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[xonotic/darkplaces.git] / cl_particles.c
index 90d669cae6eef2bd61afe97c36c7bbd79d6433ba..e9def1a549b1f53ce650870e0159f65be6c33b41 100644 (file)
@@ -20,188 +20,1229 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.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
-}
-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 PARTICLEEFFECT_UNDERWATER 1
+#define PARTICLEEFFECT_NOTUNDERWATER 2
 
-typedef struct particle_s
+typedef struct particleeffectinfo_s
 {
-       ptype_t         type;
-       int                     orientation; // typically PARTICLE_BILLBOARD
-       vec3_t          org;
-       vec3_t          vel;
-       int                     additive;
-       int                     tex;
-       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
-       int                     dynlight; // if set the particle will be dynamically lit (if cl_dynamicparticles is on), used for smoke and blood
-       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};
-//static int explounderwatersparkramp[8] = {0x00074b, 0x000f6f, 0x071f93, 0x0f33b7, 0x2b63cf, 0x4f97e3, 0xb5e7ff, 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 const int tex_rocketglow = 27;
-
-static int                     cl_maxparticles;
-static int                     cl_numparticles;
-static particle_t      *particles;
-static particle_t      **freeparticles; // list used only in compacting particles array
-//static renderparticle_t      *cl_renderparticles;
-
-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", "3"};
-static cvar_t cl_particles_blood_size_max = {CVAR_SAVE, "cl_particles_blood_size_max", "15"};
-static cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "1"};
-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)
 {
-       cl_numparticles = 0;
 }
 
-/*
-===============
-CL_InitParticles
-===============
-*/
-void CL_ReadPointFile_f (void);
-void CL_Particles_Init (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)
+{
+       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]);
+}
+
+// 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)
+       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;
-
-       Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
+               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;
 
-       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);
+                               // 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);
+                                       }
+                               }
 
-       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;
+                               if (!spawnparticles)
+                                       continue;
 
-       // FIXME: r_refdef stuff should be allocated somewhere else?
-       //r_refdef.particles = cl_renderparticles = Mem_Alloc(cl_refdef_mempool, cl_maxparticles * sizeof(renderparticle_t));
+                               // 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, pcolor, ptex, plight, padditive, pscalex, pscaley, palpha, ptime, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
-{\
-       particle_t      *part;\
-       int tempcolor;\
-       if (cl_numparticles >= cl_maxparticles)\
-               return;\
-       part = &particles[cl_numparticles++];\
-       part->type = (ptype);\
-       tempcolor = (pcolor);\
-       part->color[0] = ((tempcolor) >> 16) & 0xFF;\
-       part->color[1] = ((tempcolor) >> 8) & 0xFF;\
-       part->color[2] = (tempcolor) & 0xFF;\
-       part->color[3] = 0xFF;\
-       part->tex = (ptex);\
-       part->orientation = (porientation);\
-       part->dynlight = (plight);\
-       part->additive = (padditive);\
-       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);
 }
 
 /*
@@ -209,57 +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], 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)
        {
@@ -277,18 +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], 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);
 }
 
 /*
@@ -300,13 +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 ();
 
