]> de.git.xonotic.org Git - xonotic/darkplaces.git/blob - cl_particles.c
renamed IN_Activate to VID_GrabMouse and made it a public function in
[xonotic/darkplaces.git] / cl_particles.c
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 #define ABSOLUTE_MAX_PARTICLES 1<<24 // upper limit on cl.max_particles
28 #define ABSOLUTE_MAX_DECALS 1<<24 // upper limit on cl.max_decals
29
30 // must match ptype_t values
31 particletype_t particletype[pt_total] =
32 {
33         {0, 0, false}, // pt_dead
34         {PBLEND_ALPHA, PARTICLE_BILLBOARD, false}, //pt_alphastatic
35         {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_static
36         {PBLEND_ADD, PARTICLE_SPARK, false}, //pt_spark
37         {PBLEND_ADD, PARTICLE_BEAM, false}, //pt_beam
38         {PBLEND_ADD, PARTICLE_SPARK, false}, //pt_rain
39         {PBLEND_ADD, PARTICLE_ORIENTED_DOUBLESIDED, false}, //pt_raindecal
40         {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_snow
41         {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_bubble
42         {PBLEND_MOD, PARTICLE_BILLBOARD, false}, //pt_blood
43         {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_smoke
44         {PBLEND_MOD, PARTICLE_ORIENTED_DOUBLESIDED, false}, //pt_decal
45         {PBLEND_ALPHA, PARTICLE_BILLBOARD, false}, //pt_entityparticle
46 };
47
48 #define PARTICLEEFFECT_UNDERWATER 1
49 #define PARTICLEEFFECT_NOTUNDERWATER 2
50
51 typedef struct particleeffectinfo_s
52 {
53         int effectnameindex; // which effect this belongs to
54         // PARTICLEEFFECT_* bits
55         int flags;
56         // blood effects may spawn very few particles, so proper fraction-overflow
57         // handling is very important, this variable keeps track of the fraction
58         double particleaccumulator;
59         // the math is: countabsolute + requestedcount * countmultiplier * quality
60         // absolute number of particles to spawn, often used for decals
61         // (unaffected by quality and requestedcount)
62         float countabsolute;
63         // multiplier for the number of particles CL_ParticleEffect was told to
64         // spawn, most effects do not really have a count and hence use 1, so
65         // this is often the actual count to spawn, not merely a multiplier
66         float countmultiplier;
67         // if > 0 this causes the particle to spawn in an evenly spaced line from
68         // originmins to originmaxs (causing them to describe a trail, not a box)
69         float trailspacing;
70         // type of particle to spawn (defines some aspects of behavior)
71         ptype_t particletype;
72         // range of colors to choose from in hex RRGGBB (like HTML color tags),
73         // randomly interpolated at spawn
74         unsigned int color[2];
75         // a random texture is chosen in this range (note the second value is one
76         // past the last choosable, so for example 8,16 chooses any from 8 up and
77         // including 15)
78         // if start and end of the range are the same, no randomization is done
79         int tex[2];
80         // range of size values randomly chosen when spawning, plus size increase over time
81         float size[3];
82         // range of alpha values randomly chosen when spawning, plus alpha fade
83         float alpha[3];
84         // how long the particle should live (note it is also removed if alpha drops to 0)
85         float time[2];
86         // how much gravity affects this particle (negative makes it fly up!)
87         float gravity;
88         // how much bounce the particle has when it hits a surface
89         // if negative the particle is removed on impact
90         float bounce;
91         // if in air this friction is applied
92         // if negative the particle accelerates
93         float airfriction;
94         // if in liquid (water/slime/lava) this friction is applied
95         // if negative the particle accelerates
96         float liquidfriction;
97         // these offsets are added to the values given to particleeffect(), and
98         // then an ellipsoid-shaped jitter is added as defined by these
99         // (they are the 3 radii)
100         float originoffset[3];
101         float velocityoffset[3];
102         float originjitter[3];
103         float velocityjitter[3];
104         float velocitymultiplier;
105         // an effect can also spawn a dlight
106         float lightradiusstart;
107         float lightradiusfade;
108         float lighttime;
109         float lightcolor[3];
110         qboolean lightshadow;
111         int lightcubemapnum;
112 }
113 particleeffectinfo_t;
114
115 #define MAX_PARTICLEEFFECTNAME 256
116 char particleeffectname[MAX_PARTICLEEFFECTNAME][64];
117
118 #define MAX_PARTICLEEFFECTINFO 4096
119
120 particleeffectinfo_t particleeffectinfo[MAX_PARTICLEEFFECTINFO];
121
122 static int particlepalette[256] =
123 {
124         0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b, // 0-7
125         0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb, // 8-15
126         0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b, // 16-23
127         0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23, // 24-31
128         0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767, // 32-39
129         0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb, // 40-47
130         0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07, // 48-55
131         0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f, // 56-63
132         0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000, // 64-71
133         0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000, // 72-79
134         0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307, // 80-87
135         0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723, // 88-95
136         0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b, // 96-103
137         0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b, // 104-111
138         0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733, // 112-119
139         0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397, // 120-127
140         0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b, // 128-135
141         0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707, // 136-143
142         0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b, // 144-151
143         0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707, // 152-159
144         0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353, // 160-167
145         0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07, // 168-175
146         0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f, // 176-183
147         0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07, // 184-191
148         0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307, // 192-199
149         0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700, // 200-207
150         0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f, // 208-215
151         0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f, // 216-223
152         0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b, // 224-231
153         0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b, // 232-239
154         0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000, // 240-247
155         0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53  // 248-255
156 };
157
158 int             ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
159 int             ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
160 int             ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
161
162 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
163
164 // texture numbers in particle font
165 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
166 static const int tex_bulletdecal[8] = {8, 9, 10, 11, 12, 13, 14, 15};
167 static const int tex_blooddecal[8] = {16, 17, 18, 19, 20, 21, 22, 23};
168 static const int tex_bloodparticle[8] = {24, 25, 26, 27, 28, 29, 30, 31};
169 static const int tex_rainsplash = 32;
170 static const int tex_particle = 63;
171 static const int tex_bubble = 62;
172 static const int tex_raindrop = 61;
173 static const int tex_beam = 60;
174
175 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1", "enables particle effects"};
176 cvar_t cl_particles_quality = {CVAR_SAVE, "cl_particles_quality", "1", "multiplies number of particles"};
177 cvar_t cl_particles_alpha = {CVAR_SAVE, "cl_particles_alpha", "1", "multiplies opacity of particles"};
178 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1", "multiplies particle size"};
179 cvar_t cl_particles_quake = {CVAR_SAVE, "cl_particles_quake", "0", "makes particle effects look mostly like the ones in Quake"};
