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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20
21 #include "quakedef.h"
22
23 #include "cl_collision.h"
24 #include "image.h"
25 #include "r_shadow.h"
26
27 // must match ptype_t values
28 particletype_t particletype[pt_total] =
29 {
30         {PBLEND_INVALID, PARTICLE_INVALID, false}, //pt_dead (should never happen)
31         {PBLEND_ALPHA, PARTICLE_BILLBOARD, false}, //pt_alphastatic
32         {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_static
33         {PBLEND_ADD, PARTICLE_SPARK, false}, //pt_spark
34         {PBLEND_ADD, PARTICLE_HBEAM, false}, //pt_beam
35         {PBLEND_ADD, PARTICLE_SPARK, false}, //pt_rain
36         {PBLEND_ADD, PARTICLE_ORIENTED_DOUBLESIDED, false}, //pt_raindecal
37         {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_snow
38         {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_bubble
39         {PBLEND_INVMOD, PARTICLE_BILLBOARD, false}, //pt_blood
40         {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_smoke
41         {PBLEND_INVMOD, PARTICLE_ORIENTED_DOUBLESIDED, false}, //pt_decal
42         {PBLEND_ALPHA, PARTICLE_BILLBOARD, false}, //pt_entityparticle
43 };
44
45 #define PARTICLEEFFECT_UNDERWATER 1
46 #define PARTICLEEFFECT_NOTUNDERWATER 2
47
48 typedef struct particleeffectinfo_s
49 {
50         int effectnameindex; // which effect this belongs to
51         // PARTICLEEFFECT_* bits
52         int flags;
53         // blood effects may spawn very few particles, so proper fraction-overflow
54         // handling is very important, this variable keeps track of the fraction
55         double particleaccumulator;
56         // the math is: countabsolute + requestedcount * countmultiplier * quality
57         // absolute number of particles to spawn, often used for decals
58         // (unaffected by quality and requestedcount)
59         float countabsolute;
60         // multiplier for the number of particles CL_ParticleEffect was told to
61         // spawn, most effects do not really have a count and hence use 1, so
62         // this is often the actual count to spawn, not merely a multiplier
63         float countmultiplier;
64         // if > 0 this causes the particle to spawn in an evenly spaced line from
65         // originmins to originmaxs (causing them to describe a trail, not a box)
66         float trailspacing;
67         // type of particle to spawn (defines some aspects of behavior)
68         ptype_t particletype;
69         // blending mode used on this particle type
70         pblend_t blendmode;
71         // orientation of this particle type (BILLBOARD, SPARK, BEAM, etc)
72         porientation_t orientation;
73         // range of colors to choose from in hex RRGGBB (like HTML color tags),
74         // randomly interpolated at spawn
75         unsigned int color[2];
76         // a random texture is chosen in this range (note the second value is one
77         // past the last choosable, so for example 8,16 chooses any from 8 up and
78         // including 15)
79         // if start and end of the range are the same, no randomization is done
80         int tex[2];
81         // range of size values randomly chosen when spawning, plus size increase over time
82         float size[3];
83         // range of alpha values randomly chosen when spawning, plus alpha fade
84         float alpha[3];
85         // how long the particle should live (note it is also removed if alpha drops to 0)
86         float time[2];
87         // how much gravity affects this particle (negative makes it fly up!)
88         float gravity;
89         // how much bounce the particle has when it hits a surface
90         // if negative the particle is removed on impact
91         float bounce;
92         // if in air this friction is applied
93         // if negative the particle accelerates
94         float airfriction;
95         // if in liquid (water/slime/lava) this friction is applied
96         // if negative the particle accelerates
97         float liquidfriction;
98         // these offsets are added to the values given to particleeffect(), and
99         // then an ellipsoid-shaped jitter is added as defined by these
100         // (they are the 3 radii)
101         float stretchfactor;
102         // stretch velocity factor (used for sparks)
103         float originoffset[3];
104         float velocityoffset[3];
105         float originjitter[3];
106         float velocityjitter[3];
107         float velocitymultiplier;
108         // an effect can also spawn a dlight
109         float lightradiusstart;
110         float lightradiusfade;
111         float lighttime;
112         float lightcolor[3];
113         qboolean lightshadow;
114         int lightcubemapnum;
115         unsigned int staincolor[2]; // note: 0x808080 = neutral (particle's own color), these are modding factors for the particle's original color!
116         int staintex[2];
117         float stainalpha[2];
118         float stainsize[2];
119         // other parameters
120         float rotate[4]; // min/max base angle, min/max rotation over time
121 }
122 particleeffectinfo_t;
123
124 char particleeffectname[MAX_PARTICLEEFFECTNAME][64];
125
126 int numparticleeffectinfo;
127 particleeffectinfo_t particleeffectinfo[MAX_PARTICLEEFFECTINFO];
128
129 static int particlepalette[256];
130 /*
131         0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b, // 0-7
132         0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb, // 8-15
133         0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b, // 16-23
134         0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23, // 24-31
135         0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767, // 32-39
136         0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb, // 40-47
137         0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07, // 48-55
138         0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f, // 56-63
139         0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000, // 64-71
140         0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000, // 72-79
141         0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307, // 80-87
142         0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723, // 88-95
143         0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b, // 96-103
144         0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b, // 104-111
145         0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733, // 112-119
146         0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397, // 120-127
147         0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b, // 128-135
148         0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707, // 136-143
149         0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b, // 144-151
150         0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707, // 152-159
151         0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353, // 160-167
152         0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07, // 168-175
153         0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f, // 176-183
154         0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07, // 184-191
155         0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307, // 192-199
156         0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700, // 200-207
157         0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f, // 208-215
158         0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f, // 216-223
159         0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b, // 224-231
160         0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b, // 232-239
161         0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000, // 240-247
162         0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53  // 248-255
163 */
164
165 int             ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
166 int             ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
167 int             ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
168
169 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
170
171 // particletexture_t is a rectangle in the particlefonttexture
172 typedef struct particletexture_s
173 {
174         rtexture_t *texture;
175         float s1, t1, s2, t2;
176 }
177 particletexture_t;
178
179 static rtexturepool_t *particletexturepool;
180 static rtexture_t *particlefonttexture;
181 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
182 skinframe_t *decalskinframe;
183
184 // texture numbers in particle font
185 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
186 static const int tex_bulletdecal[8] = {8, 9, 10, 11, 12, 13, 14, 15};
187 static const int tex_blooddecal[8] = {16, 17, 18, 19, 20, 21, 22, 23};
188 static const int tex_bloodparticle[8] = {24, 25, 26, 27, 28, 29, 30, 31};
189 static const int tex_rainsplash = 32;
190 static const int tex_particle = 63;
191 static const int tex_bubble = 62;
192 static const int tex_raindrop = 61;
193 static const int tex_beam = 60;
194
195 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1", "enables particle effects"};
196 cvar_t cl_particles_quality = {CVAR_SAVE, "cl_particles_quality", "1", "multiplies number of particles"};
197 cvar_t cl_particles_alpha = {CVAR_SAVE, "cl_particles_alpha", "1", "multiplies opacity of particles"};
198 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1", "multiplies particle size"};
199 cvar_t cl_particles_quake = {CVAR_SAVE, "cl_particles_quake", "0", "makes particle effects look mostly like the ones in Quake"};
200 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1", "enables blood effects"};
201 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "1", "opacity of blood, does not affect decals"};
202 cvar_t cl_particles_blood_decal_alpha = {CVAR_SAVE, "cl_particles_blood_decal_alpha", "1", "opacity of blood decal"};
203 cvar_t cl_particles_blood_decal_scalemin = {CVAR_SAVE, "cl_particles_blood_decal_scalemin", "1.5", "minimal random scale of decal"};
204 cvar_t cl_particles_blood_decal_scalemax = {CVAR_SAVE, "cl_particles_blood_decal_scalemax", "2", "maximal random scale of decal"};
205 cvar_t cl_particles_blood_bloodhack = {CVAR_SAVE, "cl_particles_blood_bloodhack", "1", "make certain quake particle() calls create blood effects instead"};
206 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1", "enables bulletimpact effects"};
207 cvar_t cl_particles_explosions_sparks = {CVAR_SAVE, "cl_particles_explosions_sparks", "1", "enables sparks from explosions"};
208 cvar_t cl_particles_explosions_shell = {CVAR_SAVE, "cl_particles_explosions_shell", "0", "enables polygonal shell from explosions"};
209 cvar_t cl_particles_rain = {CVAR_SAVE, "cl_particles_rain", "1", "enables rain effects"};
210 cvar_t cl_particles_snow = {CVAR_SAVE, "cl_particles_snow", "1", "enables snow effects"};
211 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1", "enables smoke (used by multiple effects)"};
212 cvar_t cl_particles_smoke_alpha = {CVAR_SAVE, "cl_particles_smoke_alpha", "0.5", "smoke brightness"};
213 cvar_t cl_particles_smoke_alphafade = {CVAR_SAVE, "cl_particles_smoke_alphafade", "0.55", "brightness fade per second"};
214 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1", "enables sparks (used by multiple effects)"};
215 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1", "enables bubbles (used by multiple effects)"};
216 cvar_t cl_particles_visculling = {CVAR_SAVE, "cl_particles_visculling", "0", "perform a costly check if each particle is visible before drawing"};
217 cvar_t cl_particles_collisions = {CVAR_SAVE, "cl_particles_collisions", "1", "allow costly collision detection on particles (sparks that bounce, particles not going through walls, blood hitting surfaces, etc)"};
218 cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "1", "enables decals (bullet holes, blood, etc)"};
219 cvar_t cl_decals_visculling = {CVAR_SAVE, "cl_decals_visculling", "1", "perform a very cheap check if each decal is visible before drawing"};
220 cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "20", "how long before decals start to fade away"};
221 cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "1", "how long decals take to fade away"};
222 cvar_t cl_decals_newsystem = {CVAR_SAVE, "cl_decals_newsystem", "0", "enables new advanced decal system"};
223 cvar_t cl_decals_newsystem_intensitymultiplier = {CVAR_SAVE, "cl_decals_newsystem_intensitymultiplier", "2", "boosts intensity of decals (because the distance fade can make them hard to see otherwise)"};
224 cvar_t cl_decals_newsystem_immediatebloodstain = {CVAR_SAVE, "cl_decals_newsystem_immediatebloodstain", "2", "0: no on-spawn blood stains; 1: on-spawn blood stains for pt_blood; 2: always use on-spawn blood stains"};
225 cvar_t cl_decals_models = {CVAR_SAVE, "cl_decals_models", "0", "enables decals on animated models (if newsystem is also 1)"};
226 cvar_t cl_decals_bias = {CVAR_SAVE, "cl_decals_bias", "0.125", "distance to bias decals from surface to prevent depth fighting"};
227 cvar_t cl_decals_max = {CVAR_SAVE, "cl_decals_max", "4096", "maximum number of decals allowed to exist in the world at once"};
228
229
230 void CL_Particles_ParseEffectInfo(const char *textstart, const char *textend, const char *filename)
231 {
232         int arrayindex;
233         int argc;
234         int linenumber;
235         particleeffectinfo_t *info = NULL;
236         const char *text = textstart;
237         char argv[16][1024];
238         for (linenumber = 1;;linenumber++)
239         {
240                 argc = 0;
241                 for (arrayindex = 0;arrayindex < 16;arrayindex++)
242                         argv[arrayindex][0] = 0;
243                 for (;;)
244                 {
245                         if (!COM_ParseToken_Simple(&text, true, false))
246                                 return;
247                         if (!strcmp(com_token, "\n"))
248                                 break;
249                         if (argc < 16)
250                         {
251                                 strlcpy(argv[argc], com_token, sizeof(argv[argc]));
252                                 argc++;
253                         }
254                 }
255                 if (argc < 1)
256                         continue;
257 #define checkparms(n) if (argc != (n)) {Con_Printf("%s:%i: error while parsing: %s given %i parameters, should be %i parameters\n", filename, linenumber, argv[0], argc, (n));break;}
258 #define readints(array, n) checkparms(n+1);for (arrayindex = 0;arrayindex < argc - 1;arrayindex++) array[arrayindex] = strtol(argv[1+arrayindex], NULL, 0)
259 #define readfloats(array, n) checkparms(n+1);for (arrayindex = 0;arrayindex < argc - 1;arrayindex++) array[arrayindex] = atof(argv[1+arrayindex])
260 #define readint(var) checkparms(2);var = strtol(argv[1], NULL, 0)
261 #define readfloat(var) checkparms(2);var = atof(argv[1])
262 #define readbool(var) checkparms(2);var = strtol(argv[1], NULL, 0) != 0
263                 if (!strcmp(argv[0], "effect"))
264                 {
265                         int effectnameindex;
266                         checkparms(2);
267                         if (numparticleeffectinfo >= MAX_PARTICLEEFFECTINFO)
268                         {
269                                 Con_Printf("%s:%i: too many effects!\n", filename, linenumber);
270                                 break;
271                         }
272                         for (effectnameindex = 1;effectnameindex < MAX_PARTICLEEFFECTNAME;effectnameindex++)
273                         {
274                                 if (particleeffectname[effectnameindex][0])
275                                 {
276                                         if (!strcmp(particleeffectname[effectnameindex], argv[1]))
277                                                 break;
278                                 }
279                                 else
280                                 {
281                                         strlcpy(particleeffectname[effectnameindex], argv[1], sizeof(particleeffectname[effectnameindex]));
282                                         break;
283                                 }
284                         }
285                         // if we run out of names, abort
286                         if (effectnameindex == MAX_PARTICLEEFFECTNAME)
287                         {
288                                 Con_Printf("%s:%i: too many effects!\n", filename, linenumber);
289                                 break;
290                         }
291                         info = particleeffectinfo + numparticleeffectinfo++;
292                         info->effectnameindex = effectnameindex;
293                         info->particletype = pt_alphastatic;
294                         info->blendmode = particletype[info->particletype].blendmode;
