+                               else if (effectnameindex == EFFECT_TR_SLIGHTBLOOD)
+                               {
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               dec = 6;
+                                               color = particlepalette[67 + (rand()&3)];
+                                               CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 128, 0, -0.05, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0);
+                                       }
+                                       else
+                                       {
+                                               dec = 32;
+                                               CL_NewParticle(pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 0, -1, pos[0], pos[1], pos[2], lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64);
+                                       }
+                               }
+                       }
+                       if (smoke)
+                       {
+                               if (effectnameindex == EFFECT_TR_ROCKET)
+                               {
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               r = rand()&3;
+                                               color = particlepalette[ramp3[r]];
+                                               CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 42*(6-r), 306, 0, -0.05, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0);
+                                       }
+                                       else
+                                       {
+                                               CL_NewParticle(pt_smoke, 0x303030, 0x606060, tex_smoke[rand()&7], 3, 0, cl_particles_smoke_alpha.value*62, cl_particles_smoke_alphafade.value*62, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0);
+                                               CL_NewParticle(pt_static, 0x801010, 0xFFA020, tex_smoke[rand()&7], 3, 0, cl_particles_smoke_alpha.value*288, cl_particles_smoke_alphafade.value*1400, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 20);
+                                       }
+                               }
+                               else if (effectnameindex == EFFECT_TR_GRENADE)
+                               {
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               r = 2 + (rand()%5);
+                                               color = particlepalette[ramp3[r]];
+                                               CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 42*(6-r), 306, 0, -0.05, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0);
+                                       }
+                                       else
+                                       {
+                                               CL_NewParticle(pt_smoke, 0x303030, 0x606060, tex_smoke[rand()&7], 3, 0, cl_particles_smoke_alpha.value*50, cl_particles_smoke_alphafade.value*75, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0);
+                                       }
+                               }
+                               else if (effectnameindex == EFFECT_TR_WIZSPIKE)
+                               {
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               dec = 6;
+                                               color = particlepalette[52 + (rand()&7)];
+                                               CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 512, 0, 0, pos[0], pos[1], pos[2], 30*dir[1], 30*-dir[0], 0, 0, 0, 0, 0);
+                                               CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 512, 0, 0, pos[0], pos[1], pos[2], 30*-dir[1], 30*dir[0], 0, 0, 0, 0, 0);
+                                       }
+                                       else if (gamemode == GAME_GOODVSBAD2)
+                                       {
+                                               dec = 6;
+                                               CL_NewParticle(pt_static, 0x00002E, 0x000030, tex_particle, 6, 0, 128, 384, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0);
+                                       }
+                                       else
+                                       {
+                                               color = particlepalette[20 + (rand()&7)];
+                                               CL_NewParticle(pt_static, color, color, tex_particle, 2, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0);
+                                       }
+                               }
+                               else if (effectnameindex == EFFECT_TR_KNIGHTSPIKE)
+                               {
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               dec = 6;
+                                               color = particlepalette[230 + (rand()&7)];
+                                               CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 512, 0, 0, pos[0], pos[1], pos[2], 30*dir[1], 30*-dir[0], 0, 0, 0, 0, 0);
+                                               CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 512, 0, 0, pos[0], pos[1], pos[2], 30*-dir[1], 30*dir[0], 0, 0, 0, 0, 0);
+                                       }
+                                       else
+                                       {
+                                               color = particlepalette[226 + (rand()&7)];
+                                               CL_NewParticle(pt_static, color, color, tex_particle, 2, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0);
+                                       }
+                               }
+                               else if (effectnameindex == EFFECT_TR_VORESPIKE)
+                               {
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               color = particlepalette[152 + (rand()&3)];
+                                               CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 850, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 8, 0);
+                                       }
+                                       else if (gamemode == GAME_GOODVSBAD2)
+                                       {
+                                               dec = 6;
+                                               CL_NewParticle(pt_alphastatic, particlepalette[0 + (rand()&255)], particlepalette[0 + (rand()&255)], tex_particle, 6, 0, 255, 384, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0);
+                                       }
+                                       else if (gamemode == GAME_PRYDON)
+                                       {
+                                               dec = 6;
+                                               CL_NewParticle(pt_static, 0x103040, 0x204050, tex_particle, 6, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0);
+                                       }
+                                       else
+                                               CL_NewParticle(pt_static, 0x502030, 0x502030, tex_particle, 3, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0);
+                               }
+                               else if (effectnameindex == EFFECT_TR_NEHAHRASMOKE)
+                               {
+                                       dec = 7;
+                                       CL_NewParticle(pt_alphastatic, 0x303030, 0x606060, tex_smoke[rand()&7], 7, 0, 64, 320, 0, 0, pos[0], pos[1], pos[2], 0, 0, lhrandom(4, 12), 0, 0, 0, 4);
+                               }
+                               else if (effectnameindex == EFFECT_TR_NEXUIZPLASMA)
+                               {
+                                       dec = 4;
+                                       CL_NewParticle(pt_static, 0x283880, 0x283880, tex_particle, 4, 0, 255, 1024, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 16);
+                               }
+                               else if (effectnameindex == EFFECT_TR_GLOWTRAIL)
+                                       CL_NewParticle(pt_alphastatic, particlepalette[palettecolor], particlepalette[palettecolor], tex_particle, 5, 0, 128, 320, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0);
+                       }
+                       if (bubbles)
+                       {
+                               if (effectnameindex == EFFECT_TR_ROCKET)
+                                       CL_NewParticle(pt_bubble, 0x404040, 0x808080, tex_bubble, 2, 0, lhrandom(64, 255), 256, -0.25, 1.5, pos[0], pos[1], pos[2], 0, 0, 0, 0.0625, 0.25, 0, 16);
+                               else if (effectnameindex == EFFECT_TR_GRENADE)
+                                       CL_NewParticle(pt_bubble, 0x404040, 0x808080, tex_bubble, 2, 0, lhrandom(64, 255), 256, -0.25, 1.5, pos[0], pos[1], pos[2], 0, 0, 0, 0.0625, 0.25, 0, 16);
+                       }
+                       // advance to next time and position
+                       dec *= qd;
+                       len -= dec;
+                       VectorMA (pos, dec, dir, pos);
+               }
+               if (ent)
+                       ent->persistent.trail_time = len;
+       }
+       else if (developer.integer >= 1)
+               Con_Printf("CL_ParticleEffect_Fallback: no fallback found for effect %s\n", particleeffectname[effectnameindex]);
 }
 
-/*
-===============
-CL_InitParticles
-===============
-*/
-void CL_ReadPointFile_f (void);
-void CL_Particles_Init (void)
+// this is also called on point effects with spawndlight = true and
+// spawnparticles = true
+// it is called CL_ParticleTrail because most code does not want to supply
+// these parameters, only trail handling does
+void CL_ParticleTrail(int effectnameindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor, qboolean spawndlight, qboolean spawnparticles)
 {
-       int             i;
-
-       i = COM_CheckParm ("-particles");
-
-       if (i && i < com_argc - 1)
+       vec3_t center;
+       qboolean found = false;
+       if (effectnameindex < 1 || effectnameindex >= MAX_PARTICLEEFFECTNAME)
+               return; // invalid effect index
+       if (!particleeffectname[effectnameindex][0])
+               return; // no such effect
+       VectorLerp(originmins, 0.5, originmaxs, center);
+       if (!cl_particles_quake.integer && particleeffectinfo[0].effectnameindex)
        {
-               cl_maxparticles = (int)(atoi(com_argv[i+1]));
-               if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
-                       cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
-       }
-       else
-               cl_maxparticles = MAX_PARTICLES;
+               int effectinfoindex;
+               int supercontents;
+               int tex;
+               particleeffectinfo_t *info;
+               vec3_t center;
+               vec3_t centervelocity;
+               vec3_t traildir;
+               vec3_t trailpos;
+               vec3_t rvec;
+               vec_t traillen;
+               vec_t trailstep;
+               qboolean underwater;
+               // note this runs multiple effects with the same name, each one spawns only one kind of particle, so some effects need more than one
+               VectorLerp(originmins, 0.5, originmaxs, center);
+               VectorLerp(velocitymins, 0.5, velocitymaxs, centervelocity);
+               supercontents = CL_PointSuperContents(center);
+               underwater = (supercontents & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)) != 0;
+               VectorSubtract(originmaxs, originmins, traildir);
+               traillen = VectorLength(traildir);
+               VectorNormalize(traildir);
+               for (effectinfoindex = 0, info = particleeffectinfo;effectinfoindex < MAX_PARTICLEEFFECTINFO && info->effectnameindex;effectinfoindex++, info++)
+               {
+                       if (info->effectnameindex == effectnameindex)
+                       {
+                               found = true;
+                               if ((info->flags & PARTICLEEFFECT_UNDERWATER) && !underwater)
+                                       continue;
+                               if ((info->flags & PARTICLEEFFECT_NOTUNDERWATER) && underwater)
+                                       continue;
 
-       Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
+                               // spawn a dlight if requested
+                               if (info->lightradiusstart > 0 && spawndlight)
+                               {
+                                       matrix4x4_t tempmatrix;
+                                       if (info->trailspacing > 0)
+                                               Matrix4x4_CreateTranslate(&tempmatrix, originmaxs[0], originmaxs[1], originmaxs[2]);
+                                       else
+                                               Matrix4x4_CreateTranslate(&tempmatrix, center[0], center[1], center[2]);
+                                       if (info->lighttime > 0 && info->lightradiusfade > 0)
+                                       {
+                                               // light flash (explosion, etc)
+                                               // called when effect starts
+                                               CL_AllocLightFlash(NULL, &tempmatrix, info->lightradiusstart, info->lightcolor[0], info->lightcolor[1], info->lightcolor[2], info->lightradiusfade, info->lighttime, info->lightcubemapnum, -1, info->lightshadow, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                                       }
+                                       else
+                                       {
+                                               // glowing entity
+                                               // called by CL_LinkNetworkEntity
+                                               Matrix4x4_Scale(&tempmatrix, info->lightradiusstart, 1);
+                                               R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, info->lightcolor, -1, info->lightcubemapnum > 0 ? va("cubemaps/%i", info->lightcubemapnum) : NULL, info->lightshadow, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                                       }
+                               }
 
-       Cvar_RegisterVariable (&cl_particles);
-       Cvar_RegisterVariable (&cl_particles_size);
-       Cvar_RegisterVariable (&cl_particles_bloodshowers);
-       Cvar_RegisterVariable (&cl_particles_blood);
-       Cvar_RegisterVariable (&cl_particles_blood_size_min);
-       Cvar_RegisterVariable (&cl_particles_blood_size_max);
-       Cvar_RegisterVariable (&cl_particles_blood_alpha);
-       Cvar_RegisterVariable (&cl_particles_smoke);
-       Cvar_RegisterVariable (&cl_particles_sparks);
-       Cvar_RegisterVariable (&cl_particles_bubbles);
-       Cvar_RegisterVariable (&cl_particles_explosions);
+                               if (!spawnparticles)
+                                       continue;
 