180 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1", "enables blood effects"};
181 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "1", "opacity of blood"};
182 cvar_t cl_particles_blood_bloodhack = {CVAR_SAVE, "cl_particles_blood_bloodhack", "1", "make certain quake particle() calls create blood effects instead"};
183 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1", "enables bulletimpact effects"};
184 cvar_t cl_particles_explosions_sparks = {CVAR_SAVE, "cl_particles_explosions_sparks", "1", "enables sparks from explosions"};
185 cvar_t cl_particles_explosions_shell = {CVAR_SAVE, "cl_particles_explosions_shell", "0", "enables polygonal shell from explosions"};
186 cvar_t cl_particles_rain = {CVAR_SAVE, "cl_particles_rain", "1", "enables rain effects"};
187 cvar_t cl_particles_snow = {CVAR_SAVE, "cl_particles_snow", "1", "enables snow effects"};
188 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1", "enables smoke (used by multiple effects)"};
189 cvar_t cl_particles_smoke_alpha = {CVAR_SAVE, "cl_particles_smoke_alpha", "0.5", "smoke brightness"};
190 cvar_t cl_particles_smoke_alphafade = {CVAR_SAVE, "cl_particles_smoke_alphafade", "0.55", "brightness fade per second"};
191 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1", "enables sparks (used by multiple effects)"};
192 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1", "enables bubbles (used by multiple effects)"};
193 cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "1", "enables decals (bullet holes, blood, etc)"};
194 cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "20", "how long before decals start to fade away"};
195 cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "1", "how long decals take to fade away"};
196
197
198 void CL_Particles_ParseEffectInfo(const char *textstart, const char *textend)
199 {
200         int arrayindex;
201         int argc;
202         int effectinfoindex;
203         int linenumber;
204         particleeffectinfo_t *info = NULL;
205         const char *text = textstart;
206         char argv[16][1024];
207         effectinfoindex = -1;
208         for (linenumber = 1;;linenumber++)
209         {
210                 argc = 0;
211                 for (arrayindex = 0;arrayindex < 16;arrayindex++)
212                         argv[arrayindex][0] = 0;
213                 for (;;)
214                 {
215                         if (!COM_ParseToken_Simple(&text, true, false))
216                                 return;
217                         if (!strcmp(com_token, "\n"))
218                                 break;
219                         if (argc < 16)
220                         {
221                                 strlcpy(argv[argc], com_token, sizeof(argv[argc]));
222                                 argc++;
223                         }
224                 }
225                 if (argc < 1)
226                         continue;
227 #define checkparms(n) if (argc != (n)) {Con_Printf("effectinfo.txt:%i: error while parsing: %s given %i parameters, should be %i parameters\n", linenumber, argv[0], argc, (n));break;}
228 #define readints(array, n) checkparms(n+1);for (arrayindex = 0;arrayindex < argc - 1;arrayindex++) array[arrayindex] = strtol(argv[1+arrayindex], NULL, 0)
229 #define readfloats(array, n) checkparms(n+1);for (arrayindex = 0;arrayindex < argc - 1;arrayindex++) array[arrayindex] = atof(argv[1+arrayindex])
230 #define readint(var) checkparms(2);var = strtol(argv[1], NULL, 0)
231 #define readfloat(var) checkparms(2);var = atof(argv[1])
232                 if (!strcmp(argv[0], "effect"))
233                 {
234                         int effectnameindex;
235                         checkparms(2);
236                         effectinfoindex++;
237                         if (effectinfoindex >= MAX_PARTICLEEFFECTINFO)
238                         {
239                                 Con_Printf("effectinfo.txt:%i: too many effects!\n", linenumber);
240                                 break;
241                         }
242                         for (effectnameindex = 1;effectnameindex < MAX_PARTICLEEFFECTNAME;effectnameindex++)
243                         {
244                                 if (particleeffectname[effectnameindex][0])
245                                 {
246                                         if (!strcmp(particleeffectname[effectnameindex], argv[1]))
247                                                 break;
248                                 }
249                                 else
250                                 {
251                                         strlcpy(particleeffectname[effectnameindex], argv[1], sizeof(particleeffectname[effectnameindex]));
252                                         break;
253                                 }
254                         }
255                         // if we run out of names, abort
256                         if (effectnameindex == MAX_PARTICLEEFFECTNAME)
257                         {
258                                 Con_Printf("effectinfo.txt:%i: too many effects!\n", linenumber);
259                                 break;
260                         }
261                         info = particleeffectinfo + effectinfoindex;
262                         info->effectnameindex = effectnameindex;
263                         info->particletype = pt_alphastatic;
264                         info->tex[0] = tex_particle;
265                         info->tex[1] = tex_particle;
266                         info->color[0] = 0xFFFFFF;
267                         info->color[1] = 0xFFFFFF;
268                         info->size[0] = 1;
269                         info->size[1] = 1;
270                         info->alpha[0] = 0;
271                         info->alpha[1] = 256;
272                         info->alpha[2] = 256;
273                         info->time[0] = 9999;
274                         info->time[1] = 9999;
275                         VectorSet(info->lightcolor, 1, 1, 1);
276                         info->lightshadow = true;
277                         info->lighttime = 9999;
278                 }
279                 else if (info == NULL)
280                 {
281                         Con_Printf("effectinfo.txt:%i: command %s encountered before effect\n", linenumber, argv[0]);
282                         break;
283                 }
284                 else if (!strcmp(argv[0], "countabsolute")) {readfloat(info->countabsolute);}
285                 else if (!strcmp(argv[0], "count")) {readfloat(info->countmultiplier);}
286                 else if (!strcmp(argv[0], "type"))
287                 {
288                         checkparms(2);
289                         if (!strcmp(argv[1], "alphastatic")) info->particletype = pt_alphastatic;
290                         else if (!strcmp(argv[1], "static")) info->particletype = pt_static;
291                         else if (!strcmp(argv[1], "spark")) info->particletype = pt_spark;
292                         else if (!strcmp(argv[1], "beam")) info->particletype = pt_beam;
293                         else if (!strcmp(argv[1], "rain")) info->particletype = pt_rain;
294                         else if (!strcmp(argv[1], "raindecal")) info->particletype = pt_raindecal;
295                         else if (!strcmp(argv[1], "snow")) info->particletype = pt_snow;
296                         else if (!strcmp(argv[1], "bubble")) info->particletype = pt_bubble;
297                         else if (!strcmp(argv[1], "blood")) info->particletype = pt_blood;
298                         else if (!strcmp(argv[1], "smoke")) info->particletype = pt_smoke;
299                         else if (!strcmp(argv[1], "decal")) info->particletype = pt_decal;
300                         else if (!strcmp(argv[1], "entityparticle")) info->particletype = pt_entityparticle;
301                         else Con_Printf("effectinfo.txt:%i: unrecognized particle type %s\n", linenumber, argv[1]);
302                 }
303                 else if (!strcmp(argv[0], "color")) {readints(info->color, 2);}
304                 else if (!strcmp(argv[0], "tex")) {readints(info->tex, 2);}
305                 else if (!strcmp(argv[0], "size")) {readfloats(info->size, 2);}
306                 else if (!strcmp(argv[0], "sizeincrease")) {readfloat(info->size[2]);}
307                 else if (!strcmp(argv[0], "alpha")) {readfloats(info->alpha, 3);}
308                 else if (!strcmp(argv[0], "time")) {readints(info->time, 2);}
309                 else if (!strcmp(argv[0], "gravity")) {readfloat(info->gravity);}
310                 else if (!strcmp(argv[0], "bounce")) {readfloat(info->bounce);}
311                 else if (!strcmp(argv[0], "airfriction")) {readfloat(info->airfriction);}