295                         info->orientation = particletype[info->particletype].orientation;
296                         info->tex[0] = tex_particle;
297                         info->tex[1] = tex_particle;
298                         info->color[0] = 0xFFFFFF;
299                         info->color[1] = 0xFFFFFF;
300                         info->size[0] = 1;
301                         info->size[1] = 1;
302                         info->alpha[0] = 0;
303                         info->alpha[1] = 256;
304                         info->alpha[2] = 256;
305                         info->time[0] = 9999;
306                         info->time[1] = 9999;
307                         VectorSet(info->lightcolor, 1, 1, 1);
308                         info->lightshadow = true;
309                         info->lighttime = 9999;
310                         info->stretchfactor = 1;
311                         info->staincolor[0] = (unsigned int)-1;
312                         info->staincolor[1] = (unsigned int)-1;
313                         info->staintex[0] = -1;
314                         info->staintex[1] = -1;
315                         info->stainalpha[0] = 1;
316                         info->stainalpha[1] = 1;
317                         info->stainsize[0] = 2;
318                         info->stainsize[1] = 2;
319                         info->rotate[0] = 0;
320                         info->rotate[1] = 360;
321                         info->rotate[2] = 0;
322                         info->rotate[3] = 0;
323                 }
324                 else if (info == NULL)
325                 {
326                         Con_Printf("%s:%i: command %s encountered before effect\n", filename, linenumber, argv[0]);
327                         break;
328                 }
329                 else if (!strcmp(argv[0], "countabsolute")) {readfloat(info->countabsolute);}
330                 else if (!strcmp(argv[0], "count")) {readfloat(info->countmultiplier);}
331                 else if (!strcmp(argv[0], "type"))
332                 {
333                         checkparms(2);
334                         if (!strcmp(argv[1], "alphastatic")) info->particletype = pt_alphastatic;
335                         else if (!strcmp(argv[1], "static")) info->particletype = pt_static;
336                         else if (!strcmp(argv[1], "spark")) info->particletype = pt_spark;
337                         else if (!strcmp(argv[1], "beam")) info->particletype = pt_beam;
338                         else if (!strcmp(argv[1], "rain")) info->particletype = pt_rain;
339                         else if (!strcmp(argv[1], "raindecal")) info->particletype = pt_raindecal;
340                         else if (!strcmp(argv[1], "snow")) info->particletype = pt_snow;
341                         else if (!strcmp(argv[1], "bubble")) info->particletype = pt_bubble;
342                         else if (!strcmp(argv[1], "blood")) {info->particletype = pt_blood;info->gravity = 1;}
343                         else if (!strcmp(argv[1], "smoke")) info->particletype = pt_smoke;
344                         else if (!strcmp(argv[1], "decal")) info->particletype = pt_decal;
345                         else if (!strcmp(argv[1], "entityparticle")) info->particletype = pt_entityparticle;
346                         else Con_Printf("%s:%i: unrecognized particle type %s\n", filename, linenumber, argv[1]);
347                         info->blendmode = particletype[info->particletype].blendmode;
348                         info->orientation = particletype[info->particletype].orientation;
349                 }
350                 else if (!strcmp(argv[0], "blend"))
351                 {
352                         checkparms(2);
353                         if (!strcmp(argv[1], "alpha")) info->blendmode = PBLEND_ALPHA;
354                         else if (!strcmp(argv[1], "add")) info->blendmode = PBLEND_ADD;
355                         else if (!strcmp(argv[1], "invmod")) info->blendmode = PBLEND_INVMOD;
356                         else Con_Printf("%s:%i: unrecognized blendmode %s\n", filename, linenumber, argv[1]);
357                 }
358                 else if (!strcmp(argv[0], "orientation"))
359                 {
360                         checkparms(2);
361                         if (!strcmp(argv[1], "billboard")) info->orientation = PARTICLE_BILLBOARD;
362                         else if (!strcmp(argv[1], "spark")) info->orientation = PARTICLE_SPARK;
363                         else if (!strcmp(argv[1], "oriented")) info->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
364                         else if (!strcmp(argv[1], "beam")) info->orientation = PARTICLE_HBEAM;
365                         else Con_Printf("%s:%i: unrecognized orientation %s\n", filename, linenumber, argv[1]);
366                 }
367                 else if (!strcmp(argv[0], "color")) {readints(info->color, 2);}
368                 else if (!strcmp(argv[0], "tex")) {readints(info->tex, 2);}
369                 else if (!strcmp(argv[0], "size")) {readfloats(info->size, 2);}
370                 else if (!strcmp(argv[0], "sizeincrease")) {readfloat(info->size[2]);}
371                 else if (!strcmp(argv[0], "alpha")) {readfloats(info->alpha, 3);}
372                 else if (!strcmp(argv[0], "time")) {readfloats(info->time, 2);}
373                 else if (!strcmp(argv[0], "gravity")) {readfloat(info->gravity);}
374                 else if (!strcmp(argv[0], "bounce")) {readfloat(info->bounce);}
375                 else if (!strcmp(argv[0], "airfriction")) {readfloat(info->airfriction);}
376                 else if (!strcmp(argv[0], "liquidfriction")) {readfloat(info->liquidfriction);}
377                 else if (!strcmp(argv[0], "originoffset")) {readfloats(info->originoffset, 3);}
378                 else if (!strcmp(argv[0], "velocityoffset")) {readfloats(info->velocityoffset, 3);}
379                 else if (!strcmp(argv[0], "originjitter")) {readfloats(info->originjitter, 3);}
380                 else if (!strcmp(argv[0], "velocityjitter")) {readfloats(info->velocityjitter, 3);}
381                 else if (!strcmp(argv[0], "velocitymultiplier")) {readfloat(info->velocitymultiplier);}
382                 else if (!strcmp(argv[0], "lightradius")) {readfloat(info->lightradiusstart);}
383                 else if (!strcmp(argv[0], "lightradiusfade")) {readfloat(info->lightradiusfade);}
384                 else if (!strcmp(argv[0], "lighttime")) {readfloat(info->lighttime);}
385                 else if (!strcmp(argv[0], "lightcolor")) {readfloats(info->lightcolor, 3);}
386                 else if (!strcmp(argv[0], "lightshadow")) {readbool(info->lightshadow);}
387                 else if (!strcmp(argv[0], "lightcubemapnum")) {readint(info->lightcubemapnum);}
388                 else if (!strcmp(argv[0], "underwater")) {checkparms(1);info->flags |= PARTICLEEFFECT_UNDERWATER;}
389                 else if (!strcmp(argv[0], "notunderwater")) {checkparms(1);info->flags |= PARTICLEEFFECT_NOTUNDERWATER;}
390                 else if (!strcmp(argv[0], "trailspacing")) {readfloat(info->trailspacing);if (info->trailspacing > 0) info->countmultiplier = 1.0f / info->trailspacing;}
391                 else if (!strcmp(argv[0], "stretchfactor")) {readfloat(info->stretchfactor);}
392                 else if (!strcmp(argv[0], "staincolor")) {readints(info->staincolor, 2);}
393                 else if (!strcmp(argv[0], "stainalpha")) {readfloats(info->stainalpha, 2);}
394                 else if (!strcmp(argv[0], "stainsize")) {readfloats(info->stainsize, 2);}
395                 else if (!strcmp(argv[0], "staintex")) {readints(info->staintex, 2);}
396                 else if (!strcmp(argv[0], "stainless")) {info->staintex[0] = -2; info->staincolor[0] = (unsigned int)-1; info->staincolor[1] = (unsigned int)-1; info->stainalpha[0] = 1; info->stainalpha[1] = 1; info->stainsize[0] = 2; info->stainsize[1] = 2; }
397                 else if (!strcmp(argv[0], "rotate")) {readfloats(info->rotate, 4);}
398                 else
399                         Con_Printf("%s:%i: skipping unknown command %s\n", filename, linenumber, argv[0]);
400 #undef checkparms
401 #undef readints
402 #undef readfloats
403 #undef readint
404 #undef readfloat
405         }
406 }
407
408 int CL_ParticleEffectIndexForName(const char *name)
409 {
410         int i;
411         for (i = 1;i < MAX_PARTICLEEFFECTNAME && particleeffectname[i][0];i++)
412                 if (!strcmp(particleeffectname[i], name))
413                         return i;
414         return 0;
415 }
416
417 const char *CL_ParticleEffectNameForIndex(int i)
418 {
419         if (i < 1 || i >= MAX_PARTICLEEFFECTNAME)
420                 return NULL;
421         return particleeffectname[i];
422 }
423
424 // MUST match effectnameindex_t in client.h
425 static const char *standardeffectnames[EFFECT_TOTAL] =
426 {
427         "",
428         "TE_GUNSHOT",
429         "TE_GUNSHOTQUAD",
430         "TE_SPIKE",
431         "TE_SPIKEQUAD",
432         "TE_SUPERSPIKE",
433         "TE_SUPERSPIKEQUAD",
434         "TE_WIZSPIKE",
435         "TE_KNIGHTSPIKE",
436         "TE_EXPLOSION",
437         "TE_EXPLOSIONQUAD",
438         "TE_TAREXPLOSION",
439         "TE_TELEPORT",
440         "TE_LAVASPLASH",
441         "TE_SMALLFLASH",
442         "TE_FLAMEJET",
443         "EF_FLAME",
444         "TE_BLOOD",
445         "TE_SPARK",
446         "TE_PLASMABURN",
447         "TE_TEI_G3",
448         "TE_TEI_SMOKE",
449         "TE_TEI_BIGEXPLOSION",
450         "TE_TEI_PLASMAHIT",
451         "EF_STARDUST",
452         "TR_ROCKET",
453         "TR_GRENADE",
454         "TR_BLOOD",
455         "TR_WIZSPIKE",
456         "TR_SLIGHTBLOOD",
457         "TR_KNIGHTSPIKE",
458         "TR_VORESPIKE",
459         "TR_NEHAHRASMOKE",
460         "TR_NEXUIZPLASMA",
461         "TR_GLOWTRAIL",
462         "SVC_PARTICLE"
463 };
464
465 void CL_Particles_LoadEffectInfo(void)
466 {
467         int i;
468         int filepass;
469         unsigned char *filedata;
470         fs_offset_t filesize;
471         char filename[MAX_QPATH];
472         numparticleeffectinfo = 0;
473         memset(particleeffectinfo, 0, sizeof(particleeffectinfo));
474         memset(particleeffectname, 0, sizeof(particleeffectname));
475         for (i = 0;i < EFFECT_TOTAL;i++)
476                 strlcpy(particleeffectname[i], standardeffectnames[i], sizeof(particleeffectname[i]));
477         for (filepass = 0;;filepass++)
478         {
479                 if (filepass == 0)
480                         dpsnprintf(filename, sizeof(filename), "effectinfo.txt");
481                 else if (filepass == 1)
482                 {
483                         if (!cl.worldbasename[0])
484                                 continue;
485                         dpsnprintf(filename, sizeof(filename), "%s_effectinfo.txt", cl.worldnamenoextension);
486                 }
487                 else
488                         break;
489                 filedata = FS_LoadFile(filename, tempmempool, true, &filesize);
490                 if (!filedata)
491                         continue;
492                 CL_Particles_ParseEffectInfo((const char *)filedata, (const char *)filedata + filesize, filename);
493                 Mem_Free(filedata);
494         }
495 }
496
497 /*
498 ===============
499 CL_InitParticles
500 ===============
501 */
502 void CL_ReadPointFile_f (void);
503 void CL_Particles_Init (void)
504 {
505         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)");
506         Cmd_AddCommand ("cl_particles_reloadeffects", CL_Particles_LoadEffectInfo, "reloads effectinfo.txt and maps/levelname_effectinfo.txt (where levelname is the current map)");
507
508         Cvar_RegisterVariable (&cl_particles);
509         Cvar_RegisterVariable (&cl_particles_quality);
510         Cvar_RegisterVariable (&cl_particles_alpha);
511         Cvar_RegisterVariable (&cl_particles_size);
512         Cvar_RegisterVariable (&cl_particles_quake);
513         Cvar_RegisterVariable (&cl_particles_blood);
514         Cvar_RegisterVariable (&cl_particles_blood_alpha);
515         Cvar_RegisterVariable (&cl_particles_blood_decal_alpha);
516         Cvar_RegisterVariable (&cl_particles_blood_decal_scalemin);
517         Cvar_RegisterVariable (&cl_particles_blood_decal_scalemax);
518         Cvar_RegisterVariable (&cl_particles_blood_bloodhack);
519         Cvar_RegisterVariable (&cl_particles_explosions_sparks);
520         Cvar_RegisterVariable (&cl_particles_explosions_shell);
521         Cvar_RegisterVariable (&cl_particles_bulletimpacts);
522         Cvar_RegisterVariable (&cl_particles_rain);
523         Cvar_RegisterVariable (&cl_particles_snow);
524         Cvar_RegisterVariable (&cl_particles_smoke);
525         Cvar_RegisterVariable (&cl_particles_smoke_alpha);
526         Cvar_RegisterVariable (&cl_particles_smoke_alphafade);
527         Cvar_RegisterVariable (&cl_particles_sparks);
528         Cvar_RegisterVariable (&cl_particles_bubbles);
529         Cvar_RegisterVariable (&cl_particles_visculling);
530         Cvar_RegisterVariable (&cl_particles_collisions);
531         Cvar_RegisterVariable (&cl_decals);
532         Cvar_RegisterVariable (&cl_decals_visculling);
533         Cvar_RegisterVariable (&cl_decals_time);
534         Cvar_RegisterVariable (&cl_decals_fadetime);
535         Cvar_RegisterVariable (&cl_decals_newsystem);
536         Cvar_RegisterVariable (&cl_decals_newsystem_intensitymultiplier);
537         Cvar_RegisterVariable (&cl_decals_newsystem_immediatebloodstain);
538         Cvar_RegisterVariable (&cl_decals_models);
539         Cvar_RegisterVariable (&cl_decals_bias);
540         Cvar_RegisterVariable (&cl_decals_max);
541 }
542
543 void CL_Particles_Shutdown (void)
544 {
545 }
546
547 void CL_SpawnDecalParticleForSurface(int hitent, const vec3_t org, const vec3_t normal, int color1, int color2, int texnum, float size, float alpha);
548 void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size, float alpha, int texnum, int color1, int color2);
549
550 // list of all 26 parameters:
551 // ptype - any of the pt_ enum values (pt_static, pt_blood, etc), see ptype_t near the top of this file
552 // pcolor1,pcolor2 - minimum and maximum ranges of color, randomly interpolated to decide particle color
553 // ptex - any of the tex_ values such as tex_smoke[rand()&7] or tex_particle
554 // psize - size of particle (or thickness for PARTICLE_SPARK and PARTICLE_*BEAM)
555 // palpha - opacity of particle as 0-255 (can be more than 255)
556 // palphafade - rate of fade per second (so 256 would mean a 256 alpha particle would fade to nothing in 1 second)
557 // ptime - how long the particle can live (note it is also removed if alpha drops to nothing)
558 // pgravity - how much effect gravity has on the particle (0-1)
559 // 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
560 // px,py,pz - starting origin of particle
561 // pvx,pvy,pvz - starting velocity of particle
562 // pfriction - how much the particle slows down per second (0-1 typically, can slowdown faster than 1)
563 // blendmode - one of the PBLEND_ values
564 // orientation - one of the PARTICLE_ values
565 // staincolor1, staincolor2: minimum and maximum ranges of stain color, randomly interpolated to decide stain color (-1 to use none)
566 // staintex: any of the tex_ values such as tex_smoke[rand()&7] or tex_particle (-1 to use none)
567 // stainalpha: opacity of the stain as factor for alpha
568 // stainsize: size of the stain as factor for palpha
569 // angle: base rotation of the particle geometry around its center normal
570 // spin: rotation speed of the particle geometry around its center normal
571 particle_t *CL_NewParticle(const vec3_t sortorigin, 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, qboolean pqualityreduction, float lifetime, float stretch, pblend_t blendmode, porientation_t orientation, int staincolor1, int staincolor2, int staintex, float stainalpha, float stainsize, float angle, float spin, float tint[4])
572 {
573         int l1, l2, r, g, b;
574         particle_t *part;
575         vec3_t v;
576         if (!cl_particles.integer)
577                 return NULL;
578         for (;cl.free_particle < cl.max_particles && cl.particles[cl.free_particle].typeindex;cl.free_particle++);
579         if (cl.free_particle >= cl.max_particles)
580                 return NULL;
581         if (!lifetime)
582                 lifetime = palpha / min(1, palphafade);
583         part = &cl.particles[cl.free_particle++];
584         if (cl.num_particles < cl.free_particle)
585                 cl.num_particles = cl.free_particle;
586         memset(part, 0, sizeof(*part));
587         VectorCopy(sortorigin, part->sortorigin);
588         part->typeindex = ptypeindex;
589         part->blendmode = blendmode;
590         if(orientation == PARTICLE_HBEAM || orientation == PARTICLE_VBEAM)
591         {
592                 particletexture_t *tex = &particletexture[ptex];
593                 if(tex->t1 == 0 && tex->t2 == 1) // full height of texture?