@@ -315,7 +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);
 }
 
 /*
@@ -324,519 +1366,233 @@ CL_ParticleExplosion
 
 ===============
 */
-void CL_ParticleExplosion (vec3_t org, int smoke)
+void CL_ParticleExplosion (const vec3_t org)
 {
-       R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
-       if (cl_particles.integer && cl_particles_explosions.integer)
+       int i;
+       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 i, j;
-               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++)
                {
-                       for (i = 0;i < 128;i++)
-                               particle(pt_bubble, PARTICLE_BILLBOARD, 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);
-
-                       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);
-                                       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);
-                                       particle(pt_underwaterspark, PARTICLE_BILLBOARD, noise2[j*32+i] * 0x010101, 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);
-                                       particle(pt_underwaterspark, PARTICLE_BILLBOARD, explosparkramp[(noise2[j*32+i] >> 5)], 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
-               {
-                       ang[2] = lhrandom(0, 360);
-                       fractalnoisequick(noise1, 32, 4);
-                       fractalnoisequick(noise2, 32, 8);
-                       for (i = 0;i < 32;i++)
+                       else
                        {
-                               for (j = 0;j < 32;j++)
-                               {
-                                       VectorRandom(v);
-                                       VectorMA(org, 16, v, v);
-                                       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);
-                                       particle(pt_spark, PARTICLE_BILLBOARD, noise2[j*32+i] * 0x010101, 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);
-                                       particle(pt_spark, PARTICLE_BILLBOARD, explosparkramp[(noise2[j*32+i] >> 5)], 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);
-                               //      VectorRandom(v);
-                               //      VectorScale(v, 384, v);
-                               //      particle(pt_spark, PARTICLE_BILLBOARD, explosparkramp[rand()&7], tex_particle, false, true, 2, 2, lhrandom(16, 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);
-                               }
+                               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
        {
-               /*
-               int i;
-               vec3_t v;
-               for (i = 0;i < 256;i++)
+               i = CL_PointSuperContents(org);
+               if (i & (SUPERCONTENTS_SLIME | SUPERCONTENTS_WATER))
                {
-                       do
+                       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
+               {
+                       if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
                        {
-                               VectorRandom(v);
+                               for (i = 0;i < 512 * cl_particles_quality.value;i++)
+                               {
+                                       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);
+                               }
                        }
-                       while(DotProduct(v,v) < 0.75);
-                       VectorScale(v, 512, v);
-                       particle(pt_spark, PARTICLE_BILLBOARD, explosparkramp[rand()&7], tex_particle, false, true, 4, 4, 255, 9999, 1.5, org[0], org[1], org[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
                }
-               */
-               R_NewExplosion(org);
        }
-}
-
-/*
-===============
-CL_ParticleExplosion2
-
-===============
-*/
-void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
-{
-       int                     i;
-       if (!cl_particles.integer) return;
-
-       for (i = 0;i < 512;i++)
-               particle(pt_fade, PARTICLE_BILLBOARD, particlepalette[colorStart + (i % colorLength)], 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)
-{
-       //int i;
-       if (!cl_particles.integer) return;
 
-       R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
-       //R_Stain(org, 96, 96, 64, 96, 128, 160, 128, 160, 128);
-
-       R_NewExplosion(org);
-
-       //for (i = 0;i < 256;i++)
-       //      particle(pt_blob , PARTICLE_BILLBOARD, particlepalette[ 66+(rand()%6)], tex_particle, false, true, 4, 4, 255, 9999, 0, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(-128, 128), 0, 0, 0, 0, 0, 0);
-       //for (i = 0;i < 256;i++)
-       //      particle(pt_blob2, PARTICLE_BILLBOARD, particlepalette[150+(rand()%6)], tex_particle, false, true, 4, 4, 255, 9999, 0, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(-128, 128), 0, 0, 0, 0, 0, 0);
+       if (cl_particles_explosions_shell.integer)
+               R_NewExplosion(org);
 }
 
 /*
 ===============
-CL_RunParticleEffect
+CL_ParticleExplosion2
 
 ===============
 */
-void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
+void CL_ParticleExplosion2 (const vec3_t org, int colorStart, int colorLength)
 {
+       int i, k;
        if (!cl_particles.integer) return;
 
-       if (count == 1024)
+       for (i = 0;i < 512 * cl_particles_quality.value;i++)
        {
-               CL_ParticleExplosion(org, false);
-               return;
+               k = particlepalette[colorStart + (i % colorLength)];
+               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);
        }
-       while (count--)
-               particle(pt_fade, PARTICLE_BILLBOARD, particlepalette[color + (rand()&7)], 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);
 }
 