312                 else if (!strcmp(argv[0], "liquidfriction")) {readfloat(info->liquidfriction);}
313                 else if (!strcmp(argv[0], "originoffset")) {readfloats(info->originoffset, 3);}
314                 else if (!strcmp(argv[0], "velocityoffset")) {readfloats(info->velocityoffset, 3);}
315                 else if (!strcmp(argv[0], "originjitter")) {readfloats(info->originjitter, 3);}
316                 else if (!strcmp(argv[0], "velocityjitter")) {readfloats(info->velocityjitter, 3);}
317                 else if (!strcmp(argv[0], "velocitymultiplier")) {readfloat(info->velocitymultiplier);}
318                 else if (!strcmp(argv[0], "lightradius")) {readfloat(info->lightradiusstart);}
319                 else if (!strcmp(argv[0], "lightradiusfade")) {readfloat(info->lightradiusfade);}
320                 else if (!strcmp(argv[0], "lighttime")) {readfloat(info->lighttime);}
321                 else if (!strcmp(argv[0], "lightcolor")) {readfloats(info->lightcolor, 3);}
322                 else if (!strcmp(argv[0], "lightshadow")) {readint(info->lightshadow);}
323                 else if (!strcmp(argv[0], "lightcubemapnum")) {readint(info->lightcubemapnum);}
324                 else if (!strcmp(argv[0], "underwater")) {checkparms(1);info->flags |= PARTICLEEFFECT_UNDERWATER;}
325                 else if (!strcmp(argv[0], "notunderwater")) {checkparms(1);info->flags |= PARTICLEEFFECT_NOTUNDERWATER;}
326                 else if (!strcmp(argv[0], "trailspacing")) {readfloat(info->trailspacing);if (info->trailspacing > 0) info->countmultiplier = 1.0f / info->trailspacing;}
327                 else
328                         Con_Printf("effectinfo.txt:%i: skipping unknown command %s\n", linenumber, argv[0]);
329 #undef checkparms
330 #undef readints
331 #undef readfloats
332 #undef readint
333 #undef readfloat
334         }
335 }
336
337 int CL_ParticleEffectIndexForName(const char *name)
338 {
339         int i;
340         for (i = 1;i < MAX_PARTICLEEFFECTNAME && particleeffectname[i][0];i++)
341                 if (!strcmp(particleeffectname[i], name))
342                         return i;
343         return 0;
344 }
345
346 const char *CL_ParticleEffectNameForIndex(int i)
347 {
348         if (i < 1 || i >= MAX_PARTICLEEFFECTNAME)
349                 return NULL;
350         return particleeffectname[i];
351 }
352
353 // MUST match effectnameindex_t in client.h
354 static const char *standardeffectnames[EFFECT_TOTAL] =
355 {
356         "",
357         "TE_GUNSHOT",
358         "TE_GUNSHOTQUAD",
359         "TE_SPIKE",
360         "TE_SPIKEQUAD",
361         "TE_SUPERSPIKE",
362         "TE_SUPERSPIKEQUAD",
363         "TE_WIZSPIKE",
364         "TE_KNIGHTSPIKE",
365         "TE_EXPLOSION",
366         "TE_EXPLOSIONQUAD",
367         "TE_TAREXPLOSION",
368         "TE_TELEPORT",
369         "TE_LAVASPLASH",
370         "TE_SMALLFLASH",
371         "TE_FLAMEJET",
372         "EF_FLAME",
373         "TE_BLOOD",
374         "TE_SPARK",
375         "TE_PLASMABURN",
376         "TE_TEI_G3",
377         "TE_TEI_SMOKE",
378         "TE_TEI_BIGEXPLOSION",
379         "TE_TEI_PLASMAHIT",
380         "EF_STARDUST",
381         "TR_ROCKET",
382         "TR_GRENADE",
383         "TR_BLOOD",
384         "TR_WIZSPIKE",
385         "TR_SLIGHTBLOOD",
386         "TR_KNIGHTSPIKE",
387         "TR_VORESPIKE",
388         "TR_NEHAHRASMOKE",
389         "TR_NEXUIZPLASMA",
390         "TR_GLOWTRAIL",
391         "SVC_PARTICLE"
392 };
393
394 void CL_Particles_LoadEffectInfo(void)
395 {
396         int i;
397         unsigned char *filedata;
398         fs_offset_t filesize;
399         memset(particleeffectinfo, 0, sizeof(particleeffectinfo));
400         memset(particleeffectname, 0, sizeof(particleeffectname));
401         for (i = 0;i < EFFECT_TOTAL;i++)
402                 strlcpy(particleeffectname[i], standardeffectnames[i], sizeof(particleeffectname[i]));
403         filedata = FS_LoadFile("effectinfo.txt", tempmempool, true, &filesize);
404         if (filedata)
405         {
406                 CL_Particles_ParseEffectInfo((const char *)filedata, (const char *)filedata + filesize);
407                 Mem_Free(filedata);
408         }
409 };
410
411 /*
412 ===============
413 CL_InitParticles
414 ===============
415 */
416 void CL_ReadPointFile_f (void);
417 void CL_Particles_Init (void)
418 {
419         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)");
420         Cmd_AddCommand ("cl_particles_reloadeffects", CL_Particles_LoadEffectInfo, "reloads effectinfo.txt");
421
422         Cvar_RegisterVariable (&cl_particles);
423         Cvar_RegisterVariable (&cl_particles_quality);
424         Cvar_RegisterVariable (&cl_particles_alpha);
425         Cvar_RegisterVariable (&cl_particles_size);
426         Cvar_RegisterVariable (&cl_particles_quake);
427         Cvar_RegisterVariable (&cl_particles_blood);
428         Cvar_RegisterVariable (&cl_particles_blood_alpha);
429         Cvar_RegisterVariable (&cl_particles_blood_bloodhack);
430         Cvar_RegisterVariable (&cl_particles_explosions_sparks);
431         Cvar_RegisterVariable (&cl_particles_explosions_shell);
432         Cvar_RegisterVariable (&cl_particles_bulletimpacts);
433         Cvar_RegisterVariable (&cl_particles_rain);
434         Cvar_RegisterVariable (&cl_particles_snow);
435         Cvar_RegisterVariable (&cl_particles_smoke);
436         Cvar_RegisterVariable (&cl_particles_smoke_alpha);
437         Cvar_RegisterVariable (&cl_particles_smoke_alphafade);
438         Cvar_RegisterVariable (&cl_particles_sparks);
439         Cvar_RegisterVariable (&cl_particles_bubbles);
440         Cvar_RegisterVariable (&cl_decals);
441         Cvar_RegisterVariable (&cl_decals_time);
442         Cvar_RegisterVariable (&cl_decals_fadetime);
443 }
444
445 void CL_Particles_Shutdown (void)
446 {
447 }
448
449 // list of all 26 parameters:
450 // ptype - any of the pt_ enum values (pt_static, pt_blood, etc), see ptype_t near the top of this file
451 // pcolor1,pcolor2 - minimum and maximum ranges of color, randomly interpolated to decide particle color
452 // ptex - any of the tex_ values such as tex_smoke[rand()&7] or tex_particle
453 // psize - size of particle (or thickness for PARTICLE_SPARK and PARTICLE_BEAM)
454 // palpha - opacity of particle as 0-255 (can be more than 255)
455 // palphafade - rate of fade per second (so 256 would mean a 256 alpha particle would fade to nothing in 1 second)
456 // ptime - how long the particle can live (note it is also removed if alpha drops to nothing)
457 // pgravity - how much effect gravity has on the particle (0-1)
458 // 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
459 // px,py,pz - starting origin of particle
460 // pvx,pvy,pvz - starting velocity of particle
461 // pfriction - how much the particle slows down per second (0-1 typically, can slowdown faster than 1)
462 static particle_t *CL_NewParticle(unsigned short ptypeindex, int pcolor1, int pcolor2, int ptex, float psize, float psizeincrease, float palpha, float palphafade, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float pairfriction, float pliquidfriction, float originjitter, float velocityjitter, qboolean pqualityreduction, float lifetime)
463 {
464         int l1, l2;
465         particle_t *part;
466         vec3_t v;
467         if (!cl_particles.integer)
468                 return NULL;
469         for (;cl.free_particle < cl.max_particles && cl.particles[cl.free_particle].typeindex;cl.free_particle++);
470         if (cl.free_particle >= cl.max_particles)
471                 return NULL;
472         if (!lifetime)
473                 lifetime = palpha / min(1, palphafade);
474         part = &cl.particles[cl.free_particle++];
475         if (cl.num_particles < cl.free_particle)
476                 cl.num_particles = cl.free_particle;
477         memset(part, 0, sizeof(*part));
478         part->typeindex = ptypeindex;
479         l2 = (int)lhrandom(0.5, 256.5);
480         l1 = 256 - l2;
481         part->color[0] = ((((pcolor1 >> 16) & 0xFF) * l1 + ((pcolor2 >> 16) & 0xFF) * l2) >> 8) & 0xFF;
482         part->color[1] = ((((pcolor1 >>  8) & 0xFF) * l1 + ((pcolor2 >>  8) & 0xFF) * l2) >> 8) & 0xFF;
483         part->color[2] = ((((pcolor1 >>  0) & 0xFF) * l1 + ((pcolor2 >>  0) & 0xFF) * l2) >> 8) & 0xFF;
484         part->texnum = ptex;
485         part->size = psize;
486         part->sizeincrease = psizeincrease;
487         part->alpha = palpha;
488         part->alphafade = palphafade;
489         part->gravity = pgravity;
490         part->bounce = pbounce;
491         VectorRandom(v);
492         part->org[0] = px + originjitter * v[0];
493         part->org[1] = py + originjitter * v[1];
494         part->org[2] = pz + originjitter * v[2];
495         part->vel[0] = pvx + velocityjitter * v[0];