-       cl_part_mempool = Mem_AllocPool("CL_Part");
-       particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
-       freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
-       cl_numparticles = 0;
+                               // spawn particles
+                               tex = info->tex[0];
+                               if (info->tex[1] > info->tex[0])
+                               {
+                                       tex = (int)lhrandom(info->tex[0], info->tex[1]);
+                                       tex = min(tex, info->tex[1] - 1);
+                               }
+                               if (info->particletype == pt_decal)
+                                       CL_SpawnDecalParticleForPoint(center, info->originjitter[0], lhrandom(info->size[0], info->size[1]), lhrandom(info->alpha[0], info->alpha[1]), tex, info->color[0], info->color[1]);
+                               else if (info->particletype == pt_beam)
+                                       CL_NewParticle(info->particletype, info->color[0], info->color[1], tex, lhrandom(info->size[0], info->size[1]), info->size[2], lhrandom(info->alpha[0], info->alpha[1]), info->alpha[2], 0, 0, originmins[0], originmins[1], originmins[2], originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, 0);
+                               else
+                               {
+                                       if (!cl_particles.integer)
+                                               continue;
+                                       switch (info->particletype)
+                                       {
+                                       case pt_smoke: if (!cl_particles_smoke.integer) continue;break;
+                                       case pt_spark: if (!cl_particles_sparks.integer) continue;break;
+                                       case pt_bubble: if (!cl_particles_bubbles.integer) continue;break;
+                                       case pt_blood: if (!cl_particles_blood.integer) continue;break;
+                                       case pt_rain: if (!cl_particles_rain.integer) continue;break;
+                                       case pt_snow: if (!cl_particles_snow.integer) continue;break;
+                                       default: break;
+                                       }
+                                       VectorCopy(originmins, trailpos);
+                                       if (info->trailspacing > 0)
+                                       {
+                                               info->particleaccumulator += traillen / info->trailspacing * cl_particles_quality.value;
+                                               trailstep = info->trailspacing / cl_particles_quality.value;
+                                       }
+                                       else
+                                       {
+                                               info->particleaccumulator += info->countabsolute + pcount * info->countmultiplier * cl_particles_quality.value;
+                                               trailstep = 0;
+                                       }
+                                       info->particleaccumulator = bound(0, info->particleaccumulator, 16384);
+                                       for (;info->particleaccumulator >= 1;info->particleaccumulator--)
+                                       {
+                                               if (info->tex[1] > info->tex[0])
+                                               {
+                                                       tex = (int)lhrandom(info->tex[0], info->tex[1]);
+                                                       tex = min(tex, info->tex[1] - 1);
+                                               }
+                                               if (!trailstep)
+                                               {
+                                                       trailpos[0] = lhrandom(originmins[0], originmaxs[0]);
+                                                       trailpos[1] = lhrandom(originmins[1], originmaxs[1]);
+                                                       trailpos[2] = lhrandom(originmins[2], originmaxs[2]);
+                                               }
+                                               VectorRandom(rvec);
+                                               CL_NewParticle(info->particletype, info->color[0], info->color[1], tex, lhrandom(info->size[0], info->size[1]), info->size[2], lhrandom(info->alpha[0], info->alpha[1]), info->alpha[2], info->gravity, info->bounce, trailpos[0] + info->originoffset[0] + info->originjitter[0] * rvec[0], trailpos[1] + info->originoffset[1] + info->originjitter[1] * rvec[1], trailpos[2] + info->originoffset[2] + info->originjitter[2] * rvec[2], lhrandom(velocitymins[0], velocitymaxs[0]) * info->velocitymultiplier + info->velocityoffset[0] + info->velocityjitter[0] * rvec[0], lhrandom(velocitymins[1], velocitymaxs[1]) * info->velocitymultiplier + info->velocityoffset[1] + info->velocityjitter[1] * rvec[1], lhrandom(velocitymins[2], velocitymaxs[2]) * info->velocitymultiplier + info->velocityoffset[2] + info->velocityjitter[2] * rvec[2], info->airfriction, info->liquidfriction, 0, 0);
+                                               if (trailstep)
+                                                       VectorMA(trailpos, trailstep, traildir, trailpos);
+                                       }
+                               }
+                       }
+               }
+       }
+       if (!found)
+               CL_ParticleEffect_Fallback(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, spawndlight, spawnparticles);
 }
 
-#define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, ptime, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
-{\
-       if (cl_numparticles >= cl_maxparticles)\
-               return;\
-       {\
-               particle_t      *part;\
-               int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\
-               unsigned int partflags;\
-               partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
-               if (padditive)\
-                       partflags |= P_ADDITIVE;\
-               if (plight)\
-                       partflags |= P_DYNLIGHT;\
-               tempcolor = (pcolor1);\
-               tempcolor2 = (pcolor2);\
-               cr2 = ((tempcolor2) >> 16) & 0xFF;\
-               cg2 = ((tempcolor2) >> 8) & 0xFF;\
-               cb2 = (tempcolor2) & 0xFF;\
-               if (tempcolor != tempcolor2)\
-               {\
-                       cr1 = ((tempcolor) >> 16) & 0xFF;\
-                       cg1 = ((tempcolor) >> 8) & 0xFF;\
-                       cb1 = (tempcolor) & 0xFF;\
-                       tempcolor = rand() & 0xFF;\
-                       cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\
-                       cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\
-                       cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\
-               }\
-               part = &particles[cl_numparticles++];\
-               part->type = (ptype);\
-               part->color[0] = cr2;\
-               part->color[1] = cg2;\
-               part->color[2] = cb2;\
-               part->color[3] = 0xFF;\
-               part->flags = partflags;\
-               part->scalex = (pscalex);\
-               part->scaley = (pscaley);\
-               part->alpha = (palpha);\
-               part->die = cl.time + (ptime);\
-               part->bounce = (pbounce);\
-               part->org[0] = (px);\
-               part->org[1] = (py);\
-               part->org[2] = (pz);\
-               part->vel[0] = (pvx);\
-               part->vel[1] = (pvy);\
-               part->vel[2] = (pvz);\
-               part->time2 = (ptime2);\
-               part->vel2[0] = (pvx2);\
-               part->vel2[1] = (pvy2);\
-               part->vel2[2] = (pvz2);\
-               part->friction = (pfriction);\
-               part->pressure = (ppressure);\
-       }\
+void CL_ParticleEffect(int effectnameindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor)
+{
+       CL_ParticleTrail(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, true, true);
 }
 
 /*
@@ -228,57 +1250,54 @@ void CL_Particles_Init (void)
 CL_EntityParticles
 ===============
 */
-void CL_EntityParticles (entity_t *ent)
+void CL_EntityParticles (const entity_t *ent)
 {
-       int                     i;
-       float           angle;
-       float           sp, sy, cp, cy;
-       vec3_t          forward;
-       float           dist;
-       float           beamlength;
+       int i;
+       float pitch, yaw, dist = 64, beamlength = 16, org[3], v[3];
        static vec3_t avelocities[NUMVERTEXNORMALS];
        if (!cl_particles.integer) return;
 
-       dist = 64;
-       beamlength = 16;
+       Matrix4x4_OriginFromMatrix(&ent->render.matrix, org);
 
        if (!avelocities[0][0])
-               for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
-                       avelocities[0][i] = (rand()&255) * 0.01;
+               for (i = 0;i < NUMVERTEXNORMALS * 3;i++)
+                       avelocities[0][i] = lhrandom(0, 2.55);
 
-       for (i=0 ; i<NUMVERTEXNORMALS ; i++)
+       for (i = 0;i < NUMVERTEXNORMALS;i++)
        {
-               angle = cl.time * avelocities[i][0];
-               sy = sin(angle);
-               cy = cos(angle);
-               angle = cl.time * avelocities[i][1];
-               sp = sin(angle);
-               cp = cos(angle);
-
-               forward[0] = cp*cy;
-               forward[1] = cp*sy;
-               forward[2] = -sp;
-
-               particle(pt_oneframe, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 9999, 0, ent->render.origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->render.origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->render.origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
+               yaw = cl.time * avelocities[i][0];
+               pitch = cl.time * avelocities[i][1];
+               v[0] = org[0] + m_bytenormals[i][0] * dist + (cos(pitch)*cos(yaw)) * beamlength;
+               v[1] = org[1] + m_bytenormals[i][1] * dist + (cos(pitch)*sin(yaw)) * beamlength;
+               v[2] = org[2] + m_bytenormals[i][2] * dist + (-sin(pitch)) * beamlength;
+               CL_NewParticle(pt_entityparticle, particlepalette[0x6f], particlepalette[0x6f], tex_particle, 1, 0, 255, 0, 0, 0, v[0], v[1], v[2], 0, 0, 0, 0, 0, 0, 0);
        }
 }
 
 
 void CL_ReadPointFile_f (void)
 {
-       vec3_t  org;
-       int             r, c;
-       char    *pointfile, *pointfilepos, *t, tchar;
+       vec3_t org, leakorg;
+       int r, c, s;
+       char *pointfile = NULL, *pointfilepos, *t, tchar;
+       char name[MAX_OSPATH];
+
+       if (!cl.worldmodel)
+               return;
 
-       pointfile = COM_LoadFile(va("maps/%s.pts", sv.name), true);
+       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+       strlcat (name, ".pts", sizeof (name));
+       pointfile = (char *)FS_LoadFile(name, tempmempool, true, NULL);
        if (!pointfile)
        {
-               Con_Printf ("couldn't open %s.pts\n", sv.name);
+               Con_Printf("Could not open %s\n", name);
                return;
        }
 
-       Con_Printf ("Reading %s.pts...\n", sv.name);
+       Con_Printf("Reading %s...\n", name);
+       VectorClear(leakorg);
        c = 0;
+       s = 0;
        pointfilepos = pointfile;
        while (*pointfilepos)
        {
@@ -296,18 +1315,23 @@ void CL_ReadPointFile_f (void)
                pointfilepos = t;
                if (r != 3)
                        break;
+               if (c == 0)
+                       VectorCopy(org, leakorg);
                c++;
 
-               if (cl_numparticles >= cl_maxparticles)
+               if (cl.num_particles < cl.max_particles - 3)
                {
-                       Con_Printf ("Not enough free particles\n");
-                       break;
+                       s++;
+                       CL_NewParticle(pt_static, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, 2, 0, 255, 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0);
                }
-               particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 99999, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
        }
-
        Mem_Free(pointfile);
-       Con_Printf ("%i points read\n", c);
+       VectorCopy(leakorg, org);
+       Con_Printf("%i points read (%i particles spawned)\nLeak at %f %f %f\n", c, s, org[0], org[1], org[2]);
+
+       CL_NewParticle(pt_beam, 0xFF0000, 0xFF0000, tex_beam, 64, 0, 255, 0, 0, 0, org[0] - 4096, org[1], org[2], org[0] + 4096, org[1], org[2], 0, 0, 0, 0);
+       CL_NewParticle(pt_beam, 0x00FF00, 0x00FF00, tex_beam, 64, 0, 255, 0, 0, 0, org[0], org[1] - 4096, org[2], org[0], org[1] + 4096, org[2], 0, 0, 0, 0);
+       CL_NewParticle(pt_beam, 0x0000FF, 0x0000FF, tex_beam, 64, 0, 255, 0, 0, 0, org[0], org[1], org[2] - 4096, org[0], org[1], org[2] + 4096, 0, 0, 0, 0);
 }
 
 /*
@@ -319,13 +1343,12 @@ Parse an effect out of the server message
 */
 void CL_ParseParticleEffect (void)
 {
-       vec3_t          org, dir;
-       int                     i, count, msgcount, color;
+       vec3_t org, dir;
+       int i, count, msgcount, color;
 
+       MSG_ReadVector(org, cls.protocol);
        for (i=0 ; i<3 ; i++)
-               org[i] = MSG_ReadCoord ();
-       for (i=0 ; i<3 ; i++)
-               dir[i] = MSG_ReadChar () * (1.0/16);
+               dir[i] = MSG_ReadChar ();
        msgcount = MSG_ReadByte ();
        color = MSG_ReadByte ();
 
@@ -334,7 +1357,7 @@ void CL_ParseParticleEffect (void)
        else
                count = msgcount;
 
-       CL_RunParticleEffect (org, dir, color, count);
+       CL_ParticleEffect(EFFECT_SVC_PARTICLE, count, org, org, dir, dir, NULL, color);
 }
 