-// 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)
 {
-       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, 0xFFFFFF /*0xA0A0A0*/, 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--)
-                       particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], 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, 0x300000, 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, 0x300000, 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)
 {
-       float t;
+       int k;
        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--)
-               particle(gravity ? pt_grav : pt_static, PARTICLE_BILLBOARD, particlepalette[colorbase + (rand()&3)], 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);
+       {
+               k = particlepalette[colorbase + (rand()&3)];
+               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)
 {
-       vec3_t vel;
-       float t, z;
+       int k;
+       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--)
                {
-                       vel[0] = dir[0] + lhrandom(-16, 16);
-                       vel[1] = dir[1] + lhrandom(-16, 16);
-                       vel[2] = dir[2] + lhrandom(-32, 32);
-                       particle(pt_rain, PARTICLE_UPRIGHT_FACING, particlepalette[colorbase + (rand()&3)], tex_particle, true, true, 1, 64, 64, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2], 0, 0);
+                       k = particlepalette[colorbase + (rand()&3)];
+                       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--)
                {
-                       vel[0] = dir[0] + lhrandom(-16, 16);
-                       vel[1] = dir[1] + lhrandom(-16, 16);
-                       vel[2] = dir[2] + lhrandom(-32, 32);
-                       particle(pt_snow, PARTICLE_BILLBOARD, particlepalette[colorbase + (rand()&3)], tex_particle, false, true, 2, 2, 255, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2], 0, 0);
+                       k = particlepalette[colorbase + (rand()&3)];
+                       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);
+               Con_Printf ("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
        }
 }
 