496         part->vel[1] = pvy + velocityjitter * v[1];
497         part->vel[2] = pvz + velocityjitter * v[2];
498         part->time2 = 0;
499         part->airfriction = pairfriction;
500         part->liquidfriction = pliquidfriction;
501         part->die = cl.time + lifetime;
502         part->delayedcollisions = 0;
503         part->qualityreduction = pqualityreduction;
504         if (part->typeindex == pt_blood)
505                 part->gravity += 1; // FIXME: this is a legacy hack, effectinfo.txt doesn't have gravity on blood (nor do the particle calls in the engine)
506         // if it is rain or snow, trace ahead and shut off collisions until an actual collision event needs to occur to improve performance
507         if (part->typeindex == pt_rain)
508         {
509                 int i;
510                 particle_t *part2;
511                 float lifetime = part->die - cl.time;
512                 vec3_t endvec;
513                 trace_t trace;
514                 // turn raindrop into simple spark and create delayedspawn splash effect
515                 part->typeindex = pt_spark;
516                 part->bounce = 0;
517                 VectorMA(part->org, lifetime, part->vel, endvec);
518                 trace = CL_Move(part->org, vec3_origin, vec3_origin, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK, true, false, NULL, false);
519                 part->die = cl.time + lifetime * trace.fraction;
520                 part2 = CL_NewParticle(pt_raindecal, pcolor1, pcolor2, tex_rainsplash, part->size, part->size * 20, part->alpha, part->alpha / 0.4, 0, 0, trace.endpos[0] + trace.plane.normal[0], trace.endpos[1] + trace.plane.normal[1], trace.endpos[2] + trace.plane.normal[2], trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2], 0, 0, 0, 0, pqualityreduction, 0);
521                 if (part2)
522                 {
523                         part2->delayedspawn = part->die;
524                         part2->die += part->die - cl.time;
525                         for (i = rand() & 7;i < 10;i++)
526                         {
527                                 part2 = CL_NewParticle(pt_spark, pcolor1, pcolor2, tex_particle, 0.25f, 0, part->alpha * 2, part->alpha * 4, 1, 0, trace.endpos[0] + trace.plane.normal[0], trace.endpos[1] + trace.plane.normal[1], trace.endpos[2] + trace.plane.normal[2], trace.plane.normal[0] * 16, trace.plane.normal[1] * 16, trace.plane.normal[2] * 16 + cl.movevars_gravity * 0.04, 0, 0, 0, 32, pqualityreduction, 0);
528                                 if (part2)
529                                 {
530                                         part2->delayedspawn = part->die;
531                                         part2->die += part->die - cl.time;
532                                 }
533                         }
534                 }
535         }
536         else if (part->bounce != 0 && part->gravity == 0 && part->typeindex != pt_snow)
537         {
538                 float lifetime = part->alpha / (part->alphafade ? part->alphafade : 1);
539                 vec3_t endvec;
540                 trace_t trace;
541                 VectorMA(part->org, lifetime, part->vel, endvec);
542                 trace = CL_Move(part->org, vec3_origin, vec3_origin, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY, true, false, NULL, false);
543                 part->delayedcollisions = cl.time + lifetime * trace.fraction - 0.1;
544         }
545         return part;
546 }
547
548 void CL_SpawnDecalParticleForSurface(int hitent, const vec3_t org, const vec3_t normal, int color1, int color2, int texnum, float size, float alpha)
549 {
550         int l1, l2;
551         decal_t *decal;
552         if (!cl_decals.integer)
553                 return;
554         for (;cl.free_decal < cl.max_decals && cl.decals[cl.free_decal].typeindex;cl.free_decal++);
555         if (cl.free_decal >= cl.max_decals)
556                 return;
557         decal = &cl.decals[cl.free_decal++];
558         if (cl.num_decals < cl.free_decal)
559                 cl.num_decals = cl.free_decal;
560         memset(decal, 0, sizeof(*decal));
561         decal->typeindex = pt_decal;
562         decal->texnum = texnum;
563         VectorAdd(org, normal, decal->org);
564         VectorCopy(normal, decal->normal);
565         decal->size = size;
566         decal->alpha = alpha;
567         decal->time2 = cl.time;
568         l2 = (int)lhrandom(0.5, 256.5);
569         l1 = 256 - l2;
570         decal->color[0] = ((((color1 >> 16) & 0xFF) * l1 + ((color2 >> 16) & 0xFF) * l2) >> 8) & 0xFF;
571         decal->color[1] = ((((color1 >>  8) & 0xFF) * l1 + ((color2 >>  8) & 0xFF) * l2) >> 8) & 0xFF;
572         decal->color[2] = ((((color1 >>  0) & 0xFF) * l1 + ((color2 >>  0) & 0xFF) * l2) >> 8) & 0xFF;
573         decal->owner = hitent;
574         if (hitent)
575         {
576                 // these relative things are only used to regenerate p->org and p->vel if decal->owner is not world (0)
577                 decal->ownermodel = cl.entities[decal->owner].render.model;
578                 Matrix4x4_Transform(&cl.entities[decal->owner].render.inversematrix, org, decal->relativeorigin);
579                 Matrix4x4_Transform3x3(&cl.entities[decal->owner].render.inversematrix, normal, decal->relativenormal);
580         }
581 }
582
583 void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size, float alpha, int texnum, int color1, int color2)
584 {
585         int i;
586         float bestfrac, bestorg[3], bestnormal[3];
587         float org2[3];
588         int besthitent = 0, hitent;
589         trace_t trace;
590         bestfrac = 10;
591         for (i = 0;i < 32;i++)
592         {
593                 VectorRandom(org2);
594                 VectorMA(org, maxdist, org2, org2);
595                 trace = CL_Move(org, vec3_origin, vec3_origin, org2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, &hitent, false);
596                 // take the closest trace result that doesn't end up hitting a NOMARKS
597                 // surface (sky for example)
598                 if (bestfrac > trace.fraction && !(trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS))
599                 {
600                         bestfrac = trace.fraction;
601                         besthitent = hitent;
602                         VectorCopy(trace.endpos, bestorg);
603                         VectorCopy(trace.plane.normal, bestnormal);
604                 }
605         }
606         if (bestfrac < 1)
607                 CL_SpawnDecalParticleForSurface(besthitent, bestorg, bestnormal, color1, color2, texnum, size, alpha);
608 }
609
610 static void CL_Sparks(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float sparkcount);
611 static void CL_Smoke(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float smokecount);
612 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)
613 {
614         vec3_t center;
615         matrix4x4_t tempmatrix;
616         VectorLerp(originmins, 0.5, originmaxs, center);
617         Matrix4x4_CreateTranslate(&tempmatrix, center[0], center[1], center[2]);
618         if (effectnameindex == EFFECT_SVC_PARTICLE)
619         {
620                 if (cl_particles.integer)
621                 {
622                         // bloodhack checks if this effect's color matches regular or lightning blood and if so spawns a blood effect instead
623                         if (count == 1024)
624                                 CL_ParticleExplosion(center);
625                         else if (cl_particles_blood_bloodhack.integer && !cl_particles_quake.integer && (palettecolor == 73 || palettecolor == 225))
626                                 CL_ParticleEffect(EFFECT_TE_BLOOD, count / 2.0f, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
627                         else
628                         {
629                                 count *= cl_particles_quality.value;
630                                 for (;count > 0;count--)
631                                 {
632                                         int k = particlepalette[(palettecolor & ~7) + (rand()&7)];
633                                         CL_NewParticle(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));
634                                 }
635                         }
636                 }
637         }
638         else if (effectnameindex == EFFECT_TE_WIZSPIKE)
639                 CL_ParticleEffect(EFFECT_SVC_PARTICLE, 30*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 20);
640         else if (effectnameindex == EFFECT_TE_KNIGHTSPIKE)
641                 CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 226);
642         else if (effectnameindex == EFFECT_TE_SPIKE)
643         {