 /*
@@ -343,77 +1366,68 @@ CL_ParticleExplosion
 
 ===============
 */
-void CL_ParticleExplosion (vec3_t org, int smoke)
+void CL_ParticleExplosion (const vec3_t org)
 {
        int i;
-       R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
-
-       i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
-       if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
-               for (i = 0;i < 128;i++)
-                       particle(pt_bubble, PARTICLE_BILLBOARD, 0x808080, 0xFFFFFF, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, 0, 0);
-
-       if (cl_particles.integer && cl_particles_explosions.integer)
+       trace_t trace;
+       //vec3_t v;
+       //vec3_t v2;
+       if (cl_stainmaps.integer)
+               R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
+       CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+
+       if (cl_particles_quake.integer)
        {
-               int j, k;
-               float f;
-               vec3_t v, end, ang;
-               qbyte noise1[32*32], noise2[32*32];
-
-               VectorClear(end); // hush MSVC
-               i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
-               if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
+               for (i = 0;i < 1024;i++)
                {
-                       ang[2] = lhrandom(0, 360);
-                       fractalnoisequick(noise1, 32, 4);
-                       fractalnoisequick(noise2, 32, 8);
-                       for (i = 0;i < 32;i++)
+                       int r, color;
+                       r = rand()&3;
+                       if (i & 1)
                        {
-                               for (j = 0;j < 32;j++)
-                               {
-                                       VectorRandom(v);
-                                       VectorMA(org, 16, v, v);
-                                       CL_TraceLine(org, v, end, NULL, 0, true);
-                                       ang[0] = (j + 0.5f) * (360.0f / 32.0f);
-                                       ang[1] = (i + 0.5f) * (360.0f / 32.0f);
-                                       AngleVectors(ang, v, NULL, NULL);
-                                       f = noise1[j*32+i] * 1.5f;
-                                       VectorScale(v, f, v);
-                                       k = noise2[j*32+i] * 0x010101;
-                                       particle(pt_underwaterspark, PARTICLE_BILLBOARD, k, k, tex_smoke[rand()&7], false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
-                                       VectorScale(v, 0.75, v);
-                                       k = explosparkramp[(noise2[j*32+i] >> 5)];
-                                       particle(pt_underwaterspark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
-                               }
+                               color = particlepalette[ramp1[r]];
+                               CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 32 * (8 - r), 318, 0, 0, org[0], org[1], org[2], 0, 0, 0, -4, -4, 16, 256);
+                       }
+                       else
+                       {
+                               color = particlepalette[ramp2[r]];
+                               CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 32 * (8 - r), 478, 0, 0, org[0], org[1], org[2], 0, 0, 0, 1, 1, 16, 256);
                        }
                }
+       }
+       else
+       {
+               i = CL_PointSuperContents(org);
+               if (i & (SUPERCONTENTS_SLIME | SUPERCONTENTS_WATER))
+               {
+                       if (cl_particles.integer && cl_particles_bubbles.integer)
+                               for (i = 0;i < 128 * cl_particles_quality.value;i++)
+                                       CL_NewParticle(pt_bubble, 0x404040, 0x808080, tex_bubble, 2, 0, lhrandom(128, 255), 128, -0.125, 1.5, org[0], org[1], org[2], 0, 0, 0, 0.0625, 0.25, 16, 96);
+               }
                else
                {
-                       ang[2] = lhrandom(0, 360);
-                       fractalnoisequick(noise1, 32, 4);
-                       fractalnoisequick(noise2, 32, 8);
-                       for (i = 0;i < 32;i++)
+                       if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
                        {
-                               for (j = 0;j < 32;j++)
+                               for (i = 0;i < 512 * cl_particles_quality.value;i++)
                                {
-                                       VectorRandom(v);
-                                       VectorMA(org, 16, v, v);
-                                       CL_TraceLine(org, v, end, NULL, 0, true);
-                                       ang[0] = (j + 0.5f) * (360.0f / 32.0f);
-                                       ang[1] = (i + 0.5f) * (360.0f / 32.0f);
-                                       AngleVectors(ang, v, NULL, NULL);
-                                       f = noise1[j*32+i] * 1.5f;
-                                       VectorScale(v, f, v);
-                                       k = noise2[j*32+i] * 0x010101;
-                                       particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_smoke[rand()&7], false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
-                                       VectorScale(v, 0.75, v);
-                                       k = explosparkramp[(noise2[j*32+i] >> 5)];
-                                       particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
+                                       int k;
+                                       vec3_t v, v2;
+                                       for (k = 0;k < 16;k++)
+                                       {
+                                               VectorRandom(v2);
+                                               VectorMA(org, 128, v2, v);
+                                               trace = CL_Move(org, vec3_origin, vec3_origin, v, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
+                                               if (trace.fraction >= 0.1)
+                                                       break;
+                                       }
+                                       VectorSubtract(trace.endpos, org, v2);
+                                       VectorScale(v2, 2.0f, v2);
+                                       CL_NewParticle(pt_spark, 0x903010, 0xFFD030, tex_particle, 1.0f, 0, lhrandom(0, 255), 512, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0);
                                }
                        }
                }
        }
-       else
+
+       if (cl_particles_explosions_shell.integer)
                R_NewExplosion(org);
 }
 
@@ -423,441 +1437,162 @@ CL_ParticleExplosion2
 
 ===============
 */
-void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
+void CL_ParticleExplosion2 (const vec3_t org, int colorStart, int colorLength)
 {
        int i, k;
        if (!cl_particles.integer) return;
 
-       for (i = 0;i < 512;i++)
+       for (i = 0;i < 512 * cl_particles_quality.value;i++)
        {
                k = particlepalette[colorStart + (i % colorLength)];
-               particle(pt_fade, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 0.3, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192), 384, 0, 0, 0, 1, 0);
-       }
-}
-
-/*
-===============
-CL_BlobExplosion
-
-===============
-*/
-void CL_BlobExplosion (vec3_t org)
-{
-       if (!cl_particles.integer) return;
-
-       R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
-
-       R_NewExplosion(org);
-}
-
-/*
-===============
-CL_RunParticleEffect
-
-===============
-*/
-void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
-{
-       int k;
-       if (!cl_particles.integer) return;
-
-       if (count == 1024)
-       {
-               CL_ParticleExplosion(org, false);
-               return;
-       }
-       while (count--)
-       {
-               k = particlepalette[color + (rand()&7)];
-               particle(pt_fade, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 128, 9999, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-15, 15), lhrandom(-15, 15), lhrandom(-15, 15), 384, 0, 0, 0, 0, 0);
+               if (cl_particles_quake.integer)
+                       CL_NewParticle(pt_static, k, k, tex_particle, 1, 0, 255, 850, 0, 0, org[0], org[1], org[2], 0, 0, 0, -4, -4, 8, 256);
+               else
+                       CL_NewParticle(pt_static, k, k, tex_particle, lhrandom(0.5, 1.5), 0, 255, 512, 0, 0, org[0], org[1], org[2], 0, 0, 0, lhrandom(1.5, 3), lhrandom(1.5, 3), 8, 192);
        }
 }
 
-// LordHavoc: added this for spawning sparks/dust (which have strong gravity)
-/*
-===============
-CL_SparkShower
-===============
-*/
-void CL_SparkShower (vec3_t org, vec3_t dir, int count)
+static void CL_Sparks(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float sparkcount)
 {
-       int k;
-       if (!cl_particles.integer) return;
-
-       R_Stain(org, 32, 96, 96, 96, 32, 128, 128, 128, 32);
-
-       // smoke puff
-       if (cl_particles_smoke.integer)
-               particle(pt_bulletsmoke, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_smoke[rand()&7], true, true, 2, 2, 255, 9999, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
-
        if (cl_particles_sparks.integer)
        {
-               // sparks
-               while(count--)
-               {
-                       k = particlepalette[0x68 + (rand() & 7)];
-                       particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 9999, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 480, 0, 0, 0, 1, 0);
-               }
-       }
-}
-
-void CL_PlasmaBurn (vec3_t org)
-{
-       if (!cl_particles.integer) return;
-
-       R_Stain(org, 48, 96, 96, 96, 48, 128, 128, 128, 48);
-}
-
-void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
-{
-       float r, s;
-       // bloodcount is used to accumulate counts too small to cause a blood particle
-       static int bloodcount = 0;
-       if (!cl_particles.integer) return;
-       if (!cl_particles_blood.integer) return;
-
-       s = count + 32.0f;
-       count *= 5.0f;
-       if (count > 1000)
-               count = 1000;
-       bloodcount += count;
-       while(bloodcount > 0)
-       {
-               r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
-               particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, cl_particles_blood_alpha.value * 255, 9999, -1, org[0], org[1], org[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
-               bloodcount -= r;
+               sparkcount *= cl_particles_quality.value;
+               while(sparkcount-- > 0)
+                       CL_NewParticle(pt_spark, particlepalette[0x68], particlepalette[0x6f], tex_particle, 0.5f, 0, lhrandom(64, 255), 512, 1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]) + cl.movevars_gravity * 0.1f, 0, 0, 0, 64);
        }
 }
 
-void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
+static void CL_Smoke(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float smokecount)
 {
-       float c;
-       float r;
-       vec3_t diff, center, velscale;
-       if (!cl_particles.integer) return;
-       if (!cl_particles_bloodshowers.integer) return;
-       if (!cl_particles_blood.integer) return;
-
-       VectorSubtract(maxs, mins, diff);
-       center[0] = (mins[0] + maxs[0]) * 0.5;
-       center[1] = (mins[1] + maxs[1]) * 0.5;
-       center[2] = (mins[2] + maxs[2]) * 0.5;
-       // FIXME: change velspeed back to 2.0x after fixing mod
-       velscale[0] = velspeed * 2.0 / diff[0];
-       velscale[1] = velspeed * 2.0 / diff[1];
-       velscale[2] = velspeed * 2.0 / diff[2];
-
-       c = count * 5;
-       while (c > 0)
+       if (cl_particles_smoke.integer)
        {
-               vec3_t org, vel;
-               org[0] = lhrandom(mins[0], maxs[0]);
-               org[1] = lhrandom(mins[1], maxs[1]);
-               org[2] = lhrandom(mins[2], maxs[2]);
-               vel[0] = (org[0] - center[0]) * velscale[0];
-               vel[1] = (org[1] - center[1]) * velscale[1];
-               vel[2] = (org[2] - center[2]) * velscale[2];
-               r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
-               c -= r;
-               particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, cl_particles_blood_alpha.value * 255, 9999, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
+               smokecount *= cl_particles_quality.value;
+               while(smokecount-- > 0)
+                       CL_NewParticle(pt_smoke, 0x101010, 0x101010, tex_smoke[rand()&7], 2, 2, 255, 256, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 0, smokecount > 0 ? 16 : 0);
        }
 }
 
-void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
+void CL_ParticleCube (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, vec_t gravity, vec_t randomvel)
 {
        int k;
-       float t;
        if (!cl_particles.integer) return;
-       if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
-       if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
-       if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
 
+       count = (int)(count * cl_particles_quality.value);
        while (count--)
        {
                k = particlepalette[colorbase + (rand()&3)];
-               particle(gravity ? pt_grav : pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 2, 2, 255, lhrandom(1, 2), 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel), 0, 0, 0, 0, 0, 0);
+               CL_NewParticle(pt_alphastatic, k, k, tex_particle, 2, 0, 255, 128, gravity, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0], dir[1], dir[2], 0, 0, 0, randomvel);
        }
 }
 
-void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
+void CL_ParticleRain (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, int type)
 {
        int k;
-       float t, z;
+       float z, minz, maxz;
        if (!cl_particles.integer) return;
-       if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
-       if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
-       if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
        if (dir[2] < 0) // falling
-       {
-               t = (maxs[2] - mins[2]) / -dir[2];
                z = maxs[2];
-       }
        else // rising??
-       {
-               t = (maxs[2] - mins[2]) / dir[2];
                z = mins[2];
-       }
-       if (t < 0 || t > 2) // sanity check
-               t = 2;
+
+       minz = z - fabs(dir[2]) * 0.1;
+       maxz = z + fabs(dir[2]) * 0.1;
+       minz = bound(mins[2], minz, maxs[2]);
+       maxz = bound(mins[2], maxz, maxs[2]);
+
+       count = (int)(count * cl_particles_quality.value);
 
        switch(type)
        {
        case 0:
+               if (!cl_particles_rain.integer) break;
                count *= 4; // ick, this should be in the mod or maps?
 
                while(count--)
                {
                        k = particlepalette[colorbase + (rand()&3)];
-                       particle(pt_rain, PARTICLE_UPRIGHT_FACING, k, k, tex_particle, true, true, 1, 64, 64, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
+                       if (gamemode == GAME_GOODVSBAD2)
+                               CL_NewParticle(pt_rain, k, k, tex_particle, 20, 0, lhrandom(8, 16), 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0, 0);
+                       else
+                               CL_NewParticle(pt_rain, k, k, tex_particle, 0.5, 0, lhrandom(8, 16), 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0, 0);
                }
                break;
        case 1:
+               if (!cl_particles_snow.integer) break;
                while(count--)
                {
                        k = particlepalette[colorbase + (rand()&3)];
-                       particle(pt_snow, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
+                       if (gamemode == GAME_GOODVSBAD2)
+                               CL_NewParticle(pt_snow, k, k, tex_particle, 20, 0, lhrandom(64, 128), 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0, 0);
+                       else
+                               CL_NewParticle(pt_snow, k, k, tex_particle, 1, 0, lhrandom(64, 128), 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0, 0);
                }
                break;
        default:
-               Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
-       }
-}
-
-void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
-{
-       int k;
-       float t;
-       vec3_t o, v, center;
-       if (!cl_particles.integer) return;
-
-       if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
-       if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
-       if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
-
-       center[0] = (mins[0] + maxs[0]) * 0.5f;
-       center[1] = (mins[1] + maxs[1]) * 0.5f;
-       center[2] = (mins[2] + maxs[2]) * 0.5f;
-
-       while (count--)
-       {
-               k = particlepalette[224 + (rand()&15)];
-               o[0] = lhrandom(mins[0], maxs[0]);
-               o[1] = lhrandom(mins[1], maxs[1]);
-               o[2] = lhrandom(mins[2], maxs[2]);
-               VectorSubtract(o, center, v);
-               VectorNormalizeFast(v);
-               VectorScale(v, 100, v);
-               v[2] += sv_gravity.value * 0.15f;
-               particle(pt_stardust, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 9999, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
-       }
-}
-
-void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
-{
-       int k;
-       float t;
-       if (!cl_particles.integer) return;
-       if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
-       if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
-       if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
-
-       while (count--)
-       {
-               k = particlepalette[224 + (rand()&15)];
-               particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 9999, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0);
-               if (count & 1)
-                       particle(pt_fade, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, 6, 6, lhrandom(48, 96), 9999, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 32), 64.0f, 0, 0, 0, 0, 0);
-       }
-}
-
-void CL_Flames (vec3_t org, vec3_t vel, int count)
-{
-       int k;
-       if (!cl_particles.integer) return;
-
-       while (count--)
-       {
-               k = particlepalette[224 + (rand()&15)];
-               particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 9999, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0);
+               Con_Printf ("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
        }
 }
 