594                         part->orientation = PARTICLE_VBEAM;
595                 else
596                         part->orientation = PARTICLE_HBEAM;
597         }
598         else
599                 part->orientation = orientation;
600         l2 = (int)lhrandom(0.5, 256.5);
601         l1 = 256 - l2;
602         part->color[0] = ((((pcolor1 >> 16) & 0xFF) * l1 + ((pcolor2 >> 16) & 0xFF) * l2) >> 8) & 0xFF;
603         part->color[1] = ((((pcolor1 >>  8) & 0xFF) * l1 + ((pcolor2 >>  8) & 0xFF) * l2) >> 8) & 0xFF;
604         part->color[2] = ((((pcolor1 >>  0) & 0xFF) * l1 + ((pcolor2 >>  0) & 0xFF) * l2) >> 8) & 0xFF;
605         part->alpha = palpha;
606         part->alphafade = palphafade;
607         part->staintexnum = staintex;
608         if(staincolor1 >= 0 && staincolor2 >= 0)
609         {
610                 l2 = (int)lhrandom(0.5, 256.5);
611                 l1 = 256 - l2;
612                 if(blendmode == PBLEND_INVMOD)
613                 {
614                         r = ((((staincolor1 >> 16) & 0xFF) * l1 + ((staincolor2 >> 16) & 0xFF) * l2) * (255 - part->color[0])) / 0x8000; // staincolor 0x808080 keeps color invariant
615                         g = ((((staincolor1 >>  8) & 0xFF) * l1 + ((staincolor2 >>  8) & 0xFF) * l2) * (255 - part->color[1])) / 0x8000;
616                         b = ((((staincolor1 >>  0) & 0xFF) * l1 + ((staincolor2 >>  0) & 0xFF) * l2) * (255 - part->color[2])) / 0x8000;
617                 }
618                 else
619                 {
620                         r = ((((staincolor1 >> 16) & 0xFF) * l1 + ((staincolor2 >> 16) & 0xFF) * l2) * part->color[0]) / 0x8000; // staincolor 0x808080 keeps color invariant
621                         g = ((((staincolor1 >>  8) & 0xFF) * l1 + ((staincolor2 >>  8) & 0xFF) * l2) * part->color[1]) / 0x8000;
622                         b = ((((staincolor1 >>  0) & 0xFF) * l1 + ((staincolor2 >>  0) & 0xFF) * l2) * part->color[2]) / 0x8000;
623                 }
624                 if(r > 0xFF) r = 0xFF;
625                 if(g > 0xFF) g = 0xFF;
626                 if(b > 0xFF) b = 0xFF;
627         }
628         else
629         {
630                 r = part->color[0]; // -1 is shorthand for stain = particle color
631                 g = part->color[1];
632                 b = part->color[2];
633         }
634         part->staincolor[0] = r;
635         part->staincolor[1] = g;
636         part->staincolor[2] = b;
637         part->stainalpha = palpha * stainalpha;
638         part->stainsize = psize * stainsize;
639         if(tint)
640         {
641                 if(blendmode != PBLEND_INVMOD) // invmod is immune to tinting
642                 {
643                         part->color[0] *= tint[0];
644                         part->color[1] *= tint[1];
645                         part->color[2] *= tint[2];
646                 }
647                 part->alpha *= tint[3];
648                 part->alphafade *= tint[3];
649                 part->stainalpha *= tint[3];
650         }
651         part->texnum = ptex;
652         part->size = psize;
653         part->sizeincrease = psizeincrease;
654         part->gravity = pgravity;
655         part->bounce = pbounce;
656         part->stretch = stretch;
657         VectorRandom(v);
658         part->org[0] = px + originjitter * v[0];
659         part->org[1] = py + originjitter * v[1];
660         part->org[2] = pz + originjitter * v[2];
661         part->vel[0] = pvx + velocityjitter * v[0];
662         part->vel[1] = pvy + velocityjitter * v[1];
663         part->vel[2] = pvz + velocityjitter * v[2];
664         part->time2 = 0;
665         part->airfriction = pairfriction;
666         part->liquidfriction = pliquidfriction;
667         part->die = cl.time + lifetime;
668         part->delayedspawn = cl.time;
669 //      part->delayedcollisions = 0;
670         part->qualityreduction = pqualityreduction;
671         part->angle = angle;
672         part->spin = spin;
673         // if it is rain or snow, trace ahead and shut off collisions until an actual collision event needs to occur to improve performance
674         if (part->typeindex == pt_rain)
675         {
676                 int i;
677                 particle_t *part2;
678                 float lifetime = part->die - cl.time;
679                 vec3_t endvec;
680                 trace_t trace;
681                 // turn raindrop into simple spark and create delayedspawn splash effect
682                 part->typeindex = pt_spark;
683                 part->bounce = 0;
684                 VectorMA(part->org, lifetime, part->vel, endvec);
685                 trace = CL_TraceLine(part->org, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK, true, false, NULL, false);
686                 part->die = cl.time + lifetime * trace.fraction;
687                 part2 = CL_NewParticle(endvec, 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, pqualityreduction, 0, 1, PBLEND_ADD, PARTICLE_ORIENTED_DOUBLESIDED, -1, -1, -1, 1, 1, 0, 0, NULL);
688                 if (part2)
689                 {
690                         part2->delayedspawn = part->die;
691                         part2->die += part->die - cl.time;
692                         for (i = rand() & 7;i < 10;i++)
693                         {
694                                 part2 = CL_NewParticle(endvec, 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, pqualityreduction, 0, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
695                                 if (part2)
696                                 {
697                                         part2->delayedspawn = part->die;
698                                         part2->die += part->die - cl.time;
699                                 }
700                         }
701                 }
702         }
703 #if 0
704         else if (part->bounce != 0 && part->gravity == 0 && part->typeindex != pt_snow)
705         {
706                 float lifetime = part->alpha / (part->alphafade ? part->alphafade : 1);
707                 vec3_t endvec;
708                 trace_t trace;
709                 VectorMA(part->org, lifetime, part->vel, endvec);
710                 trace = CL_TraceLine(part->org, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY, true, false, NULL, false);
711                 part->delayedcollisions = cl.time + lifetime * trace.fraction - 0.1;
712         }
713 #endif
714
715         return part;
716 }
717
718 static void CL_ImmediateBloodStain(particle_t *part)
719 {
720         vec3_t v;
721         int staintex;
722
723         // blood creates a splash at spawn, not just at impact, this makes monsters bloody where they are shot
724         if (part->staintexnum >= 0 && cl_decals_newsystem.integer && cl_decals.integer)
725         {
726                 VectorCopy(part->vel, v);
727                 VectorNormalize(v);
728                 staintex = part->staintexnum;
729                 R_DecalSystem_SplatEntities(part->org, v, 1-part->staincolor[0]*(1.0f/255.0f), 1-part->staincolor[1]*(1.0f/255.0f), 1-part->staincolor[2]*(1.0f/255.0f), part->stainalpha*(1.0f/255.0f), particletexture[staintex].s1, particletexture[staintex].t1, particletexture[staintex].s2, particletexture[staintex].t2, part->stainsize);
730         }
731
732         // blood creates a splash at spawn, not just at impact, this makes monsters bloody where they are shot
733         if (part->typeindex == pt_blood && cl_decals_newsystem.integer && cl_decals.integer)
734         {
735                 VectorCopy(part->vel, v);
736                 VectorNormalize(v);
737                 staintex = tex_blooddecal[rand()&7];
738                 R_DecalSystem_SplatEntities(part->org, v, part->color[0]*(1.0f/255.0f), part->color[1]*(1.0f/255.0f), part->color[2]*(1.0f/255.0f), part->alpha*(1.0f/255.0f), particletexture[staintex].s1, particletexture[staintex].t1, particletexture[staintex].s2, particletexture[staintex].t2, part->size * 2);
739         }
740 }
741
742 void CL_SpawnDecalParticleForSurface(int hitent, const vec3_t org, const vec3_t normal, int color1, int color2, int texnum, float size, float alpha)
743 {
744         int l1, l2;
745         decal_t *decal;
746         entity_render_t *ent = &cl.entities[hitent].render;
747         unsigned char color[3];
748         if (!cl_decals.integer)
749                 return;
750         if (!ent->allowdecals)
751                 return;
752
753         l2 = (int)lhrandom(0.5, 256.5);
754         l1 = 256 - l2;
755         color[0] = ((((color1 >> 16) & 0xFF) * l1 + ((color2 >> 16) & 0xFF) * l2) >> 8) & 0xFF;
756         color[1] = ((((color1 >>  8) & 0xFF) * l1 + ((color2 >>  8) & 0xFF) * l2) >> 8) & 0xFF;
757         color[2] = ((((color1 >>  0) & 0xFF) * l1 + ((color2 >>  0) & 0xFF) * l2) >> 8) & 0xFF;
758
759         if (cl_decals_newsystem.integer)
760         {
761                 R_DecalSystem_SplatEntities(org, normal, color[0]*(1.0f/255.0f), color[1]*(1.0f/255.0f), color[2]*(1.0f/255.0f), alpha*(1.0f/255.0f), particletexture[texnum].s1, particletexture[texnum].t1, particletexture[texnum].s2, particletexture[texnum].t2, size);
762                 return;
763         }
764
765         for (;cl.free_decal < cl.max_decals && cl.decals[cl.free_decal].typeindex;cl.free_decal++);
766         if (cl.free_decal >= cl.max_decals)
767                 return;
768         decal = &cl.decals[cl.free_decal++];
769         if (cl.num_decals < cl.free_decal)
770                 cl.num_decals = cl.free_decal;
771         memset(decal, 0, sizeof(*decal));
772         decal->decalsequence = cl.decalsequence++;
773         decal->typeindex = pt_decal;
774         decal->texnum = texnum;
775         VectorMA(org, cl_decals_bias.value, normal, decal->org);
776         VectorCopy(normal, decal->normal);
777         decal->size = size;
778         decal->alpha = alpha;
779         decal->time2 = cl.time;
780         decal->color[0] = color[0];
781         decal->color[1] = color[1];
782         decal->color[2] = color[2];
783         decal->owner = hitent;
784         decal->clusterindex = -1000; // no vis culling unless we're sure
785         if (hitent)
786         {
787                 // these relative things are only used to regenerate p->org and p->vel if decal->owner is not world (0)
788                 decal->ownermodel = cl.entities[decal->owner].render.model;
789                 Matrix4x4_Transform(&cl.entities[decal->owner].render.inversematrix, org, decal->relativeorigin);
790                 Matrix4x4_Transform3x3(&cl.entities[decal->owner].render.inversematrix, normal, decal->relativenormal);
791         }
792         else
793         {
794                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.PointInLeaf)
795                 {
796                         mleaf_t *leaf = r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, decal->org);
797                         if(leaf)
798                                 decal->clusterindex = leaf->clusterindex;
799                 }
800         }
801 }
802
803 void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size, float alpha, int texnum, int color1, int color2)
804 {
805         int i;
806         float bestfrac, bestorg[3], bestnormal[3];
807         float org2[3];
808         int besthitent = 0, hitent;
809         trace_t trace;
810         bestfrac = 10;
811         for (i = 0;i < 32;i++)
812         {
813                 VectorRandom(org2);
814                 VectorMA(org, maxdist, org2, org2);
815                 trace = CL_TraceLine(org, org2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, &hitent, false);
816                 // take the closest trace result that doesn't end up hitting a NOMARKS
817                 // surface (sky for example)
818                 if (bestfrac > trace.fraction && !(trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS))
819                 {
820                         bestfrac = trace.fraction;
821                         besthitent = hitent;
822                         VectorCopy(trace.endpos, bestorg);
823                         VectorCopy(trace.plane.normal, bestnormal);
824                 }
825         }
826         if (bestfrac < 1)
827                 CL_SpawnDecalParticleForSurface(besthitent, bestorg, bestnormal, color1, color2, texnum, size, alpha);
828 }
829
830 static void CL_Sparks(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float sparkcount);
831 static void CL_Smoke(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float smokecount);
832 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)
833 {
834         vec3_t center;
835         matrix4x4_t tempmatrix;
836         particle_t *part;
837         VectorLerp(originmins, 0.5, originmaxs, center);
838         Matrix4x4_CreateTranslate(&tempmatrix, center[0], center[1], center[2]);
839         if (effectnameindex == EFFECT_SVC_PARTICLE)
840         {
841                 if (cl_particles.integer)
842                 {
843                         // bloodhack checks if this effect's color matches regular or lightning blood and if so spawns a blood effect instead
844                         if (count == 1024)
845                                 CL_ParticleExplosion(center);
846                         else if (cl_particles_blood_bloodhack.integer && !cl_particles_quake.integer && (palettecolor == 73 || palettecolor == 225))
847                                 CL_ParticleEffect(EFFECT_TE_BLOOD, count / 2.0f, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
848                         else
849                         {
850                                 count *= cl_particles_quality.value;
851                                 for (;count > 0;count--)
852                                 {
853                                         int k = particlepalette[(palettecolor & ~7) + (rand()&7)];
854                                         CL_NewParticle(center, pt_alphastatic, k, k, tex_particle, 1.5, 0, 255, 0, 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, true, lhrandom(0.1, 0.5), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
855                                 }
856                         }
857                 }
858         }
859         else if (effectnameindex == EFFECT_TE_WIZSPIKE)
860                 CL_ParticleEffect(EFFECT_SVC_PARTICLE, 30*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 20);
861         else if (effectnameindex == EFFECT_TE_KNIGHTSPIKE)
862                 CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 226);
863         else if (effectnameindex == EFFECT_TE_SPIKE)
864         {
865                 if (cl_particles_bulletimpacts.integer)
866                 {
867                         if (cl_particles_quake.integer)
868                         {
869                                 if (cl_particles_smoke.integer)
870                                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 10*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
871                         }
872                         else
873                         {
874                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
875                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 15*count);
876                                 CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
877                         }
878                 }
879                 // bullet hole
880                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
881                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
882         }
883         else if (effectnameindex == EFFECT_TE_SPIKEQUAD)
884         {
885                 if (cl_particles_bulletimpacts.integer)
886                 {
887                         if (cl_particles_quake.integer)
888                         {
889                                 if (cl_particles_smoke.integer)
890                                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 10*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
891                         }
892                         else
893                         {
894                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
895                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 15*count);
896                                 CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
897                         }
898                 }
899                 // bullet hole
900                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
901                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
902                 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);
903         }
904         else if (effectnameindex == EFFECT_TE_SUPERSPIKE)
905         {
906                 if (cl_particles_bulletimpacts.integer)
907                 {
908                         if (cl_particles_quake.integer)
909                         {
910                                 if (cl_particles_smoke.integer)
911                                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
912                         }
913                         else
914                         {
915                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 8*count);
916                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 30*count);
917                                 CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
918                         }
919                 }
920                 // bullet hole
921                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
922                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
923         }
924         else if (effectnameindex == EFFECT_TE_SUPERSPIKEQUAD)
925         {
926                 if (cl_particles_bulletimpacts.integer)
927                 {
928                         if (cl_particles_quake.integer)
929                         {
930                                 if (cl_particles_smoke.integer)
931                                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
932                         }
933                         else
934                         {
935                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 8*count);
936                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 30*count);
937                                 CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
938                         }
939                 }
940                 // bullet hole
941                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
942                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
943                 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);
944         }
945         else if (effectnameindex == EFFECT_TE_BLOOD)
946         {
947                 if (!cl_particles_blood.integer)
948                         return;
949                 if (cl_particles_quake.integer)
950                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 2*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 73);
951                 else
952                 {
953                         static double bloodaccumulator = 0;
954                         qboolean immediatebloodstain = (cl_decals_newsystem_immediatebloodstain.integer >= 1);
955                         //CL_NewParticle(center, pt_alphastatic, 0x4f0000,0x7f0000, tex_particle, 2.5, 0, 256, 256, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 1, 4, 0, 0, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, NULL);
956                         bloodaccumulator += count * 0.333 * cl_particles_quality.value;
957                         for (;bloodaccumulator > 0;bloodaccumulator--)
958                         {
959                                 part = CL_NewParticle(center, pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, cl_particles_blood_alpha.value * 768, cl_particles_blood_alpha.value * 384, 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, 64, true, 0, 1, PBLEND_INVMOD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
960                                 if (immediatebloodstain && part)
961                                 {
962                                         immediatebloodstain = false;
963                                         CL_ImmediateBloodStain(part);
964                                 }
965                         }
966                 }
967         }
968         else if (effectnameindex == EFFECT_TE_SPARK)
969                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, count);
970         else if (effectnameindex == EFFECT_TE_PLASMABURN)
971         {
972                 // plasma scorch mark
973                 R_Stain(center, 40, 40, 40, 40, 64, 88, 88, 88, 64);
974                 CL_SpawnDecalParticleForPoint(center, 6, 6, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
975                 CL_AllocLightFlash(NULL, &tempmatrix, 200, 1, 1, 1, 1000, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
976         }
977         else if (effectnameindex == EFFECT_TE_GUNSHOT)
978         {
979                 if (cl_particles_bulletimpacts.integer)
980                 {
981                         if (cl_particles_quake.integer)
982                                 CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
983                         else
984                         {
985                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
986                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 20*count);
987                                 CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
988                         }
989                 }
990                 // bullet hole
991                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
992                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
993         }
994         else if (effectnameindex == EFFECT_TE_GUNSHOTQUAD)
995         {
996                 if (cl_particles_bulletimpacts.integer)
997                 {
998                         if (cl_particles_quake.integer)
999                                 CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
1000                         else
1001                         {
1002                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
1003                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 20*count);
1004                                 CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1005                         }
1006                 }
1007                 // bullet hole
1008                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
1009                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
1010                 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);
1011         }
1012         else if (effectnameindex == EFFECT_TE_EXPLOSION)
1013         {
1014                 CL_ParticleExplosion(center);
1015                 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);
1016         }
1017         else if (effectnameindex == EFFECT_TE_EXPLOSIONQUAD)
1018         {
1019                 CL_ParticleExplosion(center);
1020                 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);
1021         }
1022         else if (effectnameindex == EFFECT_TE_TAREXPLOSION)
1023         {
1024                 if (cl_particles_quake.integer)
1025                 {
1026                         int i;
1027                         for (i = 0;i < 1024 * cl_particles_quality.value;i++)
1028                         {