644                 if (cl_particles_bulletimpacts.integer)
645                 {
646                         if (cl_particles_quake.integer)
647                         {
648                                 if (cl_particles_smoke.integer)
649                                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 10*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
650                         }
651                         else
652                         {
653                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
654                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 15*count);
655                                 CL_NewParticle(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);
656                         }
657                 }
658                 // bullet hole
659                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
660                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
661         }
662         else if (effectnameindex == EFFECT_TE_SPIKEQUAD)
663         {
664                 if (cl_particles_bulletimpacts.integer)
665                 {
666                         if (cl_particles_quake.integer)
667                         {
668                                 if (cl_particles_smoke.integer)
669                                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 10*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
670                         }
671                         else
672                         {
673                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
674                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 15*count);
675                                 CL_NewParticle(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);
676                         }
677                 }
678                 // bullet hole
679                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
680                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
681                 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);
682         }
683         else if (effectnameindex == EFFECT_TE_SUPERSPIKE)
684         {
685                 if (cl_particles_bulletimpacts.integer)
686                 {
687                         if (cl_particles_quake.integer)
688                         {
689                                 if (cl_particles_smoke.integer)
690                                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
691                         }
692                         else
693                         {
694                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 8*count);
695                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 30*count);
696                                 CL_NewParticle(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);
697                         }
698                 }
699                 // bullet hole
700                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
701                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
702         }
703         else if (effectnameindex == EFFECT_TE_SUPERSPIKEQUAD)
704         {
705                 if (cl_particles_bulletimpacts.integer)
706                 {
707                         if (cl_particles_quake.integer)
708                         {
709                                 if (cl_particles_smoke.integer)
710                                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
711                         }
712                         else
713                         {
714                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 8*count);
715                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 30*count);
716                                 CL_NewParticle(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);
717                         }
718                 }
719                 // bullet hole
720                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
721                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
722                 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);
723         }
724         else if (effectnameindex == EFFECT_TE_BLOOD)
725         {
726                 if (!cl_particles_blood.integer)
727                         return;
728                 if (cl_particles_quake.integer)
729                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 2*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 73);
730                 else
731                 {
732                         static double bloodaccumulator = 0;
733                         //CL_NewParticle(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);
734                         bloodaccumulator += count * 0.333 * cl_particles_quality.value;
735                         for (;bloodaccumulator > 0;bloodaccumulator--)
736                                 CL_NewParticle(pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, cl_particles_blood_alpha.value * 768, cl_particles_blood_alpha.value * 384, 0, -1, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64, true, 0);
737                 }
738         }
739         else if (effectnameindex == EFFECT_TE_SPARK)
740                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, count);
741         else if (effectnameindex == EFFECT_TE_PLASMABURN)
742         {
743                 // plasma scorch mark
744                 R_Stain(center, 40, 40, 40, 40, 64, 88, 88, 88, 64);
745                 CL_SpawnDecalParticleForPoint(center, 6, 6, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
746                 CL_AllocLightFlash(NULL, &tempmatrix, 200, 1, 1, 1, 1000, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
747         }
748         else if (effectnameindex == EFFECT_TE_GUNSHOT)
749         {
750                 if (cl_particles_bulletimpacts.integer)
751                 {
752                         if (cl_particles_quake.integer)
753                                 CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
754                         else
755                         {
756                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
757                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 20*count);
758                                 CL_NewParticle(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);
759                         }
760                 }
761                 // bullet hole
762                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
763                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
764         }
765         else if (effectnameindex == EFFECT_TE_GUNSHOTQUAD)
766         {
767                 if (cl_particles_bulletimpacts.integer)
768                 {
769                         if (cl_particles_quake.integer)
770                                 CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
771                         else
772                         {
773                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
774                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 20*count);
775                                 CL_NewParticle(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);
776                         }
777                 }
778                 // bullet hole
779                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
780                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
781                 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);
782         }
783         else if (effectnameindex == EFFECT_TE_EXPLOSION)
784         {
785                 CL_ParticleExplosion(center);
786                 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);
787         }
788         else if (effectnameindex == EFFECT_TE_EXPLOSIONQUAD)
789         {
790                 CL_ParticleExplosion(center);
791                 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);
792         }
793         else if (effectnameindex == EFFECT_TE_TAREXPLOSION)
794         {
795                 if (cl_particles_quake.integer)
796                 {
797                         int i;
798                         for (i = 0;i < 1024 * cl_particles_quality.value;i++)
799                         {
800                                 if (i & 1)
801                                         CL_NewParticle(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);
802                                 else
803                                         CL_NewParticle(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);
804                         }
805                 }
806                 else