-
-
 /*
 ===============
-CL_LavaSplash
-
+CL_MoveDecals
 ===============
 */
-void CL_LavaSplash (vec3_t origin)
+void CL_MoveDecals (void)
 {
-       int                     i, j, k;
-       float           vel;
-       vec3_t          dir, org;
-       if (!cl_particles.integer) return;
+       decal_t *decal;
+       int i;
+       float decalfade;
 
-       for (i=-128 ; i<128 ; i+=16)
+       // LordHavoc: early out condition
+       if (!cl.num_decals)
        {
-               for (j=-128 ; j<128 ; j+=16)
-               {
-                       dir[0] = j + lhrandom(0, 8);
-                       dir[1] = i + lhrandom(0, 8);
-                       dir[2] = 256;
-                       org[0] = origin[0] + dir[0];
-                       org[1] = origin[1] + dir[1];
-                       org[2] = origin[2] + lhrandom(0, 64);
-                       vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
-                       k = particlepalette[224 + (rand()&7)];
-                       particle(pt_lavasplash, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 9999, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
-               }
-       }
-}
-
-/*
-===============
-CL_TeleportSplash
-
-===============
-*/
-void CL_TeleportSplash (vec3_t org)
-{
-       int                     i, j, k;
-       if (!cl_particles.integer) return;
-
-       for (i=-16 ; i<16 ; i+=8)
-               for (j=-16 ; j<16 ; j+=8)
-                       for (k=-24 ; k<32 ; k+=8)
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 9999, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 256.0f, 0, 0, 0, 1, 0);
-}
-
-void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
-{
-       vec3_t          vec, dir, vel, pos;
-       float           len, dec, speed;
-       int                     contents, bubbles;
-       if (!cl_particles.integer) return;
-
-       VectorSubtract(end, start, dir);
-       VectorNormalize(dir);
-
-       VectorSubtract (end, start, vec);
-       len = VectorNormalizeLength (vec);
-       dec = -ent->persistent.trail_time;
-       ent->persistent.trail_time += len;
-       if (ent->persistent.trail_time < 0.01f)
-               return;
-
-       speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
-       VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
-       VectorScale(vel, speed, vel);
-
-       // advance into this frame to reach the first puff location
-       VectorMA(start, dec, vec, pos);
-       len -= dec;
-
-       // if we skip out, leave it reset
-       ent->persistent.trail_time = 0.0f;
-
-       contents = Mod_PointInLeaf(pos, cl.worldmodel)->contents;
-       if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
+               cl.free_decal = 0;
                return;
+       }
 
-       bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
+       decalfade = bound(0, cl.time - cl.oldtime, 0.1) * 255 / cl_decals_fadetime.value;
 
-       while (len >= 0)
+       for (i = 0, decal = cl.decals;i < cl.num_decals;i++, decal++)
        {
-               switch (type)
-               {
-                       case 0: // rocket trail
-                               if (!cl_particles_smoke.integer)
-                                       return;
-                               dec = 3;
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 64.0f, 0, 0, 0, 0, 0);
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 768.0f, 0, 0, 0, 0, 0);
-                               if (bubbles && cl_particles_bubbles.integer)
-                               {
-                                       particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
-                               }
-                               break;
-
-                       case 1: // grenade trail
-                               // FIXME: make it gradually stop smoking
-                               if (!cl_particles_smoke.integer)
-                                       return;
-                               dec = 3;
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 96.0f, 0, 0, 0, 0, 0);
-                               if (bubbles && cl_particles_bubbles.integer)
-                               {
-                                       particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
-                               }
-                               break;
-
-
-                       case 2: // blood
-                               if (!cl_particles_blood.integer)
-                                       return;
-                               dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
-                               particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
-                               break;
-
-                       case 4: // slight blood
-                               if (!cl_particles_blood.integer)
-                                       return;
-                               dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
-                               particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
-                               break;
-
-                       case 3: // green tracer
-                               dec = 6;
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
-                               break;
-
-                       case 5: // flame tracer
-                               dec = 6;
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
-                               break;
-
-                       case 6: // voor trail
-                               dec = 6;
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
-                               break;
+               if (!decal->typeindex)
+                       continue;
 
-                       case 7: // Nehahra smoke tracer
-                               if (!cl_particles_smoke.integer)
-                                       return;
-                               dec = 7;
-                               particle(pt_smoke, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, false, dec, dec, 64, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
-                               break;
+               // heavily optimized decal case
+               // FIXME: this has fairly wacky handling of alpha
+               if (cl.time > decal->time2 + cl_decals_time.value)
+               {
+                       decal->alpha -= decalfade;
+                       if (decal->alpha <= 0)
+                       {
+                               decal->typeindex = 0;
+                               if (cl.free_decal > i)
+                                       cl.free_decal = i;
+                               continue;
+                       }
                }
 
-               // advance to next time and position
-               len -= dec;
-               VectorMA (pos, dec, vec, pos);
+               if (decal->owner)
+               {
+                       if (cl.entities[decal->owner].render.model == decal->ownermodel)
+                       {
+                               Matrix4x4_Transform(&cl.entities[decal->owner].render.matrix, decal->relativeorigin, decal->org);
+                               Matrix4x4_Transform3x3(&cl.entities[decal->owner].render.matrix, decal->relativenormal, decal->normal);
+                       }
+                       else
+                       {
+                               decal->typeindex = 0;
+                               if (cl.free_decal > i)
+                                       cl.free_decal = i;
+                       }
+               }
        }
-       ent->persistent.trail_time = len;
-}
 
-void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
-{
-       vec3_t          vec, pos;
-       int                     len;
-       if (!cl_particles.integer) return;
-       if (!cl_particles_smoke.integer) return;
-
-       VectorCopy(start, pos);
-       VectorSubtract (end, start, vec);
-       len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
-       VectorScale(vec, 3, vec);
-       color = particlepalette[color];
-       while (len--)
-       {
-               particle(pt_smoke, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
-               VectorAdd (pos, vec, pos);
-       }
+       // reduce cl.num_decals if possible
+       while (cl.num_decals > 0 && cl.decals[cl.num_decals - 1].typeindex == 0)
+               cl.num_decals--;
 }
 
-
 /*
 ===============
 CL_MoveParticles
@@ -866,302 +1601,250 @@ CL_MoveParticles
 void CL_MoveParticles (void)
 {
        particle_t *p;
-       int i, activeparticles, maxparticle, j, a, pressureused = false, content;
-       float gravity, dvel, frametime, f, dist, normal[3], v[3], org[3];
+       int i, j, a, content;
+       float gravity, dvel, decalfade, frametime, f, dist, oldorg[3];
+       int hitent;
+       trace_t trace;
 
        // LordHavoc: early out condition
-       if (!cl_numparticles)
+       if (!cl.num_particles)
+       {
+               cl.free_particle = 0;
                return;
+       }
+
+       frametime = bound(0, cl.time - cl.oldtime, 0.1);
+       gravity = frametime * cl.movevars_gravity;
+       dvel = 1+4*frametime;
+       decalfade = frametime * 255 / cl_decals_fadetime.value;
+
+       j = 0;
+       for (i = 0, p = cl.particles;i < cl.num_particles;i++, p++)
+       {
+               if (!p->typeindex)
+               {
+                       if (cl.free_particle > i)
+                               cl.free_particle = i;
+                       continue;
+               }
+
+               if (p->delayedspawn)
+               {
+                       if (p->delayedspawn > cl.time)
+                               continue;
+                       p->delayedspawn = 0;
+               }
 
-       frametime = cl.time - cl.oldtime;
-       if (!frametime)
-               return; // if absolutely still, don't update particles
-       gravity = frametime * sv_gravity.value;
-       dvel = 1+4*frametime;
+               content = 0;
 
-       activeparticles = 0;
-       maxparticle = -1;
-       j = 0;
-       for (i = 0, p = particles;i < cl_numparticles;i++, p++)
-       {
-               if (p->die < cl.time)
+               p->size += p->sizeincrease * frametime;
+               p->alpha -= p->alphafade * frametime;
+
+               if (p->alpha <= 0 || p->die <= cl.time)
                {
-                       freeparticles[j++] = p;
+                       p->typeindex = 0;
+                       if (cl.free_particle > i)
+                               cl.free_particle = i;
                        continue;
                }
 
-               content = 0;
-               VectorCopy(p->org, p->oldorg);
-               VectorMA(p->org, frametime, p->vel, p->org);
-               VectorCopy(p->org, org);
-               if (p->bounce)
+               if (particletype[p->typeindex].orientation != PARTICLE_BEAM && frametime > 0)
                {
-                       if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true) < 1)
+                       if (p->liquidfriction && (CL_PointSuperContents(p->org) & SUPERCONTENTS_LIQUIDSMASK))
+                       {
+                               if (p->typeindex == pt_blood)
+                                       p->size += frametime * 8;
+                               else
+                                       p->vel[2] -= p->gravity * gravity;
+                               f = 1.0f - min(p->liquidfriction * frametime, 1);
+                               VectorScale(p->vel, f, p->vel);
+                       }
+                       else
+                       {
+                               p->vel[2] -= p->gravity * gravity;
+                               if (p->airfriction)
+                               {
+                                       f = 1.0f - min(p->airfriction * frametime, 1);
+                                       VectorScale(p->vel, f, p->vel);
+                               }
+                       }
+
+                       VectorCopy(p->org, oldorg);
+                       VectorMA(p->org, frametime, p->vel, p->org);
+                       if (p->bounce && cl.time >= p->delayedcollisions)
                        {
-                               VectorCopy(v, p->org);
-                               if (p->bounce < 0)
+                               trace = CL_Move(oldorg, vec3_origin, vec3_origin, p->org, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | ((p->typeindex == pt_rain || p->typeindex == pt_snow) ? SUPERCONTENTS_LIQUIDSMASK : 0), true, false, &hitent, false);
+                               // if the trace started in or hit something of SUPERCONTENTS_NODROP
+                               // or if the trace hit something flagged as NOIMPACT
+                               // then remove the particle
+                               if (trace.hitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT || ((trace.startsupercontents | trace.hitsupercontents) & SUPERCONTENTS_NODROP) || (trace.startsupercontents & SUPERCONTENTS_SOLID))
                                {
-                                       // assume it's blood (lame, but...)
-                                       R_Stain(v, 64, 32, 16, 16, p->alpha * p->scalex * (1.0f / 100.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 100.0f));
-                                       p->die = -1;
-                                       freeparticles[j++] = p;
+                                       p->typeindex = 0;
+                                       if (cl.free_particle > i)
+                                               cl.free_particle = i;
                                        continue;
                                }
-                               else
+                               VectorCopy(trace.endpos, p->org);
+                               // react if the particle hit something
+                               if (trace.fraction < 1)
                                {
-                                       dist = DotProduct(p->vel, normal) * -p->bounce;
-                                       VectorMA(p->vel, dist, normal, p->vel);
-                                       if (DotProduct(p->vel, p->vel) < 0.03)
-                                               VectorClear(p->vel);
+                                       VectorCopy(trace.endpos, p->org);
+                                       if (p->typeindex == pt_rain)
+                                       {
+                                               // raindrop - splash on solid/water/slime/lava
+                                               int count;
+                                               // convert from a raindrop particle to a rainsplash decal
+                                               VectorCopy(trace.plane.normal, p->vel);
+                                               VectorAdd(p->org, p->vel, p->org);
+                                               p->typeindex = pt_raindecal;
+                                               p->texnum = tex_rainsplash;
+                                               p->time2 = cl.time;
+                                               p->alphafade = p->alpha / 0.4;
+                                               p->bounce = 0;
+                                               p->airfriction = 0;
+                                               p->liquidfriction = 0;
+                                               p->gravity = 0;
+                                               p->size *= 1.0f;
+                                               p->sizeincrease = p->size * 20;
+                                               count = (int)lhrandom(1, 10);
+                                               while(count--)
+                                                       CL_NewParticle(pt_spark, 0x000000, 0x707070, tex_particle, 0.25f, 0, lhrandom(64, 255), 512, 1, 0, p->org[0], p->org[1], p->org[2], p->vel[0]*16, p->vel[1]*16, cl.movevars_gravity * 0.04 + p->vel[2]*16, 0, 0, 0, 32);
+                                               continue;
+                                       }
+                                       else if (p->typeindex == pt_blood)
+                                       {
+                                               // blood - splash on solid
+                                               if (trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS)
+                                               {
+                                                       p->typeindex = 0;
+                                                       continue;
+                                               }
+                                               if (cl_stainmaps.integer)
+                                                       R_Stain(p->org, 32, 32, 16, 16, (int)(p->alpha * p->size * (1.0f / 40.0f)), 192, 48, 48, (int)(p->alpha * p->size * (1.0f / 40.0f)));
+                                               if (!cl_decals.integer)
+                                               {
+                                                       p->typeindex = 0;
+                                                       continue;
+                                               }
+                                               // create a decal for the blood splat
+                                               CL_SpawnDecalParticleForSurface(hitent, p->org, trace.plane.normal, p->color[0] * 65536 + p->color[1] * 256 + p->color[2], p->color[0] * 65536 + p->color[1] * 256 + p->color[2], tex_blooddecal[rand()&7], p->size * 2, p->alpha);
+                                               p->typeindex = 0;
+                                               if (cl.free_particle > i)
+                                                       cl.free_particle = i;
+                                               continue;
+                                       }
+                                       else if (p->bounce < 0)
+                                       {
+                                               // bounce -1 means remove on impact
+                                               p->typeindex = 0;
+                                               if (cl.free_particle > i)
+                                                       cl.free_particle = i;
+                                               continue;
+                                       }
+                                       else
+                                       {
+                                               // anything else - bounce off solid
+                                               dist = DotProduct(p->vel, trace.plane.normal) * -p->bounce;
+                                               VectorMA(p->vel, dist, trace.plane.normal, p->vel);
+                                               if (DotProduct(p->vel, p->vel) < 0.03)
+                                                       VectorClear(p->vel);
+                                       }
                                }
                        }
                }
-               if (p->friction)
-               {
-                       f = p->friction * frametime;
-                       if (!content)
-                               content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
-                       if (content != CONTENTS_EMPTY)
-                               f *= 4;
-                       f = 1.0f - f;
-                       VectorScale(p->vel, f, p->vel);
-               }
 