1029                                 if (i & 1)
1030                                         CL_NewParticle(center, pt_alphastatic, particlepalette[66], particlepalette[71], tex_particle, 1.5f, 0, 255, 0, 0, 0, center[0], center[1], center[2], 0, 0, 0, -4, -4, 16, 256, true, (rand() & 1) ? 1.4 : 1.0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1031                                 else
1032                                         CL_NewParticle(center, pt_alphastatic, particlepalette[150], particlepalette[155], tex_particle, 1.5f, 0, 255, 0, 0, 0, center[0], center[1], center[2], 0, 0, lhrandom(-256, 256), 0, 0, 16, 0, true, (rand() & 1) ? 1.4 : 1.0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1033                         }
1034                 }
1035                 else
1036                         CL_ParticleExplosion(center);
1037                 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);
1038         }
1039         else if (effectnameindex == EFFECT_TE_SMALLFLASH)
1040                 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);
1041         else if (effectnameindex == EFFECT_TE_FLAMEJET)
1042         {
1043                 count *= cl_particles_quality.value;
1044                 while (count-- > 0)
1045                         CL_NewParticle(center, 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, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1046         }
1047         else if (effectnameindex == EFFECT_TE_LAVASPLASH)
1048         {
1049                 float i, j, inc, vel;
1050                 vec3_t dir, org;
1051
1052                 inc = 8 / cl_particles_quality.value;
1053                 for (i = -128;i < 128;i += inc)
1054                 {
1055                         for (j = -128;j < 128;j += inc)
1056                         {
1057                                 dir[0] = j + lhrandom(0, inc);
1058                                 dir[1] = i + lhrandom(0, inc);
1059                                 dir[2] = 256;
1060                                 org[0] = center[0] + dir[0];
1061                                 org[1] = center[1] + dir[1];
1062                                 org[2] = center[2] + lhrandom(0, 64);
1063                                 vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
1064                                 CL_NewParticle(center, pt_alphastatic, particlepalette[224], particlepalette[231], tex_particle, 1.5f, 0, 255, 0, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, true, lhrandom(2, 2.62), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1065                         }
1066                 }
1067         }
1068         else if (effectnameindex == EFFECT_TE_TELEPORT)
1069         {
1070                 float i, j, k, inc, vel;
1071                 vec3_t dir;
1072
1073                 if (cl_particles_quake.integer)
1074                         inc = 4 / cl_particles_quality.value;
1075                 else
1076                         inc = 8 / cl_particles_quality.value;
1077                 for (i = -16;i < 16;i += inc)
1078                 {
1079                         for (j = -16;j < 16;j += inc)
1080                         {
1081                                 for (k = -24;k < 32;k += inc)
1082                                 {
1083                                         VectorSet(dir, i*8, j*8, k*8);
1084                                         VectorNormalize(dir);
1085                                         vel = lhrandom(50, 113);
1086                                         if (cl_particles_quake.integer)
1087                                                 CL_NewParticle(center, pt_alphastatic, particlepalette[7], particlepalette[14], tex_particle, 1.5f, 0, 255, 0, 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, true, lhrandom(0.2, 0.34), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1088                                         else
1089                                                 CL_NewParticle(center, 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, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1090                                 }
1091                         }
1092                 }
1093                 if (!cl_particles_quake.integer)
1094                         CL_NewParticle(center, pt_static, 0xffffff, 0xffffff, tex_particle, 30, 0, 256, 512, 0, 0, center[0], center[1], center[2], 0, 0, 0, 0, 0, 0, 0, false, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1095                 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);
1096         }
1097         else if (effectnameindex == EFFECT_TE_TEI_G3)
1098                 CL_NewParticle(center, 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, false, 0, 1, PBLEND_ADD, PARTICLE_HBEAM, -1, -1, -1, 1, 1, 0, 0, NULL);
1099         else if (effectnameindex == EFFECT_TE_TEI_SMOKE)
1100         {
1101                 if (cl_particles_smoke.integer)
1102                 {
1103                         count *= 0.25f * cl_particles_quality.value;
1104                         while (count-- > 0)
1105                                 CL_NewParticle(center, 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, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1106                 }
1107         }
1108         else if (effectnameindex == EFFECT_TE_TEI_BIGEXPLOSION)
1109         {
1110                 CL_ParticleExplosion(center);
1111                 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);
1112         }
1113         else if (effectnameindex == EFFECT_TE_TEI_PLASMAHIT)
1114         {
1115                 float f;
1116                 R_Stain(center, 40, 40, 40, 40, 64, 88, 88, 88, 64);
1117                 CL_SpawnDecalParticleForPoint(center, 6, 8, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
1118                 if (cl_particles_smoke.integer)
1119                         for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
1120                                 CL_NewParticle(center, 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, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1121                 if (cl_particles_sparks.integer)
1122                         for (f = 0;f < count;f += 1.0f / cl_particles_quality.value)
1123                                 CL_NewParticle(center, 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, true, 0, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
1124                 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);
1125         }
1126         else if (effectnameindex == EFFECT_EF_FLAME)
1127         {
1128                 count *= 300 * cl_particles_quality.value;
1129                 while (count-- > 0)
1130                         CL_NewParticle(center, 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, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1131                 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);
1132         }
1133         else if (effectnameindex == EFFECT_EF_STARDUST)
1134         {
1135                 count *= 200 * cl_particles_quality.value;
1136                 while (count-- > 0)
1137                         CL_NewParticle(center, 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, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1138                 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);
1139         }
1140         else if (!strncmp(particleeffectname[effectnameindex], "TR_", 3))
1141         {
1142                 vec3_t dir, pos;
1143                 float len, dec, qd;
1144                 int smoke, blood, bubbles, r, color;
1145
1146                 if (spawndlight && r_refdef.scene.numlights < MAX_DLIGHTS)
1147                 {
1148                         vec4_t light;
1149                         Vector4Set(light, 0, 0, 0, 0);
1150
1151                         if (effectnameindex == EFFECT_TR_ROCKET)
1152                                 Vector4Set(light, 3.0f, 1.5f, 0.5f, 200);
1153                         else if (effectnameindex == EFFECT_TR_VORESPIKE)
1154                         {
1155                                 if (gamemode == GAME_PRYDON && !cl_particles_quake.integer)
1156                                         Vector4Set(light, 0.3f, 0.6f, 1.2f, 100);
1157                                 else
1158                                         Vector4Set(light, 1.2f, 0.5f, 1.0f, 200);
1159                         }
1160                         else if (effectnameindex == EFFECT_TR_NEXUIZPLASMA)
1161                                 Vector4Set(light, 0.75f, 1.5f, 3.0f, 200);
1162
1163                         if (light[3])
1164                         {
1165                                 matrix4x4_t tempmatrix;
1166                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, light[3]);
1167                                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, light, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1168                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1169                         }
1170                 }
1171
1172                 if (!spawnparticles)
1173                         return;
1174
1175                 if (originmaxs[0] == originmins[0] && originmaxs[1] == originmins[1] && originmaxs[2] == originmins[2])
1176                         return;
1177
1178                 VectorSubtract(originmaxs, originmins, dir);
1179                 len = VectorNormalizeLength(dir);
1180                 if (ent)
1181                 {
1182                         dec = -ent->persistent.trail_time;
1183                         ent->persistent.trail_time += len;
1184                         if (ent->persistent.trail_time < 0.01f)
1185                                 return;
1186
1187                         // if we skip out, leave it reset
1188                         ent->persistent.trail_time = 0.0f;
1189                 }
1190                 else
1191                         dec = 0;
1192
1193                 // advance into this frame to reach the first puff location
1194                 VectorMA(originmins, dec, dir, pos);
1195                 len -= dec;
1196
1197                 smoke = cl_particles.integer && cl_particles_smoke.integer;
1198                 blood = cl_particles.integer && cl_particles_blood.integer;
1199                 bubbles = cl_particles.integer && cl_particles_bubbles.integer && !cl_particles_quake.integer && (CL_PointSuperContents(pos) & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME));
1200                 qd = 1.0f / cl_particles_quality.value;
1201
1202                 while (len >= 0)
1203                 {
1204                         dec = 3;
1205                         if (blood)
1206                         {
1207                                 if (effectnameindex == EFFECT_TR_BLOOD)
1208                                 {
1209                                         if (cl_particles_quake.integer)
1210                                         {
1211                                                 color = particlepalette[67 + (rand()&3)];
1212                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0.05, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0, true, 2, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1213                                         }
1214                                         else
1215                                         {
1216                                                 dec = 16;
1217                                                 CL_NewParticle(center, 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, 1, -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, true, 0, 1, PBLEND_INVMOD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1218                                         }
1219                                 }
1220                                 else if (effectnameindex == EFFECT_TR_SLIGHTBLOOD)
1221                                 {
1222                                         if (cl_particles_quake.integer)
1223                                         {
1224                                                 dec = 6;
1225                                                 color = particlepalette[67 + (rand()&3)];
1226                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0.05, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0, true, 2, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1227                                         }
1228                                         else
1229                                         {
1230                                                 dec = 32;
1231                                                 CL_NewParticle(center, 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, 1, -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, true, 0, 1, PBLEND_INVMOD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1232                                         }
1233                                 }
1234                         }
1235                         if (smoke)
1236                         {
1237                                 if (effectnameindex == EFFECT_TR_ROCKET)
1238                                 {
1239                                         if (cl_particles_quake.integer)
1240                                         {
1241                                                 r = rand()&3;
1242                                                 color = particlepalette[ramp3[r]];
1243                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, -0.05, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0, true, 0.1372549*(6-r), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1244                                         }
1245                                         else
1246                                         {
1247                                                 CL_NewParticle(center, 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, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1248                                                 CL_NewParticle(center, 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, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1249                                         }
1250                                 }
1251                                 else if (effectnameindex == EFFECT_TR_GRENADE)
1252                                 {
1253                                         if (cl_particles_quake.integer)
1254                                         {
1255                                                 r = 2 + (rand()%5);
1256                                                 color = particlepalette[ramp3[r]];
1257                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, -0.05, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0, true, 0.1372549*(6-r), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1258                                         }
1259                                         else
1260                                         {
1261                                                 CL_NewParticle(center, 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, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1262                                         }
1263                                 }
1264                                 else if (effectnameindex == EFFECT_TR_WIZSPIKE)
1265                                 {
1266                                         if (cl_particles_quake.integer)
1267                                         {
1268                                                 dec = 6;
1269                                                 color = particlepalette[52 + (rand()&7)];
1270                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, pos[0], pos[1], pos[2], 30*dir[1], 30*-dir[0], 0, 0, 0, 0, 0, true, 0.5, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1271                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, pos[0], pos[1], pos[2], 30*-dir[1], 30*dir[0], 0, 0, 0, 0, 0, true, 0.5, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1272                                         }
1273                                         else if (gamemode == GAME_GOODVSBAD2)
1274                                         {
1275                                                 dec = 6;
1276                                                 CL_NewParticle(center, 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, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1277                                         }
1278                                         else
1279                                         {
1280                                                 color = particlepalette[20 + (rand()&7)];
1281                                                 CL_NewParticle(center, 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, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1282                                         }
1283                                 }
1284                                 else if (effectnameindex == EFFECT_TR_KNIGHTSPIKE)
1285                                 {
1286                                         if (cl_particles_quake.integer)
1287                                         {
1288                                                 dec = 6;
1289                                                 color = particlepalette[230 + (rand()&7)];
1290                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, pos[0], pos[1], pos[2], 30*dir[1], 30*-dir[0], 0, 0, 0, 0, 0, true, 0.5, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1291                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, pos[0], pos[1], pos[2], 30*-dir[1], 30*dir[0], 0, 0, 0, 0, 0, true, 0.5, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1292                                         }
1293                                         else
1294                                         {
1295                                                 color = particlepalette[226 + (rand()&7)];
1296                                                 CL_NewParticle(center, 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, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1297                                         }
1298                                 }
1299                                 else if (effectnameindex == EFFECT_TR_VORESPIKE)
1300                                 {
1301                                         if (cl_particles_quake.integer)
1302                                         {
1303                                                 color = particlepalette[152 + (rand()&3)];
1304                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 8, 0, true, 0.3, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1305                                         }
1306                                         else if (gamemode == GAME_GOODVSBAD2)
1307                                         {
1308                                                 dec = 6;
1309                                                 CL_NewParticle(center, 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, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1310                                         }
1311                                         else if (gamemode == GAME_PRYDON)
1312                                         {
1313                                                 dec = 6;
1314                                                 CL_NewParticle(center, 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, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1315                                         }
1316                                         else
1317                                                 CL_NewParticle(center, 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, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1318                                 }
1319                                 else if (effectnameindex == EFFECT_TR_NEHAHRASMOKE)
1320                                 {
1321                                         dec = 7;
1322                                         CL_NewParticle(center, 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, false, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1323                                 }
1324                                 else if (effectnameindex == EFFECT_TR_NEXUIZPLASMA)
1325                                 {
1326                                         dec = 4;
1327                                         CL_NewParticle(center, 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, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1328                                 }
1329                                 else if (effectnameindex == EFFECT_TR_GLOWTRAIL)
1330                                         CL_NewParticle(center, 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, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1331                         }
1332                         if (bubbles)
1333                         {
1334                                 if (effectnameindex == EFFECT_TR_ROCKET)
1335                                         CL_NewParticle(center, pt_bubble, 0x404040, 0x808080, tex_bubble, 2, 0, lhrandom(128, 512), 512, -0.25, 1.5, pos[0], pos[1], pos[2], 0, 0, 0, 0.0625, 0.25, 0, 16, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1336                                 else if (effectnameindex == EFFECT_TR_GRENADE)
1337                                         CL_NewParticle(center, pt_bubble, 0x404040, 0x808080, tex_bubble, 2, 0, lhrandom(128, 512), 512, -0.25, 1.5, pos[0], pos[1], pos[2], 0, 0, 0, 0.0625, 0.25, 0, 16, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1338                         }
1339                         // advance to next time and position
1340                         dec *= qd;
1341                         len -= dec;
1342                         VectorMA (pos, dec, dir, pos);
1343                 }
1344                 if (ent)
1345                         ent->persistent.trail_time = len;
1346         }
1347         else
1348                 Con_DPrintf("CL_ParticleEffect_Fallback: no fallback found for effect %s\n", particleeffectname[effectnameindex]);
1349 }
1350
1351 // this is also called on point effects with spawndlight = true and
1352 // spawnparticles = true
1353 // it is called CL_ParticleTrail because most code does not want to supply
1354 // these parameters, only trail handling does
1355 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, float tintmins[4], float tintmaxs[4])
1356 {
1357         qboolean found = false;
1358         if (effectnameindex < 1 || effectnameindex >= MAX_PARTICLEEFFECTNAME || !particleeffectname[effectnameindex][0])
1359         {
1360                 Con_DPrintf("Unknown effect number %i received from server\n", effectnameindex);
1361                 return; // no such effect
1362         }
1363         if (!cl_particles_quake.integer && particleeffectinfo[0].effectnameindex)
1364         {
1365                 int effectinfoindex;
1366                 int supercontents;
1367                 int tex, staintex;
1368                 particleeffectinfo_t *info;
1369                 vec3_t center;
1370                 vec3_t traildir;
1371                 vec3_t trailpos;
1372                 vec3_t rvec;
1373                 vec_t traillen;
1374                 vec_t trailstep;
1375                 qboolean underwater;