807                         CL_ParticleExplosion(center);
808                 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);
809         }
810         else if (effectnameindex == EFFECT_TE_SMALLFLASH)
811                 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);
812         else if (effectnameindex == EFFECT_TE_FLAMEJET)
813         {
814                 count *= cl_particles_quality.value;
815                 while (count-- > 0)
816                         CL_NewParticle(pt_smoke, 0x6f0f00, 0xe3974f, tex_particle, 4, 0, lhrandom(64, 128), 384, -1, 1.1, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 128, true, 0);
817         }
818         else if (effectnameindex == EFFECT_TE_LAVASPLASH)
819         {
820                 float i, j, inc, vel;
821                 vec3_t dir, org;
822
823                 inc = 8 / cl_particles_quality.value;
824                 for (i = -128;i < 128;i += inc)
825                 {
826                         for (j = -128;j < 128;j += inc)
827                         {
828                                 dir[0] = j + lhrandom(0, inc);
829                                 dir[1] = i + lhrandom(0, inc);
830                                 dir[2] = 256;
831                                 org[0] = center[0] + dir[0];
832                                 org[1] = center[1] + dir[1];
833                                 org[2] = center[2] + lhrandom(0, 64);
834                                 vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
835                                 CL_NewParticle(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));
836                         }
837                 }
838         }
839         else if (effectnameindex == EFFECT_TE_TELEPORT)
840         {
841                 float i, j, k, inc, vel;
842                 vec3_t dir;
843
844                 if (cl_particles_quake.integer)
845                         inc = 4 / cl_particles_quality.value;
846                 else
847                         inc = 8 / cl_particles_quality.value;
848                 for (i = -16;i < 16;i += inc)
849                 {
850                         for (j = -16;j < 16;j += inc)
851                         {
852                                 for (k = -24;k < 32;k += inc)
853                                 {
854                                         VectorSet(dir, i*8, j*8, k*8);
855                                         VectorNormalize(dir);
856                                         vel = lhrandom(50, 113);
857                                         if (cl_particles_quake.integer)
858                                                 CL_NewParticle(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));
859                                         else
860                                                 CL_NewParticle(pt_alphastatic, particlepalette[7], particlepalette[14], tex_particle, 1.5f, 0, inc * lhrandom(37, 63), inc * 187, 0, 0, center[0] + i + lhrandom(0, inc), center[1] + j + lhrandom(0, inc), center[2] + k + lhrandom(0, inc), dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, true, 0);
861                                 }
862                         }
863                 }
864                 if (!cl_particles_quake.integer)
865                         CL_NewParticle(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);
866                 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);
867         }
868         else if (effectnameindex == EFFECT_TE_TEI_G3)
869                 CL_NewParticle(pt_beam, 0xFFFFFF, 0xFFFFFF, tex_beam, 8, 0, 256, 256, 0, 0, originmins[0], originmins[1], originmins[2], originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, 0, false, 0);
870         else if (effectnameindex == EFFECT_TE_TEI_SMOKE)
871         {
872                 if (cl_particles_smoke.integer)
873                 {
874                         count *= 0.25f * cl_particles_quality.value;
875                         while (count-- > 0)
876                                 CL_NewParticle(pt_smoke, 0x202020, 0x404040, tex_smoke[rand()&7], 5, 0, 255, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 1.5f, 6.0f, true, 0);
877                 }
878         }
879         else if (effectnameindex == EFFECT_TE_TEI_BIGEXPLOSION)
880         {
881                 CL_ParticleExplosion(center);
882                 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);
883         }
884         else if (effectnameindex == EFFECT_TE_TEI_PLASMAHIT)
885         {
886                 float f;
887                 R_Stain(center, 40, 40, 40, 40, 64, 88, 88, 88, 64);
888                 CL_SpawnDecalParticleForPoint(center, 6, 8, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
889                 if (cl_particles_smoke.integer)
890                         for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
891                                 CL_NewParticle(pt_smoke, 0x202020, 0x404040, tex_smoke[rand()&7], 5, 0, 255, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 20, 155, true, 0);
892                 if (cl_particles_sparks.integer)
893                         for (f = 0;f < count;f += 1.0f / cl_particles_quality.value)
894                                 CL_NewParticle(pt_spark, 0x2030FF, 0x80C0FF, tex_particle, 2.0f, 0, lhrandom(64, 255), 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 0, 465, true, 0);
895                 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);
896         }
897         else if (effectnameindex == EFFECT_EF_FLAME)
898         {
899                 count *= 300 * cl_particles_quality.value;
900                 while (count-- > 0)
901                         CL_NewParticle(pt_smoke, 0x6f0f00, 0xe3974f, tex_particle, 4, 0, lhrandom(64, 128), 384, -1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 16, 128, true, 0);
902                 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);
903         }
904         else if (effectnameindex == EFFECT_EF_STARDUST)
905         {
906                 count *= 200 * cl_particles_quality.value;
907                 while (count-- > 0)
908                         CL_NewParticle(pt_static, 0x903010, 0xFFD030, tex_particle, 4, 0, lhrandom(64, 128), 128, 1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0.2, 0.8, 16, 128, true, 0);
909                 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);
910         }
911         else if (!strncmp(particleeffectname[effectnameindex], "TR_", 3))
912         {
913                 vec3_t dir, pos;
914                 float len, dec, qd;
915                 int smoke, blood, bubbles, r, color;
916
917                 if (spawndlight && r_refdef.scene.numlights < MAX_DLIGHTS)
918                 {
919                         vec4_t light;
920                         Vector4Set(light, 0, 0, 0, 0);
921
922                         if (effectnameindex == EFFECT_TR_ROCKET)
923                                 Vector4Set(light, 3.0f, 1.5f, 0.5f, 200);
924                         else if (effectnameindex == EFFECT_TR_VORESPIKE)
925                         {
926                                 if (gamemode == GAME_PRYDON && !cl_particles_quake.integer)
927                                         Vector4Set(light, 0.3f, 0.6f, 1.2f, 100);
928                                 else
929                                         Vector4Set(light, 1.2f, 0.5f, 1.0f, 200);
930                         }
931                         else if (effectnameindex == EFFECT_TR_NEXUIZPLASMA)
932                                 Vector4Set(light, 0.75f, 1.5f, 3.0f, 200);
933
934                         if (light[3])
935                         {
936                                 matrix4x4_t tempmatrix;
937                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, light[3]);
938                                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, light, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
939                         }
940                 }
941
942                 if (!spawnparticles)
943                         return;
944
945                 if (originmaxs[0] == originmins[0] && originmaxs[1] == originmins[1] && originmaxs[2] == originmins[2])
946                         return;
947
948                 VectorSubtract(originmaxs, originmins, dir);
949                 len = VectorNormalizeLength(dir);
950                 if (ent)
951                 {
952                         dec = -ent->persistent.trail_time;
953                         ent->persistent.trail_time += len;
954                         if (ent->persistent.trail_time < 0.01f)
955                                 return;
956
957                         // if we skip out, leave it reset
958                         ent->persistent.trail_time = 0.0f;