-               switch (p->type)
+               if (p->typeindex != pt_static)
                {
-               case pt_static:
-                       break;
-
-                       // LordHavoc: drop-through because of shared code
-               case pt_blob:
-                       p->vel[2] *= dvel;
-               case pt_blob2:
-                       p->vel[0] *= dvel;
-                       p->vel[1] *= dvel;
-                       p->alpha -= frametime * 256;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-
-               case pt_grav:
-                       p->vel[2] -= gravity;
-                       break;
-               case pt_lavasplash:
-                       p->vel[2] -= gravity * 0.05;
-                       p->alpha -= frametime * 192;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_snow:
-                       if (cl.time > p->time2)
-                       {
-                               p->time2 = cl.time + (rand() & 3) * 0.1;
-                               p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
-                               p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
-                               p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
-                       }
-                       if (!content)
-                               content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
-                       a = content;
-                       if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
-                       {
-                               p->die = -1;
-                       }
-                       break;
-               case pt_blood:
-                       p->friction = 1;
-                       if (!content)
-                               content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
-                       a = content;
-                       if (a != CONTENTS_EMPTY)
+                       switch (p->typeindex)
                        {
-                               if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
+                       case pt_entityparticle:
+                               // particle that removes itself after one rendered frame
+                               if (p->time2)
                                {
-                                       p->scalex += frametime * (cl_particles_blood_size_min.value + cl_particles_blood_size_max.value);
-                                       p->scaley += frametime * (cl_particles_blood_size_min.value + cl_particles_blood_size_max.value);
-                                       p->alpha -= frametime * max(cl_particles_blood_alpha.value, 0.01f) * 128.0f;
-                                       if (p->alpha < 1)
-                                               p->die = -1;
+                                       p->typeindex = 0;
+                                       if (cl.free_particle > i)
+                                               cl.free_particle = i;
                                }
                                else
-                                       p->die = -1;
-                       }
-                       else
-                               p->vel[2] -= gravity;
-                       break;
-               case pt_spark:
-                       p->alpha -= frametime * p->time2;
-                       p->vel[2] -= gravity;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       else
-                       {
-                               if (!content)
-                                       content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
-                               if (content != CONTENTS_EMPTY)
-                                       p->die = -1;
-                       }
-                       break;
-               case pt_explosionsplash:
-                       if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
-                               p->vel[2] -= gravity;
-                       else
-                               p->alpha = 0;
-                       p->scalex += frametime * 64.0f;
-                       p->scaley += frametime * 64.0f;
-                       p->alpha -= frametime * 1024.0f;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_fade:
-                       p->alpha -= frametime * p->time2;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_bubble:
-                       if (!content)
-                               content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
-                       if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
-                       {
-                               p->die = -1;
+                                       p->time2 = 1;
                                break;
-                       }
-                       p->vel[0] *= (1 - (frametime * 0.0625));
-                       p->vel[1] *= (1 - (frametime * 0.0625));
-                       p->vel[2] = (p->vel[2] + gravity * 0.25) * (1 - (frametime * 0.0625));
-                       if (cl.time > p->time2)
-                       {
-                               p->time2 = cl.time + lhrandom(0, 0.5);
-                               p->vel[0] += lhrandom(-32,32);
-                               p->vel[1] += lhrandom(-32,32);
-                               p->vel[2] += lhrandom(-32,32);
-                       }
-                       p->alpha -= frametime * 256;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_bulletsmoke:
-                       p->scalex += frametime * 16;
-                       p->scaley += frametime * 16;
-                       p->alpha -= frametime * 1024;
-                       p->vel[2] += gravity * 0.2;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_smoke:
-                       p->scalex += frametime * 16;
-                       p->scaley += frametime * 16;
-                       p->alpha -= frametime * 320;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_steam:
-                       p->scalex += frametime * 48;
-                       p->scaley += frametime * 48;
-                       p->alpha -= frametime * 512;
-                       p->vel[2] += gravity * 0.05;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_splashpuff:
-                       p->alpha -= frametime * 1024;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_rain:
-                       if (!content)
-                               content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
-                       a = content;
-                       if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
-                               p->die = -1;
-                       break;
-               case pt_flame:
-                       p->alpha -= frametime * 384;
-                       p->vel[2] += gravity;
-                       if (p->alpha < 16)
-                               p->die = -1;
-                       break;
-               case pt_oneframe:
-                       if (p->time2)
-                               p->die = -1;
-                       p->time2 = 1;
-                       break;
-               case pt_stardust:
-                       p->alpha -= frametime * 128;
-                       p->vel[2] -= gravity;
-                       if (p->alpha < 16)
-                               p->die = -1;
-                       break;
-               default:
-                       printf("unknown particle type %i\n", p->type);
-                       p->die = -1;
-                       break;
-               }
-
-               // LordHavoc: immediate removal of unnecessary particles (must be done to ensure compactor below operates properly in all cases)
-               if (p->die < cl.time)
-                       freeparticles[j++] = p;
-               else
-               {
-                       maxparticle = i;
-                       activeparticles++;
-                       if (p->pressure)
-                               pressureused = true;
-               }
-       }
-       // fill in gaps to compact the array
-       i = 0;
-       while (maxparticle >= activeparticles)
-       {
-               *freeparticles[i++] = particles[maxparticle--];
-               while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
-                       maxparticle--;
-       }
-       cl_numparticles = activeparticles;
-
-       if (pressureused)
-       {
-               activeparticles = 0;
-               for (i = 0, p = particles;i < cl_numparticles;i++, p++)
-                       if (p->pressure)
-                               freeparticles[activeparticles++] = p;
-
-               if (activeparticles)
-               {
-                       for (i = 0, p = particles;i < cl_numparticles;i++, p++)
-                       {
-                               for (j = 0;j < activeparticles;j++)
+                       case pt_blood:
+                               a = CL_PointSuperContents(p->org);
+                               if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_LAVA | SUPERCONTENTS_NODROP))
                                {
-                                       if (freeparticles[j] != p)
-                                       {
-                                               float dist, diff[3];
-                                               VectorSubtract(p->org, freeparticles[j]->org, diff);
-                                               dist = DotProduct(diff, diff);
-                                               if (dist < 4096 && dist >= 1)
-                                               {
-                                                       dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
-                                                       VectorMA(p->vel, dist, diff, p->vel);
-                                               }
-                                       }
+                                       p->typeindex = 0;
+                                       if (cl.free_particle > i)
+                                               cl.free_particle = i;
+                               }
+                               break;
+                       case pt_bubble:
+                               a = CL_PointSuperContents(p->org);
+                               if (!(a & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)))
+                               {
+                                       p->typeindex = 0;
+                                       if (cl.free_particle > i)
+                                               cl.free_particle = i;
+                               }
+                               break;
+                       case pt_rain:
+                               a = CL_PointSuperContents(p->org);
+                               if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK))
+                               {
+                                       p->typeindex = 0;
+                                       if (cl.free_particle > i)
+                                               cl.free_particle = i;
+                               }
+                               break;
+                       case pt_snow:
+                               if (cl.time > p->time2)
+                               {
+                                       // snow flutter
+                                       p->time2 = cl.time + (rand() & 3) * 0.1;
+                                       p->vel[0] = p->vel[0] * 0.9f + lhrandom(-32, 32);
+                                       p->vel[1] = p->vel[0] * 0.9f + lhrandom(-32, 32);
                                }
+                               a = CL_PointSuperContents(p->org);
+                               if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK))
+                               {
+                                       p->typeindex = 0;
+                                       if (cl.free_particle > i)
+                                               cl.free_particle = i;
+                               }
+                               break;
+                       default:
+                               break;
                        }
                }
        }
+
+       // reduce cl.num_particles if possible
+       while (cl.num_particles > 0 && cl.particles[cl.num_particles - 1].typeindex == 0)
+               cl.num_particles--;
 }
 
-static rtexturepool_t *particletexturepool;
+#define MAX_PARTICLETEXTURES 64
+// particletexture_t is a rectangle in the particlefonttexture
+typedef struct particletexture_s
+{
+       rtexture_t *texture;
+       float s1, t1, s2, t2;
+}
+particletexture_t;
 
+static rtexturepool_t *particletexturepool;
 static rtexture_t *particlefonttexture;
-// [0] is normal, [1] is fog, they may be the same
-static particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
+static particletexture_t particletexture[MAX_PARTICLETEXTURES];
+
+static cvar_t r_drawparticles = {0, "r_drawparticles", "1", "enables drawing of particles"};
+static cvar_t r_drawdecals = {0, "r_drawdecals", "1", "enables drawing of decals"};
 
-static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
-static cvar_t r_particles_lighting = {0, "r_particles_lighting", "0"};
+#define PARTICLETEXTURESIZE 64
+#define PARTICLEFONTSIZE (PARTICLETEXTURESIZE*8)
 
-static qbyte shadebubble(float dx, float dy, vec3_t light)
+static unsigned char shadebubble(float dx, float dy, vec3_t light)
 {
-       float   dz, f, dot;
-       vec3_t  normal;
+       float dz, f, dot;
+       vec3_t normal;
        dz = 1 - (dx*dx+dy*dy);
        if (dz > 0) // it does hit the sphere
        {
@@ -1185,140 +1868,302 @@ static qbyte shadebubble(float dx, float dy, vec3_t light)
                f *= 128;
                f += 16; // just to give it a haze so you can see the outline
                f = bound(0, f, 255);
-               return (qbyte) f;
+               return (unsigned char) f;
        }
        else
                return 0;
 }
 
-static void setuptex(int cltexnum, int fog, int rtexnum, qbyte *data, qbyte *particletexturedata)
+static void setuptex(int texnum, unsigned char *data, unsigned char *particletexturedata)
 {
        int basex, basey, y;
-       basex = ((rtexnum >> 0) & 7) * 32;
-       basey = ((rtexnum >> 3) & 7) * 32;
-       particletexture[cltexnum][fog].s1 = (basex + 1) / 256.0f;
-       particletexture[cltexnum][fog].t1 = (basey + 1) / 256.0f;
-       particletexture[cltexnum][fog].s2 = (basex + 31) / 256.0f;
-       particletexture[cltexnum][fog].t2 = (basey + 31) / 256.0f;
-       for (y = 0;y < 32;y++)
-               memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
+       basex = ((texnum >> 0) & 7) * PARTICLETEXTURESIZE;
+       basey = ((texnum >> 3) & 7) * PARTICLETEXTURESIZE;
+       for (y = 0;y < PARTICLETEXTURESIZE;y++)
+               memcpy(particletexturedata + ((basey + y) * PARTICLEFONTSIZE + basex) * 4, data + y * PARTICLETEXTURESIZE * 4, PARTICLETEXTURESIZE * 4);
 }
 