1376                 qboolean immediatebloodstain;
1377                 particle_t *part;
1378                 float avgtint[4], tint[4], tintlerp;
1379                 // note this runs multiple effects with the same name, each one spawns only one kind of particle, so some effects need more than one
1380                 VectorLerp(originmins, 0.5, originmaxs, center);
1381                 supercontents = CL_PointSuperContents(center);
1382                 underwater = (supercontents & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)) != 0;
1383                 VectorSubtract(originmaxs, originmins, traildir);
1384                 traillen = VectorLength(traildir);
1385                 VectorNormalize(traildir);
1386                 if(tintmins)
1387                 {
1388                         Vector4Lerp(tintmins, 0.5, tintmaxs, avgtint);
1389                 }
1390                 else
1391                 {
1392                         Vector4Set(avgtint, 1, 1, 1, 1);
1393                 }
1394                 for (effectinfoindex = 0, info = particleeffectinfo;effectinfoindex < MAX_PARTICLEEFFECTINFO && info->effectnameindex;effectinfoindex++, info++)
1395                 {
1396                         if (info->effectnameindex == effectnameindex)
1397                         {
1398                                 found = true;
1399                                 if ((info->flags & PARTICLEEFFECT_UNDERWATER) && !underwater)
1400                                         continue;
1401                                 if ((info->flags & PARTICLEEFFECT_NOTUNDERWATER) && underwater)
1402                                         continue;
1403
1404                                 // spawn a dlight if requested
1405                                 if (info->lightradiusstart > 0 && spawndlight)
1406                                 {
1407                                         matrix4x4_t tempmatrix;
1408                                         if (info->trailspacing > 0)
1409                                                 Matrix4x4_CreateTranslate(&tempmatrix, originmaxs[0], originmaxs[1], originmaxs[2]);
1410                                         else
1411                                                 Matrix4x4_CreateTranslate(&tempmatrix, center[0], center[1], center[2]);
1412                                         if (info->lighttime > 0 && info->lightradiusfade > 0)
1413                                         {
1414                                                 // light flash (explosion, etc)
1415                                                 // called when effect starts
1416                                                 CL_AllocLightFlash(NULL, &tempmatrix, info->lightradiusstart, info->lightcolor[0]*avgtint[0]*avgtint[3], info->lightcolor[1]*avgtint[1]*avgtint[3], info->lightcolor[2]*avgtint[2]*avgtint[3], info->lightradiusfade, info->lighttime, info->lightcubemapnum, -1, info->lightshadow, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1417                                         }
1418                                         else if (r_refdef.scene.numlights < MAX_DLIGHTS)
1419                                         {
1420                                                 // glowing entity
1421                                                 // called by CL_LinkNetworkEntity
1422                                                 Matrix4x4_Scale(&tempmatrix, info->lightradiusstart, 1);
1423                                                 rvec[0] = info->lightcolor[0]*avgtint[0]*avgtint[3];
1424                                                 rvec[1] = info->lightcolor[1]*avgtint[1]*avgtint[3];
1425                                                 rvec[2] = info->lightcolor[2]*avgtint[2]*avgtint[3];
1426                                                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, rvec, -1, info->lightcubemapnum > 0 ? va("cubemaps/%i", info->lightcubemapnum) : NULL, info->lightshadow, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1427                                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1428                                         }
1429                                 }
1430
1431                                 if (!spawnparticles)
1432                                         continue;
1433
1434                                 // spawn particles
1435                                 tex = info->tex[0];
1436                                 if (info->tex[1] > info->tex[0])
1437                                 {
1438                                         tex = (int)lhrandom(info->tex[0], info->tex[1]);
1439                                         tex = min(tex, info->tex[1] - 1);
1440                                 }
1441                                 if(info->staintex[0] < 0)
1442                                         staintex = info->staintex[0];
1443                                 else
1444                                 {
1445                                         staintex = (int)lhrandom(info->staintex[0], info->staintex[1]);
1446                                         staintex = min(staintex, info->staintex[1] - 1);
1447                                 }
1448                                 if (info->particletype == pt_decal)
1449                                         CL_SpawnDecalParticleForPoint(center, info->originjitter[0], lhrandom(info->size[0], info->size[1]), lhrandom(info->alpha[0], info->alpha[1])*avgtint[3], tex, info->color[0], info->color[1]);
1450                                 else if (info->orientation == PARTICLE_HBEAM)
1451                                         CL_NewParticle(center, 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, false, lhrandom(info->time[0], info->time[1]), info->stretchfactor, info->blendmode, info->orientation, info->staincolor[0], info->staincolor[1], staintex, lhrandom(info->stainalpha[0], info->stainalpha[1]), lhrandom(info->stainsize[0], info->stainsize[1]), 0, 0, tintmins ? avgtint : NULL);
1452                                 else
1453                                 {
1454                                         if (!cl_particles.integer)
1455                                                 continue;
1456                                         switch (info->particletype)
1457                                         {
1458                                         case pt_smoke: if (!cl_particles_smoke.integer) continue;break;
1459                                         case pt_spark: if (!cl_particles_sparks.integer) continue;break;
1460                                         case pt_bubble: if (!cl_particles_bubbles.integer) continue;break;
1461                                         case pt_blood: if (!cl_particles_blood.integer) continue;break;
1462                                         case pt_rain: if (!cl_particles_rain.integer) continue;break;
1463                                         case pt_snow: if (!cl_particles_snow.integer) continue;break;
1464                                         default: break;
1465                                         }
1466                                         VectorCopy(originmins, trailpos);
1467                                         if (info->trailspacing > 0)
1468                                         {
1469                                                 info->particleaccumulator += traillen / info->trailspacing * cl_particles_quality.value * pcount;
1470                                                 trailstep = info->trailspacing / cl_particles_quality.value / max(0.001, pcount);
1471                                                 immediatebloodstain = false;
1472                                         }
1473                                         else
1474                                         {
1475                                                 info->particleaccumulator += info->countabsolute + pcount * info->countmultiplier * cl_particles_quality.value;
1476                                                 trailstep = 0;
1477                                                 immediatebloodstain =
1478                                                         ((cl_decals_newsystem_immediatebloodstain.integer >= 1) && (info->particletype == pt_blood))
1479                                                         ||
1480                                                         ((cl_decals_newsystem_immediatebloodstain.integer >= 2) && staintex);
1481                                         }
1482                                         info->particleaccumulator = bound(0, info->particleaccumulator, 16384);
1483                                         for (;info->particleaccumulator >= 1;info->particleaccumulator--)
1484                                         {
1485                                                 if (info->tex[1] > info->tex[0])
1486                                                 {
1487                                                         tex = (int)lhrandom(info->tex[0], info->tex[1]);
1488                                                         tex = min(tex, info->tex[1] - 1);
1489                                                 }
1490                                                 if (!trailstep)
1491                                                 {
1492                                                         trailpos[0] = lhrandom(originmins[0], originmaxs[0]);
1493                                                         trailpos[1] = lhrandom(originmins[1], originmaxs[1]);
1494                                                         trailpos[2] = lhrandom(originmins[2], originmaxs[2]);
1495                                                 }
1496                                                 if(tintmins)
1497                                                 {
1498                                                         tintlerp = lhrandom(0, 1);
1499                                                         Vector4Lerp(tintmins, tintlerp, tintmaxs, tint);
1500                                                 }
1501                                                 VectorRandom(rvec);
1502                                                 part = CL_NewParticle(center, 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, info->countabsolute <= 0, lhrandom(info->time[0], info->time[1]), info->stretchfactor, info->blendmode, info->orientation, info->staincolor[0], info->staincolor[1], staintex, lhrandom(info->stainalpha[0], info->stainalpha[1]), lhrandom(info->stainsize[0], info->stainsize[1]), lhrandom(info->rotate[0], info->rotate[1]), lhrandom(info->rotate[2], info->rotate[3]), tintmins ? tint : NULL);
1503                                                 if (immediatebloodstain && part)
1504                                                 {
1505                                                         immediatebloodstain = false;
1506                                                         CL_ImmediateBloodStain(part);
1507                                                 }
1508                                                 if (trailstep)
1509                                                         VectorMA(trailpos, trailstep, traildir, trailpos);
1510                                         }
1511                                 }
1512                         }
1513                 }
1514         }
1515         if (!found)
1516                 CL_ParticleEffect_Fallback(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, spawndlight, spawnparticles);
1517 }
1518
1519 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)
1520 {
1521         CL_ParticleTrail(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, true, true, NULL, NULL);
1522 }
1523
1524 /*
1525 ===============
1526 CL_EntityParticles
1527 ===============
1528 */
1529 void CL_EntityParticles (const entity_t *ent)
1530 {
1531         int i;
1532         float pitch, yaw, dist = 64, beamlength = 16, org[3], v[3];
1533         static vec3_t avelocities[NUMVERTEXNORMALS];
1534         if (!cl_particles.integer) return;
1535         if (cl.time <= cl.oldtime) return; // don't spawn new entity particles while paused
1536
1537         Matrix4x4_OriginFromMatrix(&ent->render.matrix, org);
1538
1539         if (!avelocities[0][0])
1540                 for (i = 0;i < NUMVERTEXNORMALS * 3;i++)
1541                         avelocities[0][i] = lhrandom(0, 2.55);
1542
1543         for (i = 0;i < NUMVERTEXNORMALS;i++)
1544         {
1545                 yaw = cl.time * avelocities[i][0];
1546                 pitch = cl.time * avelocities[i][1];
1547                 v[0] = org[0] + m_bytenormals[i][0] * dist + (cos(pitch)*cos(yaw)) * beamlength;
1548                 v[1] = org[1] + m_bytenormals[i][1] * dist + (cos(pitch)*sin(yaw)) * beamlength;
1549                 v[2] = org[2] + m_bytenormals[i][2] * dist + (-sin(pitch)) * beamlength;
1550                 CL_NewParticle(org, 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, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1551         }
1552 }
1553
1554
1555 void CL_ReadPointFile_f (void)
1556 {
1557         vec3_t org, leakorg;
1558         int r, c, s;
1559         char *pointfile = NULL, *pointfilepos, *t, tchar;
1560         char name[MAX_QPATH];
1561
1562         if (!cl.worldmodel)
1563                 return;
1564
1565         dpsnprintf(name, sizeof(name), "%s.pts", cl.worldnamenoextension);
1566         pointfile = (char *)FS_LoadFile(name, tempmempool, true, NULL);
1567         if (!pointfile)
1568         {
1569                 Con_Printf("Could not open %s\n", name);
1570                 return;
1571         }
1572
1573         Con_Printf("Reading %s...\n", name);
1574         VectorClear(leakorg);
1575         c = 0;
1576         s = 0;
1577         pointfilepos = pointfile;
1578         while (*pointfilepos)
1579         {
1580                 while (*pointfilepos == '\n' || *pointfilepos == '\r')
1581                         pointfilepos++;
1582                 if (!*pointfilepos)
1583                         break;
1584                 t = pointfilepos;
1585                 while (*t && *t != '\n' && *t != '\r')
1586                         t++;
1587                 tchar = *t;
1588                 *t = 0;
1589 #if _MSC_VER >= 1400
1590 #define sscanf sscanf_s
1591 #endif
1592                 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
1593                 *t = tchar;
1594                 pointfilepos = t;
1595                 if (r != 3)
1596                         break;
1597                 if (c == 0)
1598                         VectorCopy(org, leakorg);
1599                 c++;
1600
1601                 if (cl.num_particles < cl.max_particles - 3)
1602                 {
1603                         s++;
1604                         CL_NewParticle(org, pt_alphastatic, 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, true, 1<<30, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1605                 }
1606         }
1607         Mem_Free(pointfile);
1608         VectorCopy(leakorg, org);
1609         Con_Printf("%i points read (%i particles spawned)\nLeak at %f %f %f\n", c, s, org[0], org[1], org[2]);
1610
1611         CL_NewParticle(org, 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, false, 1<<30, 1, PBLEND_ADD, PARTICLE_HBEAM, -1, -1, -1, 1, 1, 0, 0, NULL);
1612         CL_NewParticle(org, 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, false, 1<<30, 1, PBLEND_ADD, PARTICLE_HBEAM, -1, -1, -1, 1, 1, 0, 0, NULL);
1613         CL_NewParticle(org, 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, false, 1<<30, 1, PBLEND_ADD, PARTICLE_HBEAM, -1, -1, -1, 1, 1, 0, 0, NULL);
1614 }
1615
1616 /*
1617 ===============
1618 CL_ParseParticleEffect
1619
1620 Parse an effect out of the server message
1621 ===============
1622 */
1623 void CL_ParseParticleEffect (void)
1624 {
1625         vec3_t org, dir;
1626         int i, count, msgcount, color;
1627
1628         MSG_ReadVector(org, cls.protocol);
1629         for (i=0 ; i<3 ; i++)
1630                 dir[i] = MSG_ReadChar () * (1.0 / 16.0);
1631         msgcount = MSG_ReadByte ();
1632         color = MSG_ReadByte ();
1633
1634         if (msgcount == 255)
1635                 count = 1024;
1636         else
1637                 count = msgcount;
1638
1639         CL_ParticleEffect(EFFECT_SVC_PARTICLE, count, org, org, dir, dir, NULL, color);
1640 }
1641
1642 /*
1643 ===============
1644 CL_ParticleExplosion
1645
1646 ===============
1647 */
1648 void CL_ParticleExplosion (const vec3_t org)
1649 {
1650         int i;
1651         trace_t trace;
1652         //vec3_t v;
1653         //vec3_t v2;
1654         R_Stain(org, 96, 40, 40, 40, 64, 88, 88, 88, 64);
1655         CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
1656
1657         if (cl_particles_quake.integer)
1658         {
1659                 for (i = 0;i < 1024;i++)
1660                 {
1661                         int r, color;
1662                         r = rand()&3;
1663                         if (i & 1)
1664                         {
1665                                 color = particlepalette[ramp1[r]];
1666                                 CL_NewParticle(org, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, -4, -4, 16, 256, true, 0.1006 * (8 - r), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1667                         }
1668                         else
1669                         {
1670                                 color = particlepalette[ramp2[r]];
1671                                 CL_NewParticle(org, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, 1, 1, 16, 256, true, 0.0669 * (8 - r), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1672                         }
1673                 }
1674         }
1675         else
1676         {
1677                 i = CL_PointSuperContents(org);
1678                 if (i & (SUPERCONTENTS_SLIME | SUPERCONTENTS_WATER))
1679                 {
1680                         if (cl_particles.integer && cl_particles_bubbles.integer)
1681                                 for (i = 0;i < 128 * cl_particles_quality.value;i++)
1682                                         CL_NewParticle(org, 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, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1683                 }
1684                 else
1685                 {
1686                         if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
1687                         {
1688                                 for (i = 0;i < 512 * cl_particles_quality.value;i++)
1689                                 {
1690                                         int k;
1691                                         vec3_t v, v2;
1692                                         for (k = 0;k < 16;k++)
1693                                         {
1694                                                 VectorRandom(v2);
1695                                                 VectorMA(org, 128, v2, v);
1696                                                 trace = CL_TraceLine(org, v, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
1697                                                 if (trace.fraction >= 0.1)
1698                                                         break;
1699                                         }
1700                                         VectorSubtract(trace.endpos, org, v2);
1701                                         VectorScale(v2, 2.0f, v2);
1702                                         CL_NewParticle(org, 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, true, 0, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
1703                                 }
1704                         }
1705                 }
1706         }
1707
1708         if (cl_particles_explosions_shell.integer)
1709                 R_NewExplosion(org);
1710 }
1711
1712 /*
1713 ===============
1714 CL_ParticleExplosion2
1715
1716 ===============
1717 */
1718 void CL_ParticleExplosion2 (const vec3_t org, int colorStart, int colorLength)
1719 {
1720         int i, k;
1721         if (!cl_particles.integer) return;
1722
1723         for (i = 0;i < 512 * cl_particles_quality.value;i++)
1724         {
1725                 k = particlepalette[colorStart + (i % colorLength)];
1726                 if (cl_particles_quake.integer)
1727                         CL_NewParticle(org, pt_alphastatic, k, k, tex_particle, 1, 0, 255, 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, -4, -4, 16, 256, true, 0.3, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1728                 else
1729                         CL_NewParticle(org, pt_alphastatic, 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, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1730         }
1731 }
1732
1733 static void CL_Sparks(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float sparkcount)
1734 {
1735         vec3_t center;
1736         VectorMAM(0.5f, originmins, 0.5f, originmaxs, center);
1737         if (cl_particles_sparks.integer)
1738         {
1739                 sparkcount *= cl_particles_quality.value;
1740                 while(sparkcount-- > 0)
1741                         CL_NewParticle(center, 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, true, 0, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
1742         }
1743 }
1744
1745 static void CL_Smoke(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float smokecount)
1746 {
1747         vec3_t center;
1748         VectorMAM(0.5f, originmins, 0.5f, originmaxs, center);
1749         if (cl_particles_smoke.integer)
1750         {
1751                 smokecount *= cl_particles_quality.value;
1752                 while(smokecount-- > 0)
1753                         CL_NewParticle(center, 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, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1754         }
1755 }
1756
1757 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)
1758 {
1759         vec3_t center;
1760         int k;
1761         if (!cl_particles.integer) return;
1762         VectorMAM(0.5f, mins, 0.5f, maxs, center);
1763
1764         count = (int)(count * cl_particles_quality.value);
1765         while (count--)
1766         {
1767                 k = particlepalette[colorbase + (rand()&3)];
1768                 CL_NewParticle(center, 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, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1769         }
1770 }
1771
1772 void CL_ParticleRain (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, int type)
1773 {
1774         int k;
1775         float minz, maxz, lifetime = 30;
1776         vec3_t org;
1777         if (!cl_particles.integer) return;
1778         if (dir[2] < 0) // falling
1779         {
1780                 minz = maxs[2] + dir[2] * 0.1;
1781                 maxz = maxs[2];
1782                 if (cl.worldmodel)
1783                         lifetime = (maxz - cl.worldmodel->normalmins[2]) / max(1, -dir[2]);
1784         }
1785         else // rising??
1786         {
1787                 minz = mins[2];
1788                 maxz = maxs[2] + dir[2] * 0.1;
1789                 if (cl.worldmodel)
1790                         lifetime = (cl.worldmodel->normalmaxs[2] - minz) / max(1, dir[2]);
1791         }
1792
1793         count = (int)(count * cl_particles_quality.value);
1794
1795         switch(type)
1796         {
1797         case 0:
1798                 if (!cl_particles_rain.integer) break;
1799                 count *= 4; // ick, this should be in the mod or maps?