-void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
-{
-       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--)
-               particle(pt_flame, PARTICLE_BILLBOARD, particlepalette[224 + (rand()&15)], tex_particle, false, true, 8, 8, 255, 9999, 1.1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(-32, 64), 0, 0, 0, 0, 1, 0);
-}
-
-void CL_Flames (vec3_t org, vec3_t vel, int count)
-{
-       if (!cl_particles.integer) return;
-
-       while (count--)
-               particle(pt_flame, PARTICLE_BILLBOARD, particlepalette[224 + (rand()&15)], tex_particle, false, true, 8, 8, 255, 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);
-}
-
-
-
 /*
 ===============
-CL_LavaSplash
-
+CL_MoveDecals
 ===============
 */
-void CL_LavaSplash (vec3_t origin)
+void CL_MoveDecals (void)
 {
-       int                     i, j;
-       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
-                       particle(pt_lavasplash, PARTICLE_BILLBOARD, particlepalette[224 + (rand()&7)], 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, 0xFFFFFF, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 9999, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), i*2 + lhrandom(-12.5, 12.5), j*2 + lhrandom(-12.5, 12.5), k*2 + lhrandom(27.5, 52.5), 384.0f, 0, 0, 0, 1, 0);
-                               particle(pt_fade, PARTICLE_BILLBOARD, 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/*, c*/;
-       if (!cl_particles.integer) return;
-
-       VectorSubtract(end, start, dir);
-       VectorNormalize(dir);
-
-       //if (type == 0 && host_frametime != 0) // rocket glow
-       //      particle(pt_oneframe, PARTICLE_BILLBOARD, 0xFFFFFF, tex_rocketglow, false, true, 24, 24, 255, 9999, 0, end[0] - 12 * dir[0], end[1] - 12 * dir[1], end[2] - 12 * dir[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
-
-       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 = 5;
-                               //particle(pt_fade, PARTICLE_BILLBOARD, 0x707070, tex_particle, true, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 256.0f, 0, 0, 0, 0, 0);
-                               dec = 6;
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0x404040, tex_smoke[rand()&7], true, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 256.0f, 0, 0, 0, 0, 0);
-                               //particle(pt_fade, PARTICLE_BILLBOARD, 0x707070, tex_smoke[rand()&7], false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-10, 10), lhrandom(-10, 10), lhrandom(-10, 10), 128.0f, 0, 0, 0, 0, 0);
-                               //dec = 10;
-                               //particle(pt_smoke, PARTICLE_BILLBOARD, 0x707070, tex_smoke[rand()&7], false, true, 2, 2, 160, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
-                               if (bubbles && cl_particles_bubbles.integer)
-                               {
-                                       particle(pt_bubble, PARTICLE_BILLBOARD, 0xFFFFFF, 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);
-                                       //particle(pt_bubble, PARTICLE_BILLBOARD, 0xFFFFFF, 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);
-                               }
-                               else
-                               {
-                                       //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 2, 2, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 512.0f, 0, 0, 0, 1, 0);
-                                       //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 2, 2, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 512.0f, 0, 0, 0, 1, 0);
-                                       //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
-                                       //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
-                                       //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
-                                       //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
-                               }
-                               break;
-
-                       case 1: // grenade trail
-                               // FIXME: make it gradually stop smoking
-                               if (!cl_particles_smoke.integer)
-                                       return;
-                               //dec = 5;
-                               //particle(pt_fade, PARTICLE_BILLBOARD, 0x707070, tex_particle, true, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 256.0f, 0, 0, 0, 0, 0);
-                               dec = 6;
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0x404040, tex_smoke[rand()&7], true, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 256.0f, 0, 0, 0, 0, 0);
-                               //particle(pt_smoke, PARTICLE_BILLBOARD, 0x404040, tex_smoke[rand()&7], false, true, 2, 2, 160, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
-                               if (bubbles && cl_particles_bubbles.integer)
-                               {
-                                       particle(pt_bubble, PARTICLE_BILLBOARD, 0xFFFFFF, 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);
-                                       //particle(pt_bubble, PARTICLE_BILLBOARD, 0xFFFFFF, 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, 0x300000, 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] + lhrandom(-64, 64), vel[1] + lhrandom(-64, 64), vel[2] + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
-                               particle(pt_blood, PARTICLE_BILLBOARD, 0x300000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
-                               //c = ((rand() & 15) + 16) << 16;
-                               //particle(pt_blood, PARTICLE_BILLBOARD, c, tex_particle, true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), 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, 0x300000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 128.0f, 9999, -1, pos[0], pos[1], pos[2], vel[0] + lhrandom(-64, 64), vel[1] + lhrandom(-64, 64), vel[2] + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
-                               particle(pt_blood, PARTICLE_BILLBOARD, 0x300000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 128.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
-                               //c = ((rand() & 15) + 16) << 16;
-                               //particle(pt_blood, PARTICLE_BILLBOARD, c, tex_particle, true, false, dec, dec, cl_particles_blood_alpha.value * 128.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
-                               break;
-
-                       case 3: // green tracer
-                               dec = 6;
-                               //particle(pt_fade, PARTICLE_BILLBOARD, 0x373707, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0x373707, 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, 0xCF632B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0xCF632B, 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, 0x47232B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0x47232B, 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 = 10;
-                               particle(pt_smoke, PARTICLE_BILLBOARD, 0xC0C0C0, tex_smoke[rand()&7], true, false, dec, dec, 64, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 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, 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
@@ -845,427 +1601,250 @@ CL_MoveParticles
 void CL_MoveParticles (void)
 {
        particle_t *p;
-       //renderparticle_t *r, *rend;
-       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)
        {
-               //r_refdef.numparticles = 0;
+               cl.free_particle = 0;
                return;
        }
-
-       frametime = cl.time - cl.oldtime;
-       if (!frametime)
-               return; // if absolutely still, don't update particles
-       gravity = frametime * sv_gravity.value;
-       dvel = 1+4*frametime;
-
-       activeparticles = 0;
-       maxparticle = -1;
-       j = 0;
-       for (i = 0, p = particles/*, r = r_refdef.particles, rend = r + cl_maxparticles*/;i < cl_numparticles;i++, p++)
-       {
-               if (p->die < cl.time)
-               {
-                       freeparticles[j++] = p;
-                       continue;
-               }
-
-               content = 0;
-               VectorCopy(p->org, p->oldorg);
-               VectorMA(p->org, frametime, p->vel, p->org);
-               VectorCopy(p->org, org);
-               if (p->bounce)
-               {
-                       if (TraceLine(p->oldorg, p->org, v, normal, 0, true) < 1)
-                       {
-                               VectorCopy(v, p->org);
-                               if (p->bounce < 0)
-                               {
-                                       // assume it's blood (lame, but...)
-                                       R_Stain(v, 48, 64, 24, 24, p->alpha * p->scalex * p->scaley * (1.0f / 2048.0f), 192, 48, 48, p->alpha * p->scalex * p->scaley * (1.0f / 2048.0f));
-                                       p->die = -1;
-                                       freeparticles[j++] = p;
-                                       continue;
-                               }
-                               else
-                               {
-                                       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);
-                               }
-                       }
-               }
-               if (p->friction)
+
+       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)
                {
-                       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);
+                       if (cl.free_particle > i)
+                               cl.free_particle = i;
+                       continue;
                }
 