-static void R_InitParticleTexture (void)
+void particletextureblotch(unsigned char *data, float radius, float red, float green, float blue, float alpha)
+{
+       int x, y;
+       float cx, cy, dx, dy, f, iradius;
+       unsigned char *d;
+       cx = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
+       cy = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
+       iradius = 1.0f / radius;
+       alpha *= (1.0f / 255.0f);
+       for (y = 0;y < PARTICLETEXTURESIZE;y++)
+       {
+               for (x = 0;x < PARTICLETEXTURESIZE;x++)
+               {
+                       dx = (x - cx);
+                       dy = (y - cy);
+                       f = (1.0f - sqrt(dx * dx + dy * dy) * iradius) * alpha;
+                       if (f > 0)
+                       {
+                               if (f > 1)
+                                       f = 1;
+                               d = data + (y * PARTICLETEXTURESIZE + x) * 4;
+                               d[0] += (int)(f * (blue  - d[0]));
+                               d[1] += (int)(f * (green - d[1]));
+                               d[2] += (int)(f * (red   - d[2]));
+                       }
+               }
+       }
+}
+
+void particletextureclamp(unsigned char *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
 {
-       int             x,y,d,i,m;
-       float   dx, dy, radius, f, f2;
-       qbyte   data[32][32][4], noise1[64][64], noise2[64][64];
-       vec3_t  light;
-       qbyte   particletexturedata[256*256*4];
+       int i;
+       for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
+       {
+               data[0] = bound(minb, data[0], maxb);
+               data[1] = bound(ming, data[1], maxg);
+               data[2] = bound(minr, data[2], maxr);
+       }
+}
+
+void particletextureinvert(unsigned char *data)
+{
+       int i;
+       for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
+       {
+               data[0] = 255 - data[0];
+               data[1] = 255 - data[1];
+               data[2] = 255 - data[2];
+       }
+}
+
+// Those loops are in a separate function to work around an optimization bug in Mac OS X's GCC
+static void R_InitBloodTextures (unsigned char *particletexturedata)
+{
+       int i, j, k, m;
+       unsigned char data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4];
 
-       memset(particletexturedata, 255, sizeof(particletexturedata));
+       // blood particles
+       for (i = 0;i < 8;i++)
+       {
+               memset(&data[0][0][0], 255, sizeof(data));
+               for (k = 0;k < 24;k++)
+                       particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 96, 0, 0, 160);
+               //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
+               particletextureinvert(&data[0][0][0]);
+               setuptex(tex_bloodparticle[i], &data[0][0][0], particletexturedata);
+       }
 
-       // the particletexture[][] array numbers must match the cl_part.c textures
-       // smoke/blood
+       // blood decals
        for (i = 0;i < 8;i++)
        {
-               do
+               memset(&data[0][0][0], 255, sizeof(data));
+               m = 8;
+               for (j = 1;j < 10;j++)
+                       for (k = min(j, m - 1);k < m;k++)
+                               particletextureblotch(&data[0][0][0], (float)j*PARTICLETEXTURESIZE/64.0f, 96, 0, 0, 320 - j * 8);
+               //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
+               particletextureinvert(&data[0][0][0]);
+               setuptex(tex_blooddecal[i], &data[0][0][0], particletexturedata);
+       }
+
+}
+
+//uncomment this to make engine save out particle font to a tga file when run
+//#define DUMPPARTICLEFONT
+
+static void R_InitParticleTexture (void)
+{
+       int x, y, d, i, k, m;
+       float dx, dy, f;
+       vec3_t light;
+
+       // a note: decals need to modulate (multiply) the background color to
+       // properly darken it (stain), and they need to be able to alpha fade,
+       // this is a very difficult challenge because it means fading to white
+       // (no change to background) rather than black (darkening everything
+       // behind the whole decal polygon), and to accomplish this the texture is
+       // inverted (dark red blood on white background becomes brilliant cyan
+       // and white on black background) so we can alpha fade it to black, then
+       // we invert it again during the blendfunc to make it work...
+
+#ifndef DUMPPARTICLEFONT
+       particlefonttexture = loadtextureimage(particletexturepool, "particles/particlefont.tga", false, TEXF_ALPHA | TEXF_PRECACHE, true);
+       if (!particlefonttexture)
+#endif
+       {
+               unsigned char *particletexturedata = (unsigned char *)Mem_Alloc(tempmempool, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
+               unsigned char data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4];
+               memset(particletexturedata, 255, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
+
+               // smoke
+               for (i = 0;i < 8;i++)
                {
-                       fractalnoise(&noise1[0][0], 64, 4);
-                       fractalnoise(&noise2[0][0], 64, 8);
-                       m = 0;
-                       for (y = 0;y < 32;y++)
+                       memset(&data[0][0][0], 255, sizeof(data));
+                       do
                        {
-                               dy = y - 16;
-                               for (x = 0;x < 32;x++)
+                               unsigned char noise1[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise2[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2];
+
+                               fractalnoise(&noise1[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8);
+                               fractalnoise(&noise2[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4);
+                               m = 0;
+                               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                                {
-                                       data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-                                       dx = x - 16;
-                                       d = (noise2[y][x] - 128) * 3 + 192;
-                                       if (d > 0)
-                                               d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
-                                       d = (d * noise1[y][x]) >> 7;
-                                       d = bound(0, d, 255);
-                                       data[y][x][3] = (qbyte) d;
-                                       if (m < d)
-                                               m = d;
+                                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                                       {
+                                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                                               d = (noise2[y][x] - 128) * 3 + 192;
+                                               if (d > 0)
+                                                       d = (int)(d * (1-(dx*dx+dy*dy)));
+                                               d = (d * noise1[y][x]) >> 7;
+                                               d = bound(0, d, 255);
+                                               data[y][x][3] = (unsigned char) d;
+                                               if (m < d)
+                                                       m = d;
+                                       }
                                }
                        }
+                       while (m < 224);
+                       setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
                }
-               while (m < 224);
 
-               setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
-               setuptex(i + 0, 1, i + 0, &data[0][0][0], particletexturedata);
-       }
+               // rain splash
+               memset(&data[0][0][0], 255, sizeof(data));
+               for (y = 0;y < PARTICLETEXTURESIZE;y++)
+               {
+                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                       {
+                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                               f = 255.0f * (1.0 - 4.0f * fabs(10.0f - sqrt(dx*dx+dy*dy)));
+                               data[y][x][3] = (int) (bound(0.0f, f, 255.0f));
+                       }
+               }
+               setuptex(tex_rainsplash, &data[0][0][0], particletexturedata);
 
-       // rain splash
-       for (i = 0;i < 16;i++)
-       {
-               radius = i * 3.0f / 16.0f;
-               f2 = 255.0f * ((15.0f - i) / 15.0f);
-               for (y = 0;y < 32;y++)
+               // normal particle
+               memset(&data[0][0][0], 255, sizeof(data));
+               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                {
-                       dy = (y - 16) * 0.25f;
-                       for (x = 0;x < 32;x++)
+                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
                        {
-                               dx = (x - 16) * 0.25f;
-                               data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-                               f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
-                               f = bound(0.0f, f, 255.0f);
-                               data[y][x][3] = (int) f;
+                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                               d = (int)(256 * (1 - (dx*dx+dy*dy)));
+                               d = bound(0, d, 255);
+                               data[y][x][3] = (unsigned char) d;
                        }
                }
-               setuptex(i + 8, 0, i + 16, &data[0][0][0], particletexturedata);
-               setuptex(i + 8, 1, i + 16, &data[0][0][0], particletexturedata);
-       }
+               setuptex(tex_particle, &data[0][0][0], particletexturedata);
 
-       // normal particle
-       for (y = 0;y < 32;y++)
-       {
-               dy = y - 16;
-               for (x = 0;x < 32;x++)
+               // rain
+               memset(&data[0][0][0], 255, sizeof(data));
+               light[0] = 1;light[1] = 1;light[2] = 1;
+               VectorNormalize(light);
+               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                {
-                       data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-                       dx = x - 16;
-                       d = (256 - (dx*dx+dy*dy));
-                       d = bound(0, d, 255);
-                       data[y][x][3] = (qbyte) d;
+                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                       // stretch upper half of bubble by +50% and shrink lower half by -50%
+                       // (this gives an elongated teardrop shape)
+                       if (dy > 0.5f)
+                               dy = (dy - 0.5f) * 2.0f;
+                       else
+                               dy = (dy - 0.5f) / 1.5f;
+                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                       {
+                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                               // shrink bubble width to half
+                               dx *= 2.0f;
+                               data[y][x][3] = shadebubble(dx, dy, light);
+                       }
                }
-       }
-       setuptex(24, 0, 32, &data[0][0][0], particletexturedata);
-       setuptex(24, 1, 32, &data[0][0][0], particletexturedata);
+               setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
 
-       // rain
-       light[0] = 1;light[1] = 1;light[2] = 1;
-       VectorNormalize(light);
-       for (y = 0;y < 32;y++)
-       {
-               for (x = 0;x < 32;x++)
+               // bubble
+               memset(&data[0][0][0], 255, sizeof(data));
+               light[0] = 1;light[1] = 1;light[2] = 1;
+               VectorNormalize(light);
+               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                {
-                       data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-                       data[y][x][3] = shadebubble((x - 16) * (1.0 / 8.0), y < 24 ? (y - 24) * (1.0 / 24.0) : (y - 24) * (1.0 / 8.0), light);
+                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                       {
+                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                               data[y][x][3] = shadebubble(dx, dy, light);
+                       }
+               }
+               setuptex(tex_bubble, &data[0][0][0], particletexturedata);
+
+               // Blood particles and blood decals
+               R_InitBloodTextures (particletexturedata);
+
+               // bullet decals
+               for (i = 0;i < 8;i++)
+               {
+                       memset(&data[0][0][0], 255, sizeof(data));
+                       for (k = 0;k < 12;k++)
+                               particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 0, 0, 0, 128);
+                       for (k = 0;k < 3;k++)
+                               particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/2, 0, 0, 0, 160);
+                       //particletextureclamp(&data[0][0][0], 64, 64, 64, 255, 255, 255);
+                       particletextureinvert(&data[0][0][0]);
+                       setuptex(tex_bulletdecal[i], &data[0][0][0], particletexturedata);
                }
+
+#ifdef DUMPPARTICLEFONT
+               Image_WriteTGABGRA ("particles/particlefont.tga", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata);
+#endif
+
+               particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
+
+               Mem_Free(particletexturedata);
+       }
+       for (i = 0;i < MAX_PARTICLETEXTURES;i++)
+       {
+               int basex = ((i >> 0) & 7) * PARTICLETEXTURESIZE;
+               int basey = ((i >> 3) & 7) * PARTICLETEXTURESIZE;
+               particletexture[i].texture = particlefonttexture;
+               particletexture[i].s1 = (basex + 1) / (float)PARTICLEFONTSIZE;
+               particletexture[i].t1 = (basey + 1) / (float)PARTICLEFONTSIZE;
+               particletexture[i].s2 = (basex + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
+               particletexture[i].t2 = (basey + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
        }
-       setuptex(25, 0, 33, &data[0][0][0], particletexturedata);
-       setuptex(25, 1, 33, &data[0][0][0], particletexturedata);
 
-       // bubble
-       light[0] = 1;light[1] = 1;light[2] = 1;
-       VectorNormalize(light);
-       for (y = 0;y < 32;y++)
+#ifndef DUMPPARTICLEFONT
+       particletexture[tex_beam].texture = loadtextureimage(particletexturepool, "particles/nexbeam.tga", false, TEXF_ALPHA | TEXF_PRECACHE, true);
+       if (!particletexture[tex_beam].texture)
+#endif
        {
-               for (x = 0;x < 32;x++)
+               unsigned char noise3[64][64], data2[64][16][4];
+               // nexbeam
+               fractalnoise(&noise3[0][0], 64, 4);
+               m = 0;
+               for (y = 0;y < 64;y++)
                {
-                       data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-                       data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
+                       dy = (y - 0.5f*64) / (64*0.5f-1);
+                       for (x = 0;x < 16;x++)
+                       {
+                               dx = (x - 0.5f*16) / (16*0.5f-2);
+                               d = (int)((1 - sqrt(fabs(dx))) * noise3[y][x]);
+                               data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (unsigned char) bound(0, d, 255);
+                               data2[y][x][3] = 255;
+                       }
                }
-       }
-       setuptex(26, 0, 34, &data[0][0][0], particletexturedata);
-       setuptex(26, 1, 34, &data[0][0][0], particletexturedata);
 