1800
1801                 while(count--)
1802                 {
1803                         k = particlepalette[colorbase + (rand()&3)];
1804                         VectorSet(org, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz));
1805                         if (gamemode == GAME_GOODVSBAD2)
1806                                 CL_NewParticle(org, pt_rain, k, k, tex_particle, 20, 0, lhrandom(32, 64), 0, 0, -1, org[0], org[1], org[2], dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
1807                         else
1808                                 CL_NewParticle(org, pt_rain, k, k, tex_particle, 0.5, 0, lhrandom(32, 64), 0, 0, -1, org[0], org[1], org[2], dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
1809                 }
1810                 break;
1811         case 1:
1812                 if (!cl_particles_snow.integer) break;
1813                 while(count--)
1814                 {
1815                         k = particlepalette[colorbase + (rand()&3)];
1816                         VectorSet(org, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz));
1817                         if (gamemode == GAME_GOODVSBAD2)
1818                                 CL_NewParticle(org, pt_snow, k, k, tex_particle, 20, 0, lhrandom(64, 128), 0, 0, -1, org[0], org[1], org[2], dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1819                         else
1820                                 CL_NewParticle(org, pt_snow, k, k, tex_particle, 1, 0, lhrandom(64, 128), 0, 0, -1, org[0], org[1], org[2], dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1821                 }
1822                 break;
1823         default:
1824                 Con_Printf ("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
1825         }
1826 }
1827
1828 static cvar_t r_drawparticles = {0, "r_drawparticles", "1", "enables drawing of particles"};
1829 static cvar_t r_drawparticles_drawdistance = {CVAR_SAVE, "r_drawparticles_drawdistance", "2000", "particles further than drawdistance*size will not be drawn"};
1830 static cvar_t r_drawdecals = {0, "r_drawdecals", "1", "enables drawing of decals"};
1831 static cvar_t r_drawdecals_drawdistance = {CVAR_SAVE, "r_drawdecals_drawdistance", "500", "decals further than drawdistance*size will not be drawn"};
1832
1833 #define PARTICLETEXTURESIZE 64
1834 #define PARTICLEFONTSIZE (PARTICLETEXTURESIZE*8)
1835
1836 static unsigned char shadebubble(float dx, float dy, vec3_t light)
1837 {
1838         float dz, f, dot;
1839         vec3_t normal;
1840         dz = 1 - (dx*dx+dy*dy);
1841         if (dz > 0) // it does hit the sphere
1842         {
1843                 f = 0;
1844                 // back side
1845                 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1846                 VectorNormalize(normal);
1847                 dot = DotProduct(normal, light);
1848                 if (dot > 0.5) // interior reflection
1849                         f += ((dot *  2) - 1);
1850                 else if (dot < -0.5) // exterior reflection
1851                         f += ((dot * -2) - 1);
1852                 // front side
1853                 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1854                 VectorNormalize(normal);
1855                 dot = DotProduct(normal, light);
1856                 if (dot > 0.5) // interior reflection
1857                         f += ((dot *  2) - 1);
1858                 else if (dot < -0.5) // exterior reflection
1859                         f += ((dot * -2) - 1);
1860                 f *= 128;
1861                 f += 16; // just to give it a haze so you can see the outline
1862                 f = bound(0, f, 255);
1863                 return (unsigned char) f;
1864         }
1865         else
1866                 return 0;
1867 }
1868
1869 int particlefontwidth, particlefontheight, particlefontcellwidth, particlefontcellheight, particlefontrows, particlefontcols;
1870 void CL_Particle_PixelCoordsForTexnum(int texnum, int *basex, int *basey, int *width, int *height)
1871 {
1872         *basex = (texnum % particlefontcols) * particlefontcellwidth;
1873         *basey = ((texnum / particlefontcols) % particlefontrows) * particlefontcellheight;
1874         *width = particlefontcellwidth;
1875         *height = particlefontcellheight;
1876 }
1877
1878 static void setuptex(int texnum, unsigned char *data, unsigned char *particletexturedata)
1879 {
1880         int basex, basey, w, h, y;
1881         CL_Particle_PixelCoordsForTexnum(texnum, &basex, &basey, &w, &h);
1882         if(w != PARTICLETEXTURESIZE || h != PARTICLETEXTURESIZE)
1883                 Sys_Error("invalid particle texture size for autogenerating");
1884         for (y = 0;y < PARTICLETEXTURESIZE;y++)
1885                 memcpy(particletexturedata + ((basey + y) * PARTICLEFONTSIZE + basex) * 4, data + y * PARTICLETEXTURESIZE * 4, PARTICLETEXTURESIZE * 4);
1886 }
1887
1888 void particletextureblotch(unsigned char *data, float radius, float red, float green, float blue, float alpha)
1889 {
1890         int x, y;
1891         float cx, cy, dx, dy, f, iradius;
1892         unsigned char *d;
1893         cx = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
1894         cy = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
1895         iradius = 1.0f / radius;
1896         alpha *= (1.0f / 255.0f);
1897         for (y = 0;y < PARTICLETEXTURESIZE;y++)
1898         {
1899                 for (x = 0;x < PARTICLETEXTURESIZE;x++)
1900                 {
1901                         dx = (x - cx);
1902                         dy = (y - cy);
1903                         f = (1.0f - sqrt(dx * dx + dy * dy) * iradius) * alpha;
1904                         if (f > 0)
1905                         {
1906                                 if (f > 1)
1907                                         f = 1;
1908                                 d = data + (y * PARTICLETEXTURESIZE + x) * 4;
1909                                 d[0] += (int)(f * (blue  - d[0]));
1910                                 d[1] += (int)(f * (green - d[1]));
1911                                 d[2] += (int)(f * (red   - d[2]));
1912                         }
1913                 }
1914         }
1915 }
1916
1917 void particletextureclamp(unsigned char *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
1918 {
1919         int i;
1920         for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
1921         {
1922                 data[0] = bound(minb, data[0], maxb);
1923                 data[1] = bound(ming, data[1], maxg);
1924                 data[2] = bound(minr, data[2], maxr);
1925         }
1926 }
1927
1928 void particletextureinvert(unsigned char *data)
1929 {
1930         int i;
1931         for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
1932         {
1933                 data[0] = 255 - data[0];
1934                 data[1] = 255 - data[1];
1935                 data[2] = 255 - data[2];
1936         }
1937 }
1938
1939 // Those loops are in a separate function to work around an optimization bug in Mac OS X's GCC
1940 static void R_InitBloodTextures (unsigned char *particletexturedata)
1941 {
1942         int i, j, k, m;
1943         size_t datasize = PARTICLETEXTURESIZE*PARTICLETEXTURESIZE*4;
1944         unsigned char *data = (unsigned char *)Mem_Alloc(tempmempool, datasize);
1945
1946         // blood particles
1947         for (i = 0;i < 8;i++)
1948         {
1949                 memset(data, 255, datasize);
1950                 for (k = 0;k < 24;k++)
1951                         particletextureblotch(data, PARTICLETEXTURESIZE/16, 96, 0, 0, 160);
1952                 //particletextureclamp(data, 32, 32, 32, 255, 255, 255);
1953                 particletextureinvert(data);
1954                 setuptex(tex_bloodparticle[i], data, particletexturedata);
1955         }
1956
1957         // blood decals
1958         for (i = 0;i < 8;i++)
1959         {
1960                 memset(data, 255, datasize);
1961                 m = 8;
1962                 for (j = 1;j < 10;j++)
1963                         for (k = min(j, m - 1);k < m;k++)
1964                                 particletextureblotch(data, (float)j*PARTICLETEXTURESIZE/64.0f, 96, 0, 0, 320 - j * 8);
1965                 //particletextureclamp(data, 32, 32, 32, 255, 255, 255);
1966                 particletextureinvert(data);
1967                 setuptex(tex_blooddecal[i], data, particletexturedata);
1968         }
1969
1970         Mem_Free(data);
1971 }
1972
1973 //uncomment this to make engine save out particle font to a tga file when run
1974 //#define DUMPPARTICLEFONT
1975
1976 static void R_InitParticleTexture (void)
1977 {
1978         int x, y, d, i, k, m;
1979         int basex, basey, w, h;
1980         float dx, dy, f, s1, t1, s2, t2;
1981         vec3_t light;
1982         char *buf;
1983         fs_offset_t filesize;
1984         char texturename[MAX_QPATH];
1985
1986         // a note: decals need to modulate (multiply) the background color to
1987         // properly darken it (stain), and they need to be able to alpha fade,
1988         // this is a very difficult challenge because it means fading to white
1989         // (no change to background) rather than black (darkening everything
1990         // behind the whole decal polygon), and to accomplish this the texture is
1991         // inverted (dark red blood on white background becomes brilliant cyan
1992         // and white on black background) so we can alpha fade it to black, then
1993         // we invert it again during the blendfunc to make it work...
1994
1995 #ifndef DUMPPARTICLEFONT
1996         decalskinframe = R_SkinFrame_LoadExternal("particles/particlefont.tga", TEXF_ALPHA | TEXF_FORCELINEAR, false);
1997         if (decalskinframe)
1998         {
1999                 particlefonttexture = decalskinframe->base;
2000                 // TODO maybe allow custom grid size?
2001                 particlefontwidth = image_width;
2002                 particlefontheight = image_height;
2003                 particlefontcellwidth = image_width / 8;
2004                 particlefontcellheight = image_height / 8;
2005                 particlefontcols = 8;
2006                 particlefontrows = 8;
2007         }
2008         else
2009 #endif
2010         {
2011                 unsigned char *particletexturedata = (unsigned char *)Mem_Alloc(tempmempool, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
2012                 size_t datasize = PARTICLETEXTURESIZE*PARTICLETEXTURESIZE*4;
2013                 unsigned char *data = (unsigned char *)Mem_Alloc(tempmempool, datasize);
2014                 unsigned char *noise1 = (unsigned char *)Mem_Alloc(tempmempool, PARTICLETEXTURESIZE*2*PARTICLETEXTURESIZE*2);
2015                 unsigned char *noise2 = (unsigned char *)Mem_Alloc(tempmempool, PARTICLETEXTURESIZE*2*PARTICLETEXTURESIZE*2);
2016
2017                 particlefontwidth = particlefontheight = PARTICLEFONTSIZE;
2018                 particlefontcellwidth = particlefontcellheight = PARTICLETEXTURESIZE;
2019                 particlefontcols = 8;
2020                 particlefontrows = 8;
2021
2022                 memset(particletexturedata, 255, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
2023
2024                 // smoke
2025                 for (i = 0;i < 8;i++)
2026                 {
2027                         memset(data, 255, datasize);
2028                         do
2029                         {
2030                                 fractalnoise(noise1, PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8);
2031                                 fractalnoise(noise2, PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4);
2032                                 m = 0;
2033                                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
2034                                 {
2035                                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2036                                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
2037                                         {
2038                                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2039                                                 d = (noise2[y*PARTICLETEXTURESIZE*2+x] - 128) * 3 + 192;
2040                                                 if (d > 0)
2041                                                         d = (int)(d * (1-(dx*dx+dy*dy)));
2042                                                 d = (d * noise1[y*PARTICLETEXTURESIZE*2+x]) >> 7;
2043                                                 d = bound(0, d, 255);
2044                                                 data[(y*PARTICLETEXTURESIZE+x)*4+3] = (unsigned char) d;
2045                                                 if (m < d)
2046                                                         m = d;
2047                                         }
2048                                 }
2049                         }
2050                         while (m < 224);
2051                         setuptex(tex_smoke[i], data, particletexturedata);
2052                 }
2053
2054                 // rain splash
2055                 memset(data, 255, datasize);
2056                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
2057                 {
2058                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2059                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
2060                         {
2061                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2062                                 f = 255.0f * (1.0 - 4.0f * fabs(10.0f - sqrt(dx*dx+dy*dy)));
2063                                 data[(y*PARTICLETEXTURESIZE+x)*4+3] = (int) (bound(0.0f, f, 255.0f));
2064                         }
2065                 }
2066                 setuptex(tex_rainsplash, data, particletexturedata);
2067
2068                 // normal particle
2069                 memset(data, 255, datasize);
2070                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
2071                 {
2072                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2073                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
2074                         {
2075                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2076                                 d = (int)(256 * (1 - (dx*dx+dy*dy)));
2077                                 d = bound(0, d, 255);
2078                                 data[(y*PARTICLETEXTURESIZE+x)*4+3] = (unsigned char) d;
2079                         }
2080                 }
2081                 setuptex(tex_particle, data, particletexturedata);
2082
2083                 // rain
2084                 memset(data, 255, datasize);
2085                 light[0] = 1;light[1] = 1;light[2] = 1;
2086                 VectorNormalize(light);
2087                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
2088                 {
2089                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2090                         // stretch upper half of bubble by +50% and shrink lower half by -50%
2091                         // (this gives an elongated teardrop shape)
2092                         if (dy > 0.5f)
2093                                 dy = (dy - 0.5f) * 2.0f;
2094                         else
2095                                 dy = (dy - 0.5f) / 1.5f;
2096                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
2097                         {
2098                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2099                                 // shrink bubble width to half
2100                                 dx *= 2.0f;
2101                                 data[(y*PARTICLETEXTURESIZE+x)*4+3] = shadebubble(dx, dy, light);
2102                         }
2103                 }
2104                 setuptex(tex_raindrop, data, particletexturedata);
2105
2106                 // bubble
2107                 memset(data, 255, datasize);
2108                 light[0] = 1;light[1] = 1;light[2] = 1;
2109                 VectorNormalize(light);
2110                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
2111                 {
2112                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2113                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
2114                         {
2115                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2116                                 data[(y*PARTICLETEXTURESIZE+x)*4+3] = shadebubble(dx, dy, light);
2117                         }
2118                 }
2119                 setuptex(tex_bubble, data, particletexturedata);
2120
2121                 // Blood particles and blood decals
2122                 R_InitBloodTextures (particletexturedata);
2123
2124                 // bullet decals
2125                 for (i = 0;i < 8;i++)
2126                 {
2127                         memset(data, 255, datasize);
2128                         for (k = 0;k < 12;k++)
2129                                 particletextureblotch(data, PARTICLETEXTURESIZE/16, 0, 0, 0, 128);
2130                         for (k = 0;k < 3;k++)
2131                                 particletextureblotch(data, PARTICLETEXTURESIZE/2, 0, 0, 0, 160);
2132                         //particletextureclamp(data, 64, 64, 64, 255, 255, 255);
2133                         particletextureinvert(data);
2134                         setuptex(tex_bulletdecal[i], data, particletexturedata);
2135                 }
2136
2137 #ifdef DUMPPARTICLEFONT
2138                 Image_WriteTGABGRA ("particles/particlefont.tga", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata);
2139 #endif
2140
2141                 decalskinframe = R_SkinFrame_LoadInternalBGRA("particlefont", TEXF_ALPHA | TEXF_FORCELINEAR, particletexturedata, PARTICLEFONTSIZE, PARTICLEFONTSIZE);
2142                 particlefonttexture = decalskinframe->base;
2143
2144                 Mem_Free(particletexturedata);
2145                 Mem_Free(data);
2146                 Mem_Free(noise1);
2147                 Mem_Free(noise2);
2148         }
2149         for (i = 0;i < MAX_PARTICLETEXTURES;i++)
2150         {
2151                 CL_Particle_PixelCoordsForTexnum(i, &basex, &basey, &w, &h);
2152                 particletexture[i].texture = particlefonttexture;
2153                 particletexture[i].s1 = (basex + 1) / (float)particlefontwidth;