-               switch (p->type)
+               if (p->delayedspawn)
                {
-               case pt_static:
-                       break;
+                       if (p->delayedspawn > cl.time)
+                               continue;
+                       p->delayedspawn = 0;
+               }
 
-                       // 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;
+               content = 0;
 
-               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->size += p->sizeincrease * frametime;
+               p->alpha -= p->alphafade * frametime;
+
+               if (p->alpha <= 0 || p->die <= cl.time)
+               {
+                       p->typeindex = 0;
+                       if (cl.free_particle > i)
+                               cl.free_particle = i;
+                       continue;
+               }
+
+               if (particletype[p->typeindex].orientation != PARTICLE_BEAM && frametime > 0)
+               {
+                       if (p->liquidfriction && (CL_PointSuperContents(p->org) & SUPERCONTENTS_LIQUIDSMASK))
                        {
-                               p->time2 = cl.time + (rand() & 3) * 0.1;
-                               p->vel[0] = (rand()&63)-32 + p->vel2[0];
-                               p->vel[1] = (rand()&63)-32 + p->vel2[1];
-                               p->vel[2] = (rand()&63)-32 + p->vel2[2];
+                               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);
                        }
-                       if (!content)
-                               content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
-                       a = content;
-                       if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
+                       else
                        {
-                               p->die = -1;
-                               /*
-                               if (a == CONTENTS_SOLID && Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents == CONTENTS_SOLID)
-                                       break; // still in solid
-                               p->die = cl.time + 1000;
-                               p->vel[0] = p->vel[1] = p->vel[2] = 0;
-                               switch (a)
+                               p->vel[2] -= p->gravity * gravity;
+                               if (p->airfriction)
                                {
-                               case CONTENTS_LAVA:
-                               case CONTENTS_SLIME:
-                                       p->tex = tex_smoke[rand()&7];
-                                       p->orientation = PARTICLE_BILLBOARD;
-                                       p->type = pt_steam;
-                                       p->alpha = 96;
-                                       p->scalex = 5;
-                                       p->scaley = 5;
-                                       p->vel[2] = 96;
-                                       break;
-                               case CONTENTS_WATER:
-                                       p->tex = tex_smoke[rand()&7];
-                                       p->orientation = PARTICLE_BILLBOARD;
-                                       p->type = pt_splash;
-                                       p->alpha = 96;
-                                       p->scalex = 5;
-                                       p->scaley = 5;
-                                       p->vel[2] = 96;
-                                       break;
-                               default: // CONTENTS_SOLID and any others
-                                       TraceLine(p->oldorg, p->org, v, normal, 0, true);
-                                       VectorCopy(v, p->org);
-                                       p->tex = tex_smoke[rand()&7];
-                                       p->orientation = PARTICLE_BILLBOARD;
-                                       p->type = pt_fade;
-                                       p->time2 = 384.0f;
-                                       p->scalex = 5;
-                                       p->scaley = 5;
-                                       VectorClear(p->vel);
-                                       break;
+                                       f = 1.0f - min(p->airfriction * frametime, 1);
+                                       VectorScale(p->vel, f, p->vel);
                                }
-                               */
                        }
-                       break;
-               case pt_blood:
-                       p->friction = 1;
-                       if (!content)
-                               content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
-                       a = content;
-                       if (a != CONTENTS_EMPTY)
+
+                       VectorCopy(p->org, oldorg);
+                       VectorMA(p->org, frametime, p->vel, p->org);
+                       if (p->bounce && cl.time >= p->delayedcollisions)
                        {
-                               if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
+                               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))
                                {
-                                       //p->friction = 5;
-                                       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;
-                                       //p->vel[2] += gravity * 0.25f;
-                                       if (p->alpha < 1)
-                                               p->die = -1;
+                                       p->typeindex = 0;
+                                       if (cl.free_particle > i)
+                                               cl.free_particle = i;
+                                       continue;
                                }
-                               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->tex = tex_smoke[rand()&7];
-                               p->orientation = PARTICLE_BILLBOARD;
-                               p->type = pt_splashpuff;
-                               p->scalex = 4;
-                               p->scaley = 4;
-                               p->vel[0] = p->vel[1] = p->vel[2] = 0;
-                               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;
-                       //p->vel[2] += gravity * 0.2;
-                       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;
-                       /*
-                       f = 0;
-                       b = Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents;
-                       VectorCopy(p->oldorg, o);
-                       while (f < 1)
-                       {
-                               a = b;
-                               f = TraceLine(o, p->org, v, normal, a, true);
-                               b = traceline_endcontents;
-                               if (f < 1 && b != CONTENTS_EMPTY && b != CONTENTS_SKY)
+                               VectorCopy(trace.endpos, p->org);
+                               // react if the particle hit something
+                               if (trace.fraction < 1)
                                {
-                                       #if 1