-       particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
+#ifdef DUMPPARTICLEFONT
+               Image_WriteTGABGRA ("particles/nexbeam.tga", 64, 64, &data2[0][0][0]);
+#endif
+               particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "nexbeam", 16, 64, &data2[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE, NULL);
+       }
+       particletexture[tex_beam].s1 = 0;
+       particletexture[tex_beam].t1 = 0;
+       particletexture[tex_beam].s2 = 1;
+       particletexture[tex_beam].t2 = 1;
 }
 
 static void r_part_start(void)
 {
        particletexturepool = R_AllocTexturePool();
        R_InitParticleTexture ();
+       CL_Particles_LoadEffectInfo();
 }
 
 static void r_part_shutdown(void)
@@ -1330,228 +2175,383 @@ static void r_part_newmap(void)
 {
 }
 
+#define BATCHSIZE 256
+int particle_element3i[BATCHSIZE*6];
+float particle_vertex3f[BATCHSIZE*12], particle_texcoord2f[BATCHSIZE*8], particle_color4f[BATCHSIZE*16];
+
 void R_Particles_Init (void)
 {
+       int i;
+       for (i = 0;i < BATCHSIZE;i++)
+       {
+               particle_element3i[i*6+0] = i*4+0;
+               particle_element3i[i*6+1] = i*4+1;
+               particle_element3i[i*6+2] = i*4+2;
+               particle_element3i[i*6+3] = i*4+0;
+               particle_element3i[i*6+4] = i*4+2;
+               particle_element3i[i*6+5] = i*4+3;
+       }
+
        Cvar_RegisterVariable(&r_drawparticles);
-       Cvar_RegisterVariable(&r_particles_lighting);
+       Cvar_RegisterVariable(&r_drawdecals);
        R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
 }
 
-int partindexarray[6] = {0, 1, 2, 0, 2, 3};
-
-void R_DrawParticles (void)
+void R_DrawDecal_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       int i, lighting, dynlight, additive, texnum, orientation;
-       float minparticledist, org[3], uprightangles[3], up2[3], right2[3], v[3], right[3], up[3], tvxyz[4][4], tvst[4][2], fog, ifog, fogvec[3];
-       mleaf_t *leaf;
-       particletexture_t *tex, *texfog;
-       rmeshinfo_t m;
-       particle_t *p;
+       int surfacelistindex;
+       int batchstart, batchcount;
+       const decal_t *d;
+       pblend_t blendmode;
+       rtexture_t *texture;
+       float *v3f, *t2f, *c4f;
+
+       r_refdef.stats.decals += numsurfaces;
+       R_Mesh_Matrix(&identitymatrix);
+       R_Mesh_ResetTextureState();
+       R_Mesh_VertexPointer(particle_vertex3f, 0, 0);
+       R_Mesh_TexCoordPointer(0, 2, particle_texcoord2f, 0, 0);
+       R_Mesh_ColorPointer(particle_color4f, 0, 0);
+       GL_DepthMask(false);
+       GL_DepthRange(0, 1);
+       GL_PolygonOffset(0, 0);
+       GL_DepthTest(true);
+       GL_CullFace(GL_NONE);
+
+       // first generate all the vertices at once
+       for (surfacelistindex = 0, v3f = particle_vertex3f, t2f = particle_texcoord2f, c4f = particle_color4f;surfacelistindex < numsurfaces;surfacelistindex++, v3f += 3*4, t2f += 2*4, c4f += 4*4)
+       {
+               particletexture_t *tex;
+               const float *org;
+               float right[3], up[3], fog, cr, cg, cb, ca, size;
 
-       // LordHavoc: early out conditions
-       if ((!cl_numparticles) || (!r_drawparticles.integer))
-               return;
+               d = cl.decals + surfacelist[surfacelistindex];
+
+               //blendmode = particletype[d->typeindex].blendmode;
+
+               cr = d->color[0] * (1.0f / 255.0f) * r_refdef.view.colorscale;
+               cg = d->color[1] * (1.0f / 255.0f) * r_refdef.view.colorscale;
+               cb = d->color[2] * (1.0f / 255.0f) * r_refdef.view.colorscale;
+               ca = d->alpha * (1.0f / 255.0f);
+               //if (blendmode == PBLEND_MOD)
+               {
+                       cr *= ca;
+                       cg *= ca;
+                       cb *= ca;
+                       cr = min(cr, 1);
+                       cg = min(cg, 1);
+                       cb = min(cb, 1);
+                       ca = 1;
+               }
+               ca *= cl_particles_alpha.value;
+               if (r_refdef.fogenabled)
+               {
+                       fog = FogPoint_World(d->org);
+                       cr = cr * fog;
+                       cg = cg * fog;
+                       cb = cb * fog;
+                       //if (blendmode == PBLEND_ALPHA)
+                       //{
+                       //      fog = 1 - fog;
+                       //      cr += r_refdef.fogcolor[0] * fog;
+                       //      cg += r_refdef.fogcolor[1] * fog;
+                       //      cb += r_refdef.fogcolor[2] * fog;
+                       //}
+               }
+               c4f[0] = c4f[4] = c4f[8] = c4f[12] = cr;
+               c4f[1] = c4f[5] = c4f[9] = c4f[13] = cg;
+               c4f[2] = c4f[6] = c4f[10] = c4f[14] = cb;
+               c4f[3] = c4f[7] = c4f[11] = c4f[15] = ca;
+
+               size = d->size * cl_particles_size.value;
+               org = d->org;
+               tex = &particletexture[d->texnum];
+
+               // PARTICLE_ORIENTED_DOUBLESIDED
+               VectorVectors(d->normal, right, up);
+               VectorScale(right, size, right);
+               VectorScale(up, size, up);
+               v3f[ 0] = org[0] - right[0] - up[0];
+               v3f[ 1] = org[1] - right[1] - up[1];
+               v3f[ 2] = org[2] - right[2] - up[2];
+               v3f[ 3] = org[0] - right[0] + up[0];
+               v3f[ 4] = org[1] - right[1] + up[1];
+               v3f[ 5] = org[2] - right[2] + up[2];
+               v3f[ 6] = org[0] + right[0] + up[0];
+               v3f[ 7] = org[1] + right[1] + up[1];
+               v3f[ 8] = org[2] + right[2] + up[2];
+               v3f[ 9] = org[0] + right[0] - up[0];
+               v3f[10] = org[1] + right[1] - up[1];
+               v3f[11] = org[2] + right[2] - up[2];
+               t2f[0] = tex->s1;t2f[1] = tex->t2;
+               t2f[2] = tex->s1;t2f[3] = tex->t1;
+               t2f[4] = tex->s2;t2f[5] = tex->t1;
+               t2f[6] = tex->s2;t2f[7] = tex->t2;
+       }
 
-       lighting = r_particles_lighting.integer;
-       if (!r_dynamic.integer)
-               lighting = 0;
-
-       c_particles += cl_numparticles;
-
-       uprightangles[0] = 0;
-       uprightangles[1] = r_refdef.viewangles[1];
-       uprightangles[2] = 0;
-       AngleVectors (uprightangles, NULL, right2, up2);
-
-       minparticledist = DotProduct(r_origin, vpn) + 16.0f;
-
-       // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal
-       // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal
-       memset(&m, 0, sizeof(m));
-       m.transparent = true;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       m.numtriangles = 2;
-       m.index = partindexarray;
-       m.numverts = 4;
-       m.vertex = &tvxyz[0][0];
-       m.vertexstep = sizeof(float[4]);
-       m.tex[0] = R_GetTexture(particlefonttexture);
-       m.texcoords[0] = &tvst[0][0];
-       m.texcoordstep[0] = sizeof(float[2]);
-
-       for (i = 0, p = particles;i < cl_numparticles;i++, p++)
+       // now render batches of particles based on blendmode and texture
+       blendmode = PBLEND_ADD;
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       texture = particletexture[63].texture;
+       R_Mesh_TexBind(0, R_GetTexture(texture));
+       GL_LockArrays(0, numsurfaces*4);
+       batchstart = 0;
+       batchcount = 0;
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
-               // LordHavoc: only render if not too close
-               if (DotProduct(p->org, vpn) < minparticledist)
-                       continue;
+               d = cl.decals + surfacelist[surfacelistindex];
 
-               // LordHavoc: check if it's in a visible leaf
-               leaf = Mod_PointInLeaf(p->org, cl.worldmodel);
-               if (leaf->visframe != r_framecount)
-                       continue;
+               if (blendmode != particletype[d->typeindex].blendmode)
+               {
+                       if (batchcount > 0)
+                               R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6, 0, 0);
+                       batchcount = 0;
+                       batchstart = surfacelistindex;
+                       blendmode = particletype[d->typeindex].blendmode;
+                       if (blendmode == PBLEND_ALPHA)
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       else if (blendmode == PBLEND_ADD)
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       else //if (blendmode == PBLEND_MOD)
+                               GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+               }
+               if (texture != particletexture[d->texnum].texture)
+               {
+                       if (batchcount > 0)
+                               R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6, 0, 0);
+                       batchcount = 0;
+                       batchstart = surfacelistindex;
+                       texture = particletexture[d->texnum].texture;
+                       R_Mesh_TexBind(0, R_GetTexture(texture));
+               }
+
+               batchcount++;
+       }
+       if (batchcount > 0)
+               R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6, 0, 0);
+       GL_LockArrays(0, 0);
+}
+
+void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+{
+       int surfacelistindex;
+       int batchstart, batchcount;
+       const particle_t *p;
+       pblend_t blendmode;
+       rtexture_t *texture;
+       float *v3f, *t2f, *c4f;
+
+       r_refdef.stats.particles += numsurfaces;
+       R_Mesh_Matrix(&identitymatrix);
+       R_Mesh_ResetTextureState();
+       R_Mesh_VertexPointer(particle_vertex3f, 0, 0);
+       R_Mesh_TexCoordPointer(0, 2, particle_texcoord2f, 0, 0);
+       R_Mesh_ColorPointer(particle_color4f, 0, 0);
+       GL_DepthMask(false);
+       GL_DepthRange(0, 1);
+       GL_PolygonOffset(0, 0);
+       GL_DepthTest(true);
+       GL_CullFace(GL_NONE);
+
+       // first generate all the vertices at once
+       for (surfacelistindex = 0, v3f = particle_vertex3f, t2f = particle_texcoord2f, c4f = particle_color4f;surfacelistindex < numsurfaces;surfacelistindex++, v3f += 3*4, t2f += 2*4, c4f += 4*4)
+       {
+               particletexture_t *tex;
+               const float *org;
+               float up2[3], v[3], right[3], up[3], fog, cr, cg, cb, ca, size;
+
+               p = cl.particles + surfacelist[surfacelistindex];
 