959                 }
960                 else
961                         dec = 0;
962
963                 // advance into this frame to reach the first puff location
964                 VectorMA(originmins, dec, dir, pos);
965                 len -= dec;
966
967                 smoke = cl_particles.integer && cl_particles_smoke.integer;
968                 blood = cl_particles.integer && cl_particles_blood.integer;
969                 bubbles = cl_particles.integer && cl_particles_bubbles.integer && !cl_particles_quake.integer && (CL_PointSuperContents(pos) & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME));
970                 qd = 1.0f / cl_particles_quality.value;
971
972                 while (len >= 0)
973                 {
974                         dec = 3;
975                         if (blood)
976                         {
977                                 if (effectnameindex == EFFECT_TR_BLOOD)
978                                 {
979                                         if (cl_particles_quake.integer)
980                                         {
981                                                 color = particlepalette[67 + (rand()&3)];
982                                                 CL_NewParticle(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);
983                                         }
984                                         else
985                                         {
986                                                 dec = 16;
987                                                 CL_NewParticle(pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 0, -1, pos[0], pos[1], pos[2], lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64, true, 0);
988                                         }
989                                 }
990                                 else if (effectnameindex == EFFECT_TR_SLIGHTBLOOD)
991                                 {
992                                         if (cl_particles_quake.integer)
993                                         {
994                                                 dec = 6;
995                                                 color = particlepalette[67 + (rand()&3)];
996                                                 CL_NewParticle(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);
997                                         }
998                                         else
999                                         {
1000                                                 dec = 32;
1001                                                 CL_NewParticle(pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 0, -1, pos[0], pos[1], pos[2], lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64, true, 0);
1002                                         }
1003                                 }
1004                         }
1005                         if (smoke)
1006                         {
1007                                 if (effectnameindex == EFFECT_TR_ROCKET)
1008                                 {
1009                                         if (cl_particles_quake.integer)
1010                                         {
1011                                                 r = rand()&3;
1012                                                 color = particlepalette[ramp3[r]];
1013                                                 CL_NewParticle(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));
1014                                         }
1015                                         else
1016                                         {
1017                                                 CL_NewParticle(pt_smoke, 0x303030, 0x606060, tex_smoke[rand()&7], 3, 0, cl_particles_smoke_alpha.value*62, cl_particles_smoke_alphafade.value*62, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1018                                                 CL_NewParticle(pt_static, 0x801010, 0xFFA020, tex_smoke[rand()&7], 3, 0, cl_particles_smoke_alpha.value*288, cl_particles_smoke_alphafade.value*1400, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 20, true, 0);
1019                                         }
1020                                 }
1021                                 else if (effectnameindex == EFFECT_TR_GRENADE)
1022                                 {
1023                                         if (cl_particles_quake.integer)
1024                                         {
1025                                                 r = 2 + (rand()%5);
1026                                                 color = particlepalette[ramp3[r]];
1027                                                 CL_NewParticle(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));
1028                                         }
1029                                         else
1030                                         {
1031                                                 CL_NewParticle(pt_smoke, 0x303030, 0x606060, tex_smoke[rand()&7], 3, 0, cl_particles_smoke_alpha.value*50, cl_particles_smoke_alphafade.value*75, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1032                                         }
1033                                 }
1034                                 else if (effectnameindex == EFFECT_TR_WIZSPIKE)
1035                                 {
1036                                         if (cl_particles_quake.integer)
1037                                         {
1038                                                 dec = 6;
1039                                                 color = particlepalette[52 + (rand()&7)];
1040                                                 CL_NewParticle(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);
1041                                                 CL_NewParticle(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);
1042                                         }
1043                                         else if (gamemode == GAME_GOODVSBAD2)
1044                                         {
1045                                                 dec = 6;
1046                                                 CL_NewParticle(pt_static, 0x00002E, 0x000030, tex_particle, 6, 0, 128, 384, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1047                                         }
1048                                         else
1049                                         {
1050                                                 color = particlepalette[20 + (rand()&7)];
1051                                                 CL_NewParticle(pt_static, color, color, tex_particle, 2, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1052                                         }
1053                                 }
1054                                 else if (effectnameindex == EFFECT_TR_KNIGHTSPIKE)
1055                                 {
1056                                         if (cl_particles_quake.integer)
1057                                         {
1058                                                 dec = 6;
1059                                                 color = particlepalette[230 + (rand()&7)];
1060                                                 CL_NewParticle(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);
1061                                                 CL_NewParticle(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);
1062                                         }
1063                                         else
1064                                         {
1065                                                 color = particlepalette[226 + (rand()&7)];
1066                                                 CL_NewParticle(pt_static, color, color, tex_particle, 2, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1067                                         }
1068                                 }
1069                                 else if (effectnameindex == EFFECT_TR_VORESPIKE)
1070                                 {
1071                                         if (cl_particles_quake.integer)
1072                                         {
1073                                                 color = particlepalette[152 + (rand()&3)];
1074                                                 CL_NewParticle(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);
1075                                         }
1076                                         else if (gamemode == GAME_GOODVSBAD2)
1077                                         {
1078                                                 dec = 6;
1079                                                 CL_NewParticle(pt_alphastatic, particlepalette[0 + (rand()&255)], particlepalette[0 + (rand()&255)], tex_particle, 6, 0, 255, 384, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1080                                         }
