+ VectorCopy(v, p->org);
+ // splash
+ p->type = pt_raindecal;
+ p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
+ // convert from a raindrop particle to a rainsplash decal
+ p->texnum = tex_rainsplash[0];
+ p->time2 = cl.time;
+ p->die = p->time2 + 0.4;
+ p->alphafade = p->alpha / 0.4;
+ VectorCopy(normal, p->vel2);
+ VectorClear(p->vel);
+ VectorAdd(p->org, normal, p->org);
+ p->bounce = 0;
+ p->friction = 0;
+ p->gravity = 0;
+ p->scalex = 8.0;
+ p->scaley = 8.0;
+ }
+ }
+ else if (p->type == pt_blood)
+ {
+ // blood - splash on solid
+ if (CL_TraceLine(p->oldorg, p->org, v, normal, true, &hitent, SUPERCONTENTS_SOLID) < 1)
+ {
+ VectorCopy(v, p->org);