-               VectorCopy(p->org, org);
-               orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
-               texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
-               dynlight = p->flags & P_DYNLIGHT;
-               additive = p->flags & P_ADDITIVE;
-               if (orientation == PARTICLE_BILLBOARD)
+               blendmode = particletype[p->typeindex].blendmode;
+
+               cr = p->color[0] * (1.0f / 255.0f) * r_refdef.view.colorscale;
+               cg = p->color[1] * (1.0f / 255.0f) * r_refdef.view.colorscale;
+               cb = p->color[2] * (1.0f / 255.0f) * r_refdef.view.colorscale;
+               ca = p->alpha * (1.0f / 255.0f);
+               if (blendmode == PBLEND_MOD)
                {
-                       VectorScale(vright, p->scalex, right);
-                       VectorScale(vup, p->scaley, up);
+                       cr *= ca;
+                       cg *= ca;
+                       cb *= ca;
+                       cr = min(cr, 1);
+                       cg = min(cg, 1);
+                       cb = min(cb, 1);
+                       ca = 1;
                }
-               else if (orientation == PARTICLE_UPRIGHT_FACING)
+               ca *= cl_particles_alpha.value;
+               if (particletype[p->typeindex].lighting)
                {
-                       VectorScale(right2, p->scalex, right);
-                       VectorScale(up2, p->scaley, up);
+                       float ambient[3], diffuse[3], diffusenormal[3];
+                       R_CompleteLightPoint(ambient, diffuse, diffusenormal, p->org, true);
+                       cr *= (ambient[0] + 0.5 * diffuse[0]);
+                       cg *= (ambient[1] + 0.5 * diffuse[1]);
+                       cb *= (ambient[2] + 0.5 * diffuse[2]);
                }
-               else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
+               if (r_refdef.fogenabled)
                {
-                       // double-sided
-                       if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
+                       fog = FogPoint_World(p->org);
+                       cr = cr * fog;
+                       cg = cg * fog;
+                       cb = cb * fog;
+                       if (blendmode == PBLEND_ALPHA)
                        {
-                               VectorNegate(p->vel2, v);
-                               VectorVectors(v, right, up);
+                               fog = 1 - fog;
+                               cr += r_refdef.fogcolor[0] * fog;
+                               cg += r_refdef.fogcolor[1] * fog;
+                               cb += r_refdef.fogcolor[2] * fog;
                        }
-                       else
-                               VectorVectors(p->vel2, right, up);
-                       VectorScale(right, p->scalex, right);
-                       VectorScale(up, p->scaley, up);
                }
-               else
-                       Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
-
-               m.cr = p->color[0] * (1.0f / 255.0f);
-               m.cg = p->color[1] * (1.0f / 255.0f);
-               m.cb = p->color[2] * (1.0f / 255.0f);
-               m.ca = p->alpha * (1.0f / 255.0f);
-               if (lighting >= 1 && (dynlight || lighting >= 2))
+               c4f[0] = c4f[4] = c4f[8] = c4f[12] = cr;
+               c4f[1] = c4f[5] = c4f[9] = c4f[13] = cg;
+               c4f[2] = c4f[6] = c4f[10] = c4f[14] = cb;
+               c4f[3] = c4f[7] = c4f[11] = c4f[15] = ca;
+
+               size = p->size * cl_particles_size.value;
+               org = p->org;
+               tex = &particletexture[p->texnum];
+               switch(particletype[p->typeindex].orientation)
                {
-                       R_CompleteLightPoint(v, org, true, leaf);
-                       m.cr *= v[0];
-                       m.cg *= v[1];
-                       m.cb *= v[2];
+               case PARTICLE_BILLBOARD:
+                       VectorScale(r_refdef.view.left, -size, right);
+                       VectorScale(r_refdef.view.up, size, up);
+                       v3f[ 0] = org[0] - right[0] - up[0];
+                       v3f[ 1] = org[1] - right[1] - up[1];
+                       v3f[ 2] = org[2] - right[2] - up[2];
+                       v3f[ 3] = org[0] - right[0] + up[0];
+                       v3f[ 4] = org[1] - right[1] + up[1];
+                       v3f[ 5] = org[2] - right[2] + up[2];
+                       v3f[ 6] = org[0] + right[0] + up[0];
+                       v3f[ 7] = org[1] + right[1] + up[1];
+                       v3f[ 8] = org[2] + right[2] + up[2];
+                       v3f[ 9] = org[0] + right[0] - up[0];
+                       v3f[10] = org[1] + right[1] - up[1];
+                       v3f[11] = org[2] + right[2] - up[2];
+                       t2f[0] = tex->s1;t2f[1] = tex->t2;
+                       t2f[2] = tex->s1;t2f[3] = tex->t1;
+                       t2f[4] = tex->s2;t2f[5] = tex->t1;
+                       t2f[6] = tex->s2;t2f[7] = tex->t2;
+                       break;
+               case PARTICLE_ORIENTED_DOUBLESIDED:
+                       VectorVectors(p->vel, right, up);
+                       VectorScale(right, size, right);
+                       VectorScale(up, size, up);
+                       v3f[ 0] = org[0] - right[0] - up[0];
+                       v3f[ 1] = org[1] - right[1] - up[1];
+                       v3f[ 2] = org[2] - right[2] - up[2];
+                       v3f[ 3] = org[0] - right[0] + up[0];
+                       v3f[ 4] = org[1] - right[1] + up[1];
+                       v3f[ 5] = org[2] - right[2] + up[2];
+                       v3f[ 6] = org[0] + right[0] + up[0];
+                       v3f[ 7] = org[1] + right[1] + up[1];
+                       v3f[ 8] = org[2] + right[2] + up[2];
+                       v3f[ 9] = org[0] + right[0] - up[0];
+                       v3f[10] = org[1] + right[1] - up[1];
+                       v3f[11] = org[2] + right[2] - up[2];
+                       t2f[0] = tex->s1;t2f[1] = tex->t2;
+                       t2f[2] = tex->s1;t2f[3] = tex->t1;
+                       t2f[4] = tex->s2;t2f[5] = tex->t1;
+                       t2f[6] = tex->s2;t2f[7] = tex->t2;
+                       break;
+               case PARTICLE_SPARK:
+                       VectorMA(org, -0.02, p->vel, v);
+                       VectorMA(org, 0.02, p->vel, up2);
+                       R_CalcBeam_Vertex3f(v3f, v, up2, size);
+                       t2f[0] = tex->s1;t2f[1] = tex->t2;
+                       t2f[2] = tex->s1;t2f[3] = tex->t1;
+                       t2f[4] = tex->s2;t2f[5] = tex->t1;
+                       t2f[6] = tex->s2;t2f[7] = tex->t2;
+                       break;
+               case PARTICLE_BEAM:
+                       R_CalcBeam_Vertex3f(v3f, org, p->vel, size);
+                       VectorSubtract(p->vel, org, up);
+                       VectorNormalize(up);
+                       v[0] = DotProduct(org, up) * (1.0f / 64.0f);
+                       v[1] = DotProduct(p->vel, up) * (1.0f / 64.0f);
+                       t2f[0] = 1;t2f[1] = v[0];
+                       t2f[2] = 0;t2f[3] = v[0];
+                       t2f[4] = 0;t2f[5] = v[1];
+                       t2f[6] = 1;t2f[7] = v[1];
+                       break;
                }
+       }
+
+       // now render batches of particles based on blendmode and texture
+       blendmode = PBLEND_ADD;
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       texture = particletexture[63].texture;
+       R_Mesh_TexBind(0, R_GetTexture(texture));
+       GL_LockArrays(0, numsurfaces*4);
+       batchstart = 0;
+       batchcount = 0;
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       {
+               p = cl.particles + surfacelist[surfacelistindex];
 
-               tex = &particletexture[texnum][0];
-
-               tvxyz[0][0] = org[0] - right[0] - up[0];
-               tvxyz[0][1] = org[1] - right[1] - up[1];
-               tvxyz[0][2] = org[2] - right[2] - up[2];
-               tvxyz[1][0] = org[0] - right[0] + up[0];
-               tvxyz[1][1] = org[1] - right[1] + up[1];
-               tvxyz[1][2] = org[2] - right[2] + up[2];
-               tvxyz[2][0] = org[0] + right[0] + up[0];
-               tvxyz[2][1] = org[1] + right[1] + up[1];
-               tvxyz[2][2] = org[2] + right[2] + up[2];
-               tvxyz[3][0] = org[0] + right[0] - up[0];
-               tvxyz[3][1] = org[1] + right[1] - up[1];
-               tvxyz[3][2] = org[2] + right[2] - up[2];
-               tvst[0][0] = tex->s1;
-               tvst[0][1] = tex->t1;
-               tvst[1][0] = tex->s1;
-               tvst[1][1] = tex->t2;
-               tvst[2][0] = tex->s2;
-               tvst[2][1] = tex->t2;
-               tvst[3][0] = tex->s2;
-               tvst[3][1] = tex->t1;
-
-               if (additive)
+               if (blendmode != particletype[p->typeindex].blendmode)
                {
-                       m.blendfunc2 = GL_ONE;
-                       fog = 0;
-                       if (fogenabled)
-                       {
-                               texfog = &particletexture[texnum][1];
-                               VectorSubtract(org, r_origin, fogvec);
-                               ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
-                               if (ifog < (1.0f - (1.0f / 64.0f)))
-                               {
-                                       if (ifog >= (1.0f / 64.0f))
-                                       {
-                                               // partially fogged, darken it
-                                               m.cr *= ifog;
-                                               m.cg *= ifog;
-                                               m.cb *= ifog;
-                                               R_Mesh_Draw(&m);
-                                       }
-                               }
-                               else
-                                       R_Mesh_Draw(&m);
-                       }
-                       else
-                               R_Mesh_Draw(&m);
+                       if (batchcount > 0)
+                               R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6, 0, 0);
+                       batchcount = 0;
+                       batchstart = surfacelistindex;
+                       blendmode = particletype[p->typeindex].blendmode;
+                       if (blendmode == PBLEND_ALPHA)
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       else if (blendmode == PBLEND_ADD)
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       else //if (blendmode == PBLEND_MOD)
+                               GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
                }
-               else
+               if (texture != particletexture[p->texnum].texture)
                {
-                       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-                       fog = 0;
-                       if (fogenabled)
-                       {
-                               texfog = &particletexture[texnum][1];
-                               VectorSubtract(org, r_origin, fogvec);
-                               fog = exp(fogdensity/DotProduct(fogvec,fogvec));
-                               if (fog >= (1.0f / 64.0f))
-                               {
-                                       if (fog >= (1.0f - (1.0f / 64.0f)))
-                                       {
-                                               // fully fogged, just use the fog texture and render as alpha
-                                               m.cr = fogcolor[0];
-                                               m.cg = fogcolor[1];
-                                               m.cb = fogcolor[2];
-                                               tvst[0][0] = texfog->s1;
-                                               tvst[0][1] = texfog->t1;
-                                               tvst[1][0] = texfog->s1;
-                                               tvst[1][1] = texfog->t2;
-                                               tvst[2][0] = texfog->s2;
-                                               tvst[2][1] = texfog->t2;
-                                               tvst[3][0] = texfog->s2;
-                                               tvst[3][1] = texfog->t1;
-                                               R_Mesh_Draw(&m);
-                                       }
-                                       else
-                                       {
-                                               // partially fogged, darken the first pass
-                                               ifog = 1 - fog;
-                                               m.cr *= ifog;
-                                               m.cg *= ifog;
-                                               m.cb *= ifog;
-                                               if (tex->s1 == texfog->s1 && tex->t1 == texfog->t1)
-                                               {
-                                                       // fog texture is the same as the base, just change the color
-                                                       m.cr += fogcolor[0] * fog;
-                                                       m.cg += fogcolor[1] * fog;
-                                                       m.cb += fogcolor[2] * fog;
-                                                       R_Mesh_Draw(&m);
-                                               }
-                                               else
-                                               {
-                                                       // render the first pass (alpha), then do additive fog
-                                                       R_Mesh_Draw(&m);
-
-                                                       m.blendfunc2 = GL_ONE;
-                                                       m.cr = fogcolor[0] * fog;
-                                                       m.cg = fogcolor[1] * fog;
-                                                       m.cb = fogcolor[2] * fog;
-                                                       tvst[0][0] = texfog->s1;
-                                                       tvst[0][1] = texfog->t1;
-                                                       tvst[1][0] = texfog->s1;
-                                                       tvst[1][1] = texfog->t2;
-                                                       tvst[2][0] = texfog->s2;
-                                                       tvst[2][1] = texfog->t2;
-                                                       tvst[3][0] = texfog->s2;
-                                                       tvst[3][1] = texfog->t1;
-                                                       R_Mesh_Draw(&m);
-                                               }
-                                       }
-                               }
-                               else
-                                       R_Mesh_Draw(&m);
-                       }
-                       else
-                               R_Mesh_Draw(&m);
+                       if (batchcount > 0)
+                               R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6, 0, 0);
+                       batchcount = 0;
+                       batchstart = surfacelistindex;
+                       texture = particletexture[p->texnum].texture;
+                       R_Mesh_TexBind(0, R_GetTexture(texture));
+               }
+
+               batchcount++;
+       }
+       if (batchcount > 0)
+               R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6, 0, 0);
+       GL_LockArrays(0, 0);
+}
+
+void R_DrawDecals (void)
+{
+       int i;
+       const decal_t *d;
+
+       // LordHavoc: early out conditions
+       if ((!cl.num_decals) || (!r_drawdecals.integer))
+               return;
+
+       // LordHavoc: only render if not too close
+       for (i = 0, d = cl.decals;i < cl.num_decals;i++, d++)
+       {
+               if (d->typeindex)
+               {
+                       r_refdef.stats.decals++;
+                       R_MeshQueue_AddTransparent(d->org, R_DrawDecal_TransparentCallback, NULL, i, NULL);
                }
        }
 }
 
+void R_DrawParticles (void)
+{
+       int i;
+       float minparticledist;
+       particle_t *p;
+
+       // LordHavoc: early out conditions
+       if ((!cl.num_particles) || (!r_drawparticles.integer))
+               return;
+
+       minparticledist = DotProduct(r_refdef.view.origin, r_refdef.view.forward) + 4.0f;
+
+       // LordHavoc: only render if not too close
+       for (i = 0, p = cl.particles;i < cl.num_particles;i++, p++)
+               if (p->typeindex && !p->delayedspawn && (DotProduct(p->org, r_refdef.view.forward) >= minparticledist || particletype[p->typeindex].orientation == PARTICLE_BEAM))
+                       R_MeshQueue_AddTransparent(p->org, R_DrawParticle_TransparentCallback, NULL, i, NULL);
+}