1081                                         else if (gamemode == GAME_PRYDON)
1082                                         {
1083                                                 dec = 6;
1084                                                 CL_NewParticle(pt_static, 0x103040, 0x204050, tex_particle, 6, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1085                                         }
1086                                         else
1087                                                 CL_NewParticle(pt_static, 0x502030, 0x502030, tex_particle, 3, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1088                                 }
1089                                 else if (effectnameindex == EFFECT_TR_NEHAHRASMOKE)
1090                                 {
1091                                         dec = 7;
1092                                         CL_NewParticle(pt_alphastatic, 0x303030, 0x606060, tex_smoke[rand()&7], 7, 0, 64, 320, 0, 0, pos[0], pos[1], pos[2], 0, 0, lhrandom(4, 12), 0, 0, 0, 4, false, 0);
1093                                 }
1094                                 else if (effectnameindex == EFFECT_TR_NEXUIZPLASMA)
1095                                 {
1096                                         dec = 4;
1097                                         CL_NewParticle(pt_static, 0x283880, 0x283880, tex_particle, 4, 0, 255, 1024, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 16, true, 0);
1098                                 }
1099                                 else if (effectnameindex == EFFECT_TR_GLOWTRAIL)
1100                                         CL_NewParticle(pt_alphastatic, particlepalette[palettecolor], particlepalette[palettecolor], tex_particle, 5, 0, 128, 320, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1101                         }
1102                         if (bubbles)
1103                         {
1104                                 if (effectnameindex == EFFECT_TR_ROCKET)
1105                                         CL_NewParticle(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);
1106                                 else if (effectnameindex == EFFECT_TR_GRENADE)
1107                                         CL_NewParticle(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);
1108                         }
1109                         // advance to next time and position
1110                         dec *= qd;
1111                         len -= dec;
1112                         VectorMA (pos, dec, dir, pos);
1113                 }
1114                 if (ent)
1115                         ent->persistent.trail_time = len;
1116         }
1117         else if (developer.integer >= 1)
1118                 Con_Printf("CL_ParticleEffect_Fallback: no fallback found for effect %s\n", particleeffectname[effectnameindex]);
1119 }
1120
1121 // this is also called on point effects with spawndlight = true and
1122 // spawnparticles = true
1123 // it is called CL_ParticleTrail because most code does not want to supply
1124 // these parameters, only trail handling does
1125 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)
1126 {
1127         vec3_t center;
1128         qboolean found = false;
1129         if (effectnameindex < 1 || effectnameindex >= MAX_PARTICLEEFFECTNAME || !particleeffectname[effectnameindex][0])
1130         {
1131                 Con_DPrintf("Unknown effect number %i received from server\n", effectnameindex);
1132                 return; // no such effect
1133         }
1134         VectorLerp(originmins, 0.5, originmaxs, center);
1135         if (!cl_particles_quake.integer && particleeffectinfo[0].effectnameindex)
1136         {
1137                 int effectinfoindex;
1138                 int supercontents;
1139                 int tex;
1140                 particleeffectinfo_t *info;
1141                 vec3_t center;
1142                 vec3_t centervelocity;
1143                 vec3_t traildir;
1144                 vec3_t trailpos;
1145                 vec3_t rvec;
1146                 vec_t traillen;
1147                 vec_t trailstep;
1148                 qboolean underwater;
1149                 // note this runs multiple effects with the same name, each one spawns only one kind of particle, so some effects need more than one
1150                 VectorLerp(originmins, 0.5, originmaxs, center);
1151                 VectorLerp(velocitymins, 0.5, velocitymaxs, centervelocity);
1152                 supercontents = CL_PointSuperContents(center);
1153                 underwater = (supercontents & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)) != 0;
1154                 VectorSubtract(originmaxs, originmins, traildir);
1155                 traillen = VectorLength(traildir);
1156                 VectorNormalize(traildir);
1157                 for (effectinfoindex = 0, info = particleeffectinfo;effectinfoindex < MAX_PARTICLEEFFECTINFO && info->effectnameindex;effectinfoindex++, info++)
1158                 {
1159                         if (info->effectnameindex == effectnameindex)
1160                         {
1161                                 found = true;
1162                                 if ((info->flags & PARTICLEEFFECT_UNDERWATER) && !underwater)
1163                                         continue;
1164                                 if ((info->flags & PARTICLEEFFECT_NOTUNDERWATER) && underwater)
1165                                         continue;
1166
1167                                 // spawn a dlight if requested
1168                                 if (info->lightradiusstart > 0 && spawndlight)
1169                                 {
1170                                         matrix4x4_t tempmatrix;
1171                                         if (info->trailspacing > 0)
1172                                                 Matrix4x4_CreateTranslate(&tempmatrix, originmaxs[0], originmaxs[1], originmaxs[2]);
1173                                         else
1174                                                 Matrix4x4_CreateTranslate(&tempmatrix, center[0], center[1], center[2]);
1175                                         if (info->lighttime > 0 && info->lightradiusfade > 0)
1176                                         {
1177                                                 // light flash (explosion, etc)
1178                                                 // called when effect starts
1179                                                 CL_AllocLightFlash(NULL, &tempmatrix, info->lightradiusstart, info->lightcolor[0], info->lightcolor[1], info->lightcolor[2], info->lightradiusfade, info->lighttime, info->lightcubemapnum, -1, info->lightshadow, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1180                                         }
1181                                         else
1182                                         {
1183                                                 // glowing entity
1184                                                 // called by CL_LinkNetworkEntity
1185                                                 Matrix4x4_Scale(&tempmatrix, info->lightradiusstart, 1);
1186                                                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, info->lightcolor, -1, info->lightcubemapnum > 0 ? va("cubemaps/%i", info->lightcubemapnum) : NULL, info->lightshadow, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1187                                         }
1188                                 }
1189
1190                                 if (!spawnparticles)
1191                                         continue;
1192
1193                                 // spawn particles
1194                                 tex = info->tex[0];
1195                                 if (info->tex[1] > info->tex[0])
1196                                 {
1197                                         tex = (int)lhrandom(info->tex[0], info->tex[1]);
1198                                         tex = min(tex, info->tex[1] - 1);
1199                                 }
1200                                 if (info->particletype == pt_decal)
1201                                         CL_SpawnDecalParticleForPoint(center, info->originjitter[0], lhrandom(info->size[0], info->size[1]), lhrandom(info->alpha[0], info->alpha[1]), tex, info->color[0], info->color[1]);
1202                                 else if (info->particletype == pt_beam)
1203                                         CL_NewParticle(info->particletype, info->color[0], info->color[1], tex, lhrandom(info->size[0], info->size[1]), info->size[2], lhrandom(info->alpha[0], info->alpha[1]), info->alpha[2], 0, 