2154                 particletexture[i].t1 = (basey + 1) / (float)particlefontheight;
2155                 particletexture[i].s2 = (basex + w - 1) / (float)particlefontwidth;
2156                 particletexture[i].t2 = (basey + h - 1) / (float)particlefontheight;
2157         }
2158
2159 #ifndef DUMPPARTICLEFONT
2160         particletexture[tex_beam].texture = loadtextureimage(particletexturepool, "particles/nexbeam.tga", false, TEXF_ALPHA | TEXF_FORCELINEAR, true, r_texture_convertsRGB_particles.integer != 0);
2161         if (!particletexture[tex_beam].texture)
2162 #endif
2163         {
2164                 unsigned char noise3[64][64], data2[64][16][4];
2165                 // nexbeam
2166                 fractalnoise(&noise3[0][0], 64, 4);
2167                 m = 0;
2168                 for (y = 0;y < 64;y++)
2169                 {
2170                         dy = (y - 0.5f*64) / (64*0.5f-1);
2171                         for (x = 0;x < 16;x++)
2172                         {
2173                                 dx = (x - 0.5f*16) / (16*0.5f-2);
2174                                 d = (int)((1 - sqrt(fabs(dx))) * noise3[y][x]);
2175                                 data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (unsigned char) bound(0, d, 255);
2176                                 data2[y][x][3] = 255;
2177                         }
2178                 }
2179
2180 #ifdef DUMPPARTICLEFONT
2181                 Image_WriteTGABGRA ("particles/nexbeam.tga", 64, 64, &data2[0][0][0]);
2182 #endif
2183                 particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "nexbeam", 16, 64, &data2[0][0][0], TEXTYPE_BGRA, TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
2184         }
2185         particletexture[tex_beam].s1 = 0;
2186         particletexture[tex_beam].t1 = 0;
2187         particletexture[tex_beam].s2 = 1;
2188         particletexture[tex_beam].t2 = 1;
2189
2190         // now load an texcoord/texture override file
2191         buf = (char *) FS_LoadFile("particles/particlefont.txt", tempmempool, false, &filesize);
2192         if(buf)
2193         {
2194                 const char *bufptr;
2195                 bufptr = buf;
2196                 for(;;)
2197                 {
2198                         if(!COM_ParseToken_Simple(&bufptr, true, false))
2199                                 break;
2200                         if(!strcmp(com_token, "\n"))
2201                                 continue; // empty line
2202                         i = atoi(com_token);
2203
2204                         texturename[0] = 0;
2205                         s1 = 0;
2206                         t1 = 0;
2207                         s2 = 1;
2208                         t2 = 1;
2209
2210                         if (COM_ParseToken_Simple(&bufptr, true, false) && strcmp(com_token, "\n"))
2211                         {
2212                                 strlcpy(texturename, com_token, sizeof(texturename));
2213                                 s1 = atof(com_token);
2214                                 if (COM_ParseToken_Simple(&bufptr, true, false) && strcmp(com_token, "\n"))
2215                                 {
2216                                         texturename[0] = 0;
2217                                         t1 = atof(com_token);
2218                                         if (COM_ParseToken_Simple(&bufptr, true, false) && strcmp(com_token, "\n"))
2219                                         {
2220                                                 s2 = atof(com_token);
2221                                                 if (COM_ParseToken_Simple(&bufptr, true, false) && strcmp(com_token, "\n"))
2222                                                 {
2223                                                         t2 = atof(com_token);
2224                                                         strlcpy(texturename, "particles/particlefont.tga", sizeof(texturename));
2225                                                         if (COM_ParseToken_Simple(&bufptr, true, false) && strcmp(com_token, "\n"))
2226                                                                 strlcpy(texturename, com_token, sizeof(texturename));
2227                                                 }
2228                                         }
2229                                 }
2230                                 else
2231                                         s1 = 0;
2232                         }
2233                         if (!texturename[0])
2234                         {
2235                                 Con_Printf("particles/particlefont.txt: syntax should be texnum x1 y1 x2 y2 texturename or texnum x1 y1 x2 y2 or texnum texturename\n");
2236                                 continue;
2237                         }
2238                         if (i < 0 || i >= MAX_PARTICLETEXTURES)
2239                         {
2240                                 Con_Printf("particles/particlefont.txt: texnum %i outside valid range (0 to %i)\n", i, MAX_PARTICLETEXTURES);
2241                                 continue;
2242                         }
2243                         particletexture[i].texture = R_SkinFrame_LoadExternal(texturename, TEXF_ALPHA | TEXF_FORCELINEAR, false)->base;
2244                         particletexture[i].s1 = s1;
2245                         particletexture[i].t1 = t1;
2246                         particletexture[i].s2 = s2;
2247                         particletexture[i].t2 = t2;
2248                 }
2249                 Mem_Free(buf);
2250         }
2251 }
2252
2253 static void r_part_start(void)
2254 {
2255         int i;
2256         // generate particlepalette for convenience from the main one
2257         for (i = 0;i < 256;i++)
2258                 particlepalette[i] = palette_rgb[i][0] * 65536 + palette_rgb[i][1] * 256 + palette_rgb[i][2];
2259         particletexturepool = R_AllocTexturePool();
2260         R_InitParticleTexture ();
2261         CL_Particles_LoadEffectInfo();
2262 }
2263
2264 static void r_part_shutdown(void)
2265 {
2266         R_FreeTexturePool(&particletexturepool);
2267 }
2268
2269 static void r_part_newmap(void)
2270 {
2271         if (decalskinframe)
2272                 R_SkinFrame_MarkUsed(decalskinframe);
2273         CL_Particles_LoadEffectInfo();
2274 }
2275
2276 #define BATCHSIZE 256
2277 unsigned short particle_elements[BATCHSIZE*6];
2278 float particle_vertex3f[BATCHSIZE*12], particle_texcoord2f[BATCHSIZE*8], particle_color4f[BATCHSIZE*16];
2279
2280 void R_Particles_Init (void)
2281 {
2282         int i;
2283         for (i = 0;i < BATCHSIZE;i++)
2284         {
2285                 particle_elements[i*6+0] = i*4+0;
2286                 particle_elements[i*6+1] = i*4+1;
2287                 particle_elements[i*6+2] = i*4+2;
2288                 particle_elements[i*6+3] = i*4+0;
2289                 particle_elements[i*6+4] = i*4+2;
2290                 particle_elements[i*6+5] = i*4+3;
2291         }
2292
2293         Cvar_RegisterVariable(&r_drawparticles);
2294         Cvar_RegisterVariable(&r_drawparticles_drawdistance);
2295         Cvar_RegisterVariable(&r_drawdecals);
2296         Cvar_RegisterVariable(&r_drawdecals_drawdistance);
2297         R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap, NULL, NULL);
2298 }
2299
2300 void R_DrawDecal_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2301 {
2302         int surfacelistindex;
2303         const decal_t *d;
2304         float *v3f, *t2f, *c4f;
2305         particletexture_t *tex;
2306         float right[3], up[3], size, ca;
2307         float alphascale = (1.0f / 65536.0f) * cl_particles_alpha.value;
2308
2309         RSurf_ActiveWorldEntity();
2310
2311         r_refdef.stats.drawndecals += numsurfaces;
2312         R_Mesh_ResetTextureState();
2313         GL_DepthMask(false);
2314         GL_DepthRange(0, 1);
2315         GL_PolygonOffset(0, 0);
2316         GL_DepthTest(true);
2317         GL_CullFace(GL_NONE);
2318
2319         // generate all the vertices at once
2320         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2321         {
2322                 d = cl.decals + surfacelist[surfacelistindex];
2323
2324                 // calculate color
2325                 c4f = particle_color4f + 16*surfacelistindex;
2326                 ca = d->alpha * alphascale;
2327                 // ensure alpha multiplier saturates properly
2328                 if (ca > 1.0f / 256.0f)
2329                         ca = 1.0f / 256.0f;     
2330                 if (r_refdef.fogenabled)
2331                         ca *= RSurf_FogVertex(d->org);
2332                 Vector4Set(c4f, d->color[0] * ca, d->color[1] * ca, d->color[2] * ca, 1);
2333                 Vector4Copy(c4f, c4f + 4);
2334                 Vector4Copy(c4f, c4f + 8);
2335                 Vector4Copy(c4f, c4f + 12);
2336
2337                 // calculate vertex positions
2338                 size = d->size * cl_particles_size.value;
2339                 VectorVectors(d->normal, right, up);
2340                 VectorScale(right, size, right);
2341                 VectorScale(up, size, up);
2342                 v3f = particle_vertex3f + 12*surfacelistindex;
2343                 v3f[ 0] = d->org[0] - right[0] - up[0];
2344                 v3f[ 1] = d->org[1] - right[1] - up[1];
2345                 v3f[ 2] = d->org[2] - right[2] - up[2];
2346                 v3f[ 3] = d->org[0] - right[0] + up[0];
2347                 v3f[ 4] = d->org[1] - right[1] + up[1];
2348                 v3f[ 5] = d->org[2] - right[2] + up[2];
2349                 v3f[ 6] = d->org[0] + right[0] + up[0];
2350                 v3f[ 7] = d->org[1] + right[1] + up[1];
2351                 v3f[ 8] = d->org[2] + right[2] + up[2];
2352                 v3f[ 9] = d->org[0] + right[0] - up[0];
2353                 v3f[10] = d->org[1] + right[1] - up[1];
2354                 v3f[11] = d->org[2] + right[2] - up[2];
2355
2356                 // calculate texcoords
2357                 tex = &particletexture[d->texnum];
2358                 t2f = particle_texcoord2f + 8*surfacelistindex;
2359                 t2f[0] = tex->s1;t2f[1] = tex->t2;
2360                 t2f[2] = tex->s1;t2f[3] = tex->t1;
2361                 t2f[4] = tex->s2;t2f[5] = tex->t1;
2362                 t2f[6] = tex->s2;t2f[7] = tex->t2;
2363         }
2364
2365         // now render the decals all at once
2366         // (this assumes they all use one particle font texture!)
2367         GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
2368         R_SetupShader_Generic(particletexture[63].texture, NULL, GL_MODULATE, 1);
2369         R_Mesh_PrepareVertices_Generic_Arrays(numsurfaces * 4, particle_vertex3f, particle_color4f, particle_texcoord2f);
2370         R_Mesh_Draw(0, numsurfaces * 4, 0, numsurfaces * 2, NULL, NULL, 0, particle_elements, NULL, 0);
2371 }
2372
2373 void R_DrawDecals (void)
2374 {
2375         int i;
2376         int drawdecals = r_drawdecals.integer;
2377         decal_t *decal;
2378         float frametime;
2379         float decalfade;
2380         float drawdist2;
2381         int killsequence = cl.decalsequence - max(0, cl_decals_max.integer);
2382
2383         frametime = bound(0, cl.time - cl.decals_updatetime, 1);
2384         cl.decals_updatetime = bound(cl.time - 1, cl.decals_updatetime + frametime, cl.time + 1);
2385
2386         // LordHavoc: early out conditions
2387         if (!cl.num_decals)
2388                 return;
2389
2390         decalfade = frametime * 256 / cl_decals_fadetime.value;
2391         drawdist2 = r_drawdecals_drawdistance.value * r_refdef.view.quality;
2392         drawdist2 = drawdist2*drawdist2;
2393
2394         for (i = 0, decal = cl.decals;i < cl.num_decals;i++, decal++)
2395         {
2396                 if (!decal->typeindex)
2397                         continue;
2398
2399                 if (killsequence - decal->decalsequence > 0)
2400                         goto killdecal;
2401
2402                 if (cl.time > decal->time2 + cl_decals_time.value)
2403                 {
2404                         decal->alpha -= decalfade;
2405                         if (decal->alpha <= 0)
2406                                 goto killdecal;
2407                 }
2408
2409                 if (decal->owner)
2410                 {
2411                         if (cl.entities[decal->owner].render.model == decal->ownermodel)
2412                         {
2413                                 Matrix4x4_Transform(&cl.entities[decal->owner].render.matrix, decal->relativeorigin, decal->org);
2414                                 Matrix4x4_Transform3x3(&cl.entities[decal->owner].render.matrix, decal->relativenormal, decal->normal);
2415                         }
2416                         else
2417                                 goto killdecal;
2418                 }
2419
2420                 if(cl_decals_visculling.integer && decal->clusterindex > -1000 && !CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, decal->clusterindex))
2421                         continue;
2422
2423                 if (!drawdecals)
2424                         continue;
2425
2426                 if (DotProduct(r_refdef.view.origin, decal->normal) > DotProduct(decal->org, decal->normal) && VectorDistance2(decal->org, r_refdef.view.origin) < drawdist2 * (decal->size * decal->size))
2427                         R_MeshQueue_AddTransparent(decal->org, R_DrawDecal_TransparentCallback, NULL, i, NULL);
2428                 continue;
2429 killdecal:
2430                 decal->typeindex = 0;
2431                 if (cl.free_decal > i)
2432                         cl.free_decal = i;
2433         }
2434
2435         // reduce cl.num_decals if possible
2436         while (cl.num_decals > 0 && cl.decals[cl.num_decals - 1].typeindex == 0)
2437                 cl.num_decals--;
2438
2439         if (cl.num_decals == cl.max_decals && cl.max_decals < MAX_DECALS)
2440         {
2441                 decal_t *olddecals = cl.decals;
2442                 cl.max_decals = min(cl.max_decals * 2, MAX_DECALS);
2443                 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
2444                 memcpy(cl.decals, olddecals, cl.num_decals * sizeof(decal_t));
2445                 Mem_Free(olddecals);
2446         }
2447
2448         r_refdef.stats.totaldecals = cl.num_decals;
2449 }
2450
2451 void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2452 {
2453         int surfacelistindex;
2454         int batchstart, batchcount;
2455         const particle_t *p;
2456         pblend_t blendmode;
2457         rtexture_t *texture;
2458         float *v3f, *t2f, *c4f;
2459         particletexture_t *tex;
2460         float up2[3], v[3], right[3], up[3], fog, ifog, size, len, lenfactor, alpha;
2461         float ambient[3], diffuse[3], diffusenormal[3];
2462         float spintime, spinrad, spincos, spinsin, spinm1, spinm2, spinm3, spinm4, baseright[3], baseup[3];
2463         vec4_t colormultiplier;
2464
2465         RSurf_ActiveWorldEntity();
2466
2467         Vector4Set(colormultiplier, r_refdef.view.colorscale * (1.0 / 256.0f), r_refdef.view.colorscale * (1.0 / 256.0f), r_refdef.view.colorscale * (1.0 / 256.0f), cl_particles_alpha.value * (1.0 / 256.0f));
2468
2469         r_refdef.stats.particles += numsurfaces;
2470         R_Mesh_ResetTextureState();
2471         GL_DepthMask(false);
2472         GL_DepthRange(0, 1);
2473         GL_PolygonOffset(0, 0);
2474         GL_DepthTest(true);
2475         GL_AlphaTest(false);
2476         GL_CullFace(GL_NONE);
2477
2478         spintime = r_refdef.scene.time;
2479
2480         // first generate all the vertices at once
2481         for (surfacelistindex = 0, v3f = particle_vertex3f, t2f = particle_texcoord2f, c4f = particle_color4f;surfacelistindex < numsurfaces;surfacelistindex++, v3f += 3*4, t2f += 2*4, c4f += 4*4)
2482         {
2483                 p = cl.particles + surfacelist[surfacelistindex];
2484
2485                 blendmode = (pblend_t)p->blendmode;
2486
2487                 switch (blendmode)
2488                 {
2489                 case PBLEND_INVALID:
2490                 case PBLEND_INVMOD:
2491                         alpha = p->alpha * colormultiplier[3];
2492                         // ensure alpha multiplier saturates properly
2493                         if (alpha > 1.0f)
2494                                 alpha = 1.0f;
2495                         // additive and modulate can just fade out in fog (this is correct)
2496                         if (r_refdef.fogenabled)
2497                                 alpha *= RSurf_FogVertex(p->org);
2498                         // collapse alpha into color for these blends (so that the particlefont does not need alpha on most textures)
2499                         alpha *= 1.0f / 256.0f;
2500                         c4f[0] = p->color[0] * alpha;
2501                         c4f[1] = p->color[1] * alpha;
2502                         c4f[2] = p->color[2] * alpha;
2503                         c4f[3] = 1;
2504                         break;
2505                 case PBLEND_ADD:
2506                         alpha = p->alpha * colormultiplier[3];
2507                         // ensure alpha multiplier saturates properly
2508                         if (alpha > 1.0f)
2509                                 alpha = 1.0f;
2510                         // additive and modulate can just fade out in fog (this is correct)
2511                         if (r_refdef.fogenabled)
2512                                 alpha *= RSurf_FogVertex(p->org);
2513                         // collapse alpha into color for these blends (so that the particlefont does not need alpha on most textures)
2514                         c4f[0] = p->color[0] * colormultiplier[0] * alpha;
2515                         c4f[1] = p->color[1] * colormultiplier[1] * alpha;
2516                         c4f[2] = p->color[2] * colormultiplier[2] * alpha;
2517                         c4f[3] = 1;
2518                         break;
2519                 case PBLEND_ALPHA:
2520                         c4f[0] = p->color[0] * colormultiplier[0];
2521                         c4f[1] = p->color[1] * colormultiplier[1];
2522                         c4f[2] = p->color[2] * colormultiplier[2];
2523                         c4f[3] = p->alpha * colormultiplier[3];
2524                         // note: lighting is not cheap!