-                                       p->die = -1;
-                                       #else
-                                       p->die = cl.time + 1000;
-                                       p->vel[0] = p->vel[1] = p->vel[2] = 0;
-                                       VectorCopy(v, p->org);
-                                       switch (b)
+                                       VectorCopy(trace.endpos, p->org);
+                                       if (p->typeindex == pt_rain)
                                        {
-                                       case CONTENTS_LAVA:
-                                       case CONTENTS_SLIME:
-                                               p->tex = tex_smoke[rand()&7];
-                                               p->orientation = PARTICLE_BILLBOARD;
-                                               p->type = pt_steam;
-                                               p->scalex = 3;
-                                               p->scaley = 3;
-                                               p->vel[2] = 96;
-                                               break;
-                                       default: // water, solid, and anything else
-                                               p->tex = tex_rainsplash[0];
-                                               p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
-                                               p->time2 = 0;
-                                               VectorCopy(normal, p->vel2);
-                                       //      VectorAdd(p->org, normal, p->org);
-                                               p->type = pt_raindropsplash;
-                                               p->scalex = 8;
-                                               p->scaley = 8;
-                                               break;
+                                               // 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);
                                        }
-                                       #endif
-                                       break;
                                }
                        }
-                       */
-                       break;
-                       /*
-               case pt_raindropsplash:
-                       p->time2 += frametime * 64.0f;
-                       if (p->time2 >= 16.0f)
-                       {
-                               p->die = -1;
-                               break;
-                       }
-                       p->tex = tex_rainsplash[(int) p->time2];
-                       p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
-                       break;
-                       */
-               case pt_flame:
-                       p->alpha -= frametime * 512;
-                       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;
-               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;
-
-                       /*
-                       // build renderparticle for renderer to use
-                       r->orientation = p->orientation;
-                       r->additive = p->additive;
-                       r->dir[0] = p->vel2[0];
-                       r->dir[1] = p->vel2[1];
-                       r->dir[2] = p->vel2[2];
-                       r->org[0] = p->org[0];
-                       r->org[1] = p->org[1];
-                       r->org[2] = p->org[2];
-                       r->tex = p->tex;
-                       r->scalex = p->scalex * cl_particles_size.value;
-                       r->scaley = p->scaley * cl_particles_size.value;
-                       r->dynlight = p->dynlight;
-                       r->color[0] = p->color[0] * (1.0f / 255.0f);
-                       r->color[1] = p->color[1] * (1.0f / 255.0f);
-                       r->color[2] = p->color[2] * (1.0f / 255.0f);
-                       r->color[3] = p->alpha * (1.0f / 255.0f);
-                       r++;
-                       */
                }
-       }
-       //r_refdef.numparticles = r - r_refdef.particles;
-       // 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)
+               if (p->typeindex != pt_static)
                {
-                       for (i = 0, p = particles;i < cl_numparticles;i++, p++)
+                       switch (p->typeindex)
                        {
-                               for (j = 0;j < activeparticles;j++)
+                       case pt_entityparticle:
+                               // particle that removes itself after one rendered frame
+                               if (p->time2)
                                {
-                                       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);
-                                                       //dist = freeparticles[j]->scalex * 4.0f * frametime / dist;
-                                                       //VectorMA(p->vel, dist, freeparticles[j]->vel, p->vel);
-                                               }
-                                       }
+                                       p->typeindex = 0;
+                                       if (cl.free_particle > i)
+                                               cl.free_particle = i;
+                               }
+                               else
+                                       p->time2 = 1;
+                               break;
+                       case pt_blood:
+                               a = CL_PointSuperContents(p->org);
+                               if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_LAVA | SUPERCONTENTS_NODROP))
+                               {
+                                       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", "1"};
+#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
        {
@@ -1289,164 +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 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             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, 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++)
                                {
-                                       d = (noise1[y][x] - 128) * 2 + 128;
-                                       d = bound(0, d, 255);
-                                       data[y][x][0] = data[y][x][1] = data[y][x][2] = d;
-                                       dx = x - 16;
-                                       d = (noise2[y][x] - 128) * 3 + 192;
-                                       if (d > 0)
-                                               d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
-                                       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);
-               for (y = 0;y < 32;y++)
-                       for (x = 0;x < 32;x++)
-                               data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-               setuptex(i + 0, 1, i + 8, &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(25, 0, 33, &data[0][0][0], particletexturedata);
-       setuptex(25, 1, 33, &data[0][0][0], particletexturedata);
+               setuptex(tex_bubble, &data[0][0][0], particletexturedata);
 
-       // bubble
-       light[0] = 1;light[1] = 1;light[2] = 1;
-       VectorNormalize(light);
-       for (y = 0;y < 32;y++)
-       {
-               for (x = 0;x < 32;x++)
+               // Blood particles and blood decals
+               R_InitBloodTextures (particletexturedata);
+
+               // bullet decals
+               for (i = 0;i < 8;i++)
                {
-                       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);
+                       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(26, 0, 34, &data[0][0][0], particletexturedata);
-       setuptex(26, 1, 34, &data[0][0][0], particletexturedata);
 
-       // rocket flare
-       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
        {
-               dy = y - 16;
-               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++)
                {
-                       dx = x - 16;
-                       d = (2048.0f / (dx*dx+dy*dy+1)) - 8.0f;
-                       data[y][x][0] = bound(0, d * 1.0f, 255);
-                       data[y][x][1] = bound(0, d * 0.8f, 255);
-                       data[y][x][2] = bound(0, d * 0.5f, 255);
-                       data[y][x][3] = bound(0, d * 1.0f, 255);
+                       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(27, 0, 35, &data[0][0][0], particletexturedata);
-       for (y = 0;y < 32;y++)
-               for (x = 0;x < 32;x++)
-                       data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-       setuptex(28, 1, 36, &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)
@@ -1458,225 +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)
 {
-       //renderparticle_t *r;
-       int i, lighting;
-       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 ((!r_refdef.numparticles) || (!r_drawparticles.integer))
-       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; //r_refdef.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/*, r = r_refdef.particles*/, p = particles;i < /*r_refdef.numparticles*/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));
+               }
 
-               VectorCopy(p->org, org);
-               if (p->orientation == PARTICLE_BILLBOARD)
+               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];
+
+               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 (p->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 (p->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", p->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 && (p->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;
                }
+       }
 
-               tex = &particletexture[p->tex][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 (p->additive)
+       // 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];
+
+               if (blendmode != particletype[p->typeindex].blendmode)
                {
-                       m.blendfunc2 = GL_ONE;
-                       fog = 0;
-                       if (fogenabled)
-                       {
-                               texfog = &particletexture[p->tex][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[p->tex][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);
+}