2525                         if (particletype[p->typeindex].lighting)
2526                         {
2527                                 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p->org, true);
2528                                 c4f[0] *= (ambient[0] + 0.5 * diffuse[0]);
2529                                 c4f[1] *= (ambient[1] + 0.5 * diffuse[1]);
2530                                 c4f[2] *= (ambient[2] + 0.5 * diffuse[2]);
2531                         }
2532                         // mix in the fog color
2533                         if (r_refdef.fogenabled)
2534                         {
2535                                 fog = RSurf_FogVertex(p->org);
2536                                 ifog = 1 - fog;
2537                                 c4f[0] = c4f[0] * fog + r_refdef.fogcolor[0] * ifog;
2538                                 c4f[1] = c4f[1] * fog + r_refdef.fogcolor[1] * ifog;
2539                                 c4f[2] = c4f[2] * fog + r_refdef.fogcolor[2] * ifog;
2540                         }
2541                         break;
2542                 }
2543                 // copy the color into the other three vertices
2544                 Vector4Copy(c4f, c4f + 4);
2545                 Vector4Copy(c4f, c4f + 8);
2546                 Vector4Copy(c4f, c4f + 12);
2547
2548                 size = p->size * cl_particles_size.value;
2549                 tex = &particletexture[p->texnum];
2550                 switch(p->orientation)
2551                 {
2552 //              case PARTICLE_INVALID:
2553                 case PARTICLE_BILLBOARD:
2554                         if (p->angle + p->spin)
2555                         {
2556                                 spinrad = (p->angle + p->spin * (spintime - p->delayedspawn)) * (float)(M_PI / 180.0f);
2557                                 spinsin = sin(spinrad) * size;
2558                                 spincos = cos(spinrad) * size;
2559                                 spinm1 = -p->stretch * spincos;
2560                                 spinm2 = -spinsin;
2561                                 spinm3 = spinsin;
2562                                 spinm4 = -p->stretch * spincos;
2563                                 VectorMAM(spinm1, r_refdef.view.left, spinm2, r_refdef.view.up, right);
2564                                 VectorMAM(spinm3, r_refdef.view.left, spinm4, r_refdef.view.up, up);
2565                         }
2566                         else
2567                         {
2568                                 VectorScale(r_refdef.view.left, -size * p->stretch, right);
2569                                 VectorScale(r_refdef.view.up, size, up);
2570                         }
2571
2572                         v3f[ 0] = p->org[0] - right[0] - up[0];
2573                         v3f[ 1] = p->org[1] - right[1] - up[1];
2574                         v3f[ 2] = p->org[2] - right[2] - up[2];
2575                         v3f[ 3] = p->org[0] - right[0] + up[0];
2576                         v3f[ 4] = p->org[1] - right[1] + up[1];
2577                         v3f[ 5] = p->org[2] - right[2] + up[2];
2578                         v3f[ 6] = p->org[0] + right[0] + up[0];
2579                         v3f[ 7] = p->org[1] + right[1] + up[1];
2580                         v3f[ 8] = p->org[2] + right[2] + up[2];
2581                         v3f[ 9] = p->org[0] + right[0] - up[0];
2582                         v3f[10] = p->org[1] + right[1] - up[1];
2583                         v3f[11] = p->org[2] + right[2] - up[2];
2584                         t2f[0] = tex->s1;t2f[1] = tex->t2;
2585                         t2f[2] = tex->s1;t2f[3] = tex->t1;
2586                         t2f[4] = tex->s2;t2f[5] = tex->t1;
2587                         t2f[6] = tex->s2;t2f[7] = tex->t2;
2588                         break;
2589                 case PARTICLE_ORIENTED_DOUBLESIDED:
2590                         VectorVectors(p->vel, baseright, baseup);
2591                         if (p->angle + p->spin)
2592                         {
2593                                 spinrad = (p->angle + p->spin * (spintime - p->delayedspawn)) * (float)(M_PI / 180.0f);
2594                                 spinsin = sin(spinrad) * size;
2595                                 spincos = cos(spinrad) * size;
2596                                 spinm1 = p->stretch * spincos;
2597                                 spinm2 = -spinsin;
2598                                 spinm3 = spinsin;
2599                                 spinm4 = p->stretch * spincos;
2600                                 VectorMAM(spinm1, baseright, spinm2, baseup, right);
2601                                 VectorMAM(spinm3, baseright, spinm4, baseup, up);
2602                         }
2603                         else
2604                         {
2605                                 VectorScale(baseright, size * p->stretch, right);
2606                                 VectorScale(baseup, size, up);
2607                         }
2608                         v3f[ 0] = p->org[0] - right[0] - up[0];
2609                         v3f[ 1] = p->org[1] - right[1] - up[1];
2610                         v3f[ 2] = p->org[2] - right[2] - up[2];
2611                         v3f[ 3] = p->org[0] - right[0] + up[0];
2612                         v3f[ 4] = p->org[1] - right[1] + up[1];
2613                         v3f[ 5] = p->org[2] - right[2] + up[2];
2614                         v3f[ 6] = p->org[0] + right[0] + up[0];
2615                         v3f[ 7] = p->org[1] + right[1] + up[1];
2616                         v3f[ 8] = p->org[2] + right[2] + up[2];
2617                         v3f[ 9] = p->org[0] + right[0] - up[0];
2618                         v3f[10] = p->org[1] + right[1] - up[1];
2619                         v3f[11] = p->org[2] + right[2] - up[2];
2620                         t2f[0] = tex->s1;t2f[1] = tex->t2;
2621                         t2f[2] = tex->s1;t2f[3] = tex->t1;
2622                         t2f[4] = tex->s2;t2f[5] = tex->t1;
2623                         t2f[6] = tex->s2;t2f[7] = tex->t2;
2624                         break;
2625                 case PARTICLE_SPARK:
2626                         len = VectorLength(p->vel);
2627                         VectorNormalize2(p->vel, up);
2628                         lenfactor = p->stretch * 0.04 * len;
2629                         if(lenfactor < size * 0.5)
2630                                 lenfactor = size * 0.5;
2631                         VectorMA(p->org, -lenfactor, up, v);
2632                         VectorMA(p->org,  lenfactor, up, up2);
2633                         R_CalcBeam_Vertex3f(v3f, v, up2, size);
2634                         t2f[0] = tex->s1;t2f[1] = tex->t2;
2635                         t2f[2] = tex->s1;t2f[3] = tex->t1;
2636                         t2f[4] = tex->s2;t2f[5] = tex->t1;
2637                         t2f[6] = tex->s2;t2f[7] = tex->t2;
2638                         break;
2639                 case PARTICLE_VBEAM:
2640                         R_CalcBeam_Vertex3f(v3f, p->org, p->vel, size);
2641                         VectorSubtract(p->vel, p->org, up);
2642                         VectorNormalize(up);
2643                         v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) * p->stretch;
2644                         v[1] = DotProduct(p->vel, up) * (1.0f / 64.0f) * p->stretch;
2645                         t2f[0] = tex->s2;t2f[1] = v[0];
2646                         t2f[2] = tex->s1;t2f[3] = v[0];
2647                         t2f[4] = tex->s1;t2f[5] = v[1];
2648                         t2f[6] = tex->s2;t2f[7] = v[1];
2649                         break;
2650                 case PARTICLE_HBEAM:
2651                         R_CalcBeam_Vertex3f(v3f, p->org, p->vel, size);
2652                         VectorSubtract(p->vel, p->org, up);
2653                         VectorNormalize(up);
2654                         v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) * p->stretch;
2655                         v[1] = DotProduct(p->vel, up) * (1.0f / 64.0f) * p->stretch;
2656                         t2f[0] = v[0];t2f[1] = tex->t1;
2657                         t2f[2] = v[0];t2f[3] = tex->t2;
2658                         t2f[4] = v[1];t2f[5] = tex->t2;
2659                         t2f[6] = v[1];t2f[7] = tex->t1;
2660                         break;
2661                 }
2662         }
2663
2664         // now render batches of particles based on blendmode and texture
2665         blendmode = PBLEND_INVALID;
2666         texture = NULL;
2667         batchstart = 0;
2668         batchcount = 0;
2669         R_Mesh_PrepareVertices_Generic_Arrays(numsurfaces * 4, particle_vertex3f, particle_color4f, particle_texcoord2f);
2670         for (surfacelistindex = 0;surfacelistindex < numsurfaces;)
2671         {
2672                 p = cl.particles + surfacelist[surfacelistindex];
2673
2674                 if (blendmode != p->blendmode)
2675                 {
2676                         blendmode = (pblend_t)p->blendmode;
2677                         switch(blendmode)
2678                         {
2679                         case PBLEND_ALPHA:
2680                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2681                                 break;
2682                         case PBLEND_INVALID:
2683                         case PBLEND_ADD:
2684                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2685                                 break;
2686                         case PBLEND_INVMOD:
2687                                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
2688                                 break;
2689                         }
2690                 }
2691                 if (texture != particletexture[p->texnum].texture)
2692                 {
2693                         texture = particletexture[p->texnum].texture;
2694                         R_SetupShader_Generic(texture, NULL, GL_MODULATE, 1);
2695                 }
2696
2697                 // iterate until we find a change in settings
2698                 batchstart = surfacelistindex++;
2699                 for (;surfacelistindex < numsurfaces;surfacelistindex++)
2700                 {
2701                         p = cl.particles + surfacelist[surfacelistindex];
2702                         if (blendmode != p->blendmode || texture != particletexture[p->texnum].texture)
2703                                 break;
2704                 }
2705
2706                 batchcount = surfacelistindex - batchstart;
2707                 R_Mesh_Draw(batchstart * 4, batchcount * 4, batchstart * 2, batchcount * 2, NULL, NULL, 0, particle_elements, NULL, 0);
2708         }
2709 }
2710
2711 void R_DrawParticles (void)
2712 {
2713         int i, a;
2714         int drawparticles = r_drawparticles.integer;
2715         float minparticledist;
2716         particle_t *p;
2717         float gravity, frametime, f, dist, oldorg[3];
2718         float drawdist2;
2719         int hitent;
2720         trace_t trace;
2721         qboolean update;
2722
2723         frametime = bound(0, cl.time - cl.particles_updatetime, 1);
2724         cl.particles_updatetime = bound(cl.time - 1, cl.particles_updatetime + frametime, cl.time + 1);
2725
2726         // LordHavoc: early out conditions
2727         if (!cl.num_particles)
2728                 return;
2729
2730         minparticledist = DotProduct(r_refdef.view.origin, r_refdef.view.forward) + 4.0f;
2731         gravity = frametime * cl.movevars_gravity;
2732         update = frametime > 0;
2733         drawdist2 = r_drawparticles_drawdistance.value * r_refdef.view.quality;
2734         drawdist2 = drawdist2*drawdist2;
2735
2736         for (i = 0, p = cl.particles;i < cl.num_particles;i++, p++)
2737         {
2738                 if (!p->typeindex)
2739                 {
2740                         if (cl.free_particle > i)
2741                                 cl.free_particle = i;
2742                         continue;
2743                 }
2744
2745                 if (update)
2746                 {
2747                         if (p->delayedspawn > cl.time)
2748                                 continue;
2749
2750                         p->size += p->sizeincrease * frametime;
2751                         p->alpha -= p->alphafade * frametime;
2752
2753                         if (p->alpha <= 0 || p->die <= cl.time)
2754                                 goto killparticle;
2755
2756                         if (p->orientation != PARTICLE_VBEAM && p->orientation != PARTICLE_HBEAM && frametime > 0)
2757                         {
2758                                 if (p->liquidfriction && cl_particles_collisions.integer && (CL_PointSuperContents(p->org) & SUPERCONTENTS_LIQUIDSMASK))
2759                                 {
2760                                         if (p->typeindex == pt_blood)
2761                                                 p->size += frametime * 8;
2762                                         else
2763                                                 p->vel[2] -= p->gravity * gravity;
2764                                         f = 1.0f - min(p->liquidfriction * frametime, 1);
2765                                         VectorScale(p->vel, f, p->vel);
2766                                 }
2767                                 else
2768                                 {
2769                                         p->vel[2] -= p->gravity * gravity;
2770                                         if (p->airfriction)
2771                                         {
2772                                                 f = 1.0f - min(p->airfriction * frametime, 1);
2773                                                 VectorScale(p->vel, f, p->vel);
2774                                         }
2775                                 }
2776
2777                                 VectorCopy(p->org, oldorg);
2778                                 VectorMA(p->org, frametime, p->vel, p->org);
2779 //                              if (p->bounce && cl.time >= p->delayedcollisions)
2780                                 if (p->bounce && cl_particles_collisions.integer)
2781                                 {
2782                                         trace = CL_TraceLine(oldorg, p->org, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | ((p->typeindex == pt_rain || p->typeindex == pt_snow) ? SUPERCONTENTS_LIQUIDSMASK : 0), true, false, &hitent, false);
2783                                         // if the trace started in or hit something of SUPERCONTENTS_NODROP
2784                                         // or if the trace hit something flagged as NOIMPACT
2785                                         // then remove the particle
2786                                         if (trace.hitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT || ((trace.startsupercontents | trace.hitsupercontents) & SUPERCONTENTS_NODROP) || (trace.startsupercontents & SUPERCONTENTS_SOLID))
2787                                                 goto killparticle;
2788                                         VectorCopy(trace.endpos, p->org);
2789                                         // react if the particle hit something
2790                                         if (trace.fraction < 1)
2791                                         {
2792                                                 VectorCopy(trace.endpos, p->org);
2793
2794                                                 if (p->staintexnum >= 0)
2795                                                 {
2796                                                         // blood - splash on solid
2797                                                         if (!(trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS))
2798                                                         {
2799                                                                 R_Stain(p->org, 16,
2800                                                                         p->staincolor[0], p->staincolor[1], p->staincolor[2], (int)(p->stainalpha * p->stainsize * (1.0f / 160.0f)),
2801                                                                         p->staincolor[0], p->staincolor[1], p->staincolor[2], (int)(p->stainalpha * p->stainsize * (1.0f / 160.0f)));
2802                                                                 if (cl_decals.integer)
2803                                                                 {
2804                                                                         // create a decal for the blood splat
2805                                                                         a = 0xFFFFFF ^ (p->staincolor[0]*65536+p->staincolor[1]*256+p->staincolor[2]);
2806                                                                         CL_SpawnDecalParticleForSurface(hitent, p->org, trace.plane.normal, a, a, p->staintexnum, p->stainsize, p->stainalpha); // staincolor needs to be inverted for decals!
2807                                                                 }
2808                                                         }
2809                                                 }
2810
2811                                                 if (p->typeindex == pt_blood)
2812                                                 {
2813                                                         // blood - splash on solid
2814                                                         if (trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS)
2815                                                                 goto killparticle;
2816                                                         if(p->staintexnum == -1) // staintex < -1 means no stains at all
2817                                                         {
2818                                                                 R_Stain(p->org, 16, 64, 16, 16, (int)(p->alpha * p->size * (1.0f / 80.0f)), 64, 32, 32, (int)(p->alpha * p->size * (1.0f / 80.0f)));
2819                                                                 if (cl_decals.integer)
2820                                                                 {
2821                                                                         // create a decal for the blood splat
2822                                                                         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 * lhrandom(cl_particles_blood_decal_scalemin.value, cl_particles_blood_decal_scalemax.value), cl_particles_blood_decal_alpha.value * 768);
2823                                                                 }
2824                                                         }
2825                                                         goto killparticle;
2826                                                 }
2827                                                 else if (p->bounce < 0)
2828                                                 {
2829                                                         // bounce -1 means remove on impact
2830                                                         goto killparticle;
2831                                                 }
2832                                                 else
2833                                                 {
2834                                                         // anything else - bounce off solid
2835                                                         dist = DotProduct(p->vel, trace.plane.normal) * -p->bounce;
2836                                                         VectorMA(p->vel, dist, trace.plane.normal, p->vel);
2837                                                         if (DotProduct(p->vel, p->vel) < 0.03)
2838                                                                 VectorClear(p->vel);
2839                                                 }
2840                                         }
2841                                 }
2842                         }
2843
2844                         if (p->typeindex != pt_static)
2845                         {
2846                                 switch (p->typeindex)
2847                                 {
2848                                 case pt_entityparticle:
2849                                         // particle that removes itself after one rendered frame
2850                                         if (p->time2)
2851                                                 goto killparticle;
2852                                         else
2853                                                 p->time2 = 1;
2854                                         break;
2855                                 case pt_blood:
2856                                         a = CL_PointSuperContents(p->org);
2857                                         if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_LAVA | SUPERCONTENTS_NODROP))
2858                                                 goto killparticle;
2859                                         break;
2860                                 case pt_bubble:
2861                                         a = CL_PointSuperContents(p->org);
2862                                         if (!(a & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)))
2863                                                 goto killparticle;
2864                                         break;
2865                                 case pt_rain:
2866                                         a = CL_PointSuperContents(p->org);
2867                                         if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK))
2868                                                 goto killparticle;
2869                                         break;
2870                                 case pt_snow:
2871                                         if (cl.time > p->time2)
2872                                         {
2873                                                 // snow flutter
2874                                                 p->time2 = cl.time + (rand() & 3) * 0.1;
2875                                                 p->vel[0] = p->vel[0] * 0.9f + lhrandom(-32, 32);
2876                                                 p->vel[1] = p->vel[0] * 0.9f + lhrandom(-32, 32);
2877                                         }
2878                                         a = CL_PointSuperContents(p->org);
2879                                         if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK))
2880                                                 goto killparticle;
2881                                         break;
2882                                 default:
2883                                         break;
2884                                 }
2885                         }
2886                 }
2887                 else if (p->delayedspawn > cl.time)
2888                         continue;
2889                 if (!drawparticles)
2890                         continue;
2891                 // don't render particles too close to the view (they chew fillrate)
2892                 // also don't render particles behind the view (useless)
2893                 // further checks to cull to the frustum would be too slow here
2894                 switch(p->typeindex)
2895                 {
2896                 case pt_beam:
2897                         // beams have no culling
2898                         R_MeshQueue_AddTransparent(p->sortorigin, R_DrawParticle_TransparentCallback, NULL, i, NULL);
2899                         break;
2900                 default:
2901                         if(cl_particles_visculling.integer)
2902                                 if (!r_refdef.viewcache.world_novis)
2903                                         if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.PointInLeaf)
2904                                         {
2905                                                 mleaf_t *leaf = r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, p->org);
2906                                                 if(leaf)
2907                                                         if(!CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex))
2908                                                                 continue;
2909                                         }
2910                         // anything else just has to be in front of the viewer and visible at this distance
2911                         if (DotProduct(p->org, r_refdef.view.forward) >= minparticledist && VectorDistance2(p->org, r_refdef.view.origin) < drawdist2 * (p->size * p->size))
2912                                 R_MeshQueue_AddTransparent(p->sortorigin, R_DrawParticle_TransparentCallback, NULL, i, NULL);
2913                         break;
2914                 }
2915
2916                 continue;
2917 killparticle:
2918                 p->typeindex = 0;
2919                 if (cl.free_particle > i)
2920                         cl.free_particle = i;
2921         }
2922
2923         // reduce cl.num_particles if possible
2924         while (cl.num_particles > 0 && cl.particles[cl.num_particles - 1].typeindex == 0)
2925                 cl.num_particles--;
2926
2927         if (cl.num_particles == cl.max_particles && cl.max_particles < MAX_PARTICLES)
2928         {
2929                 particle_t *oldparticles = cl.particles;
2930                 cl.max_particles = min(cl.max_particles * 2, MAX_PARTICLES);
2931                 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
2932                 memcpy(cl.particles, oldparticles, cl.num_particles * sizeof(particle_t));
2933                 Mem_Free(oldparticles);
2934         }
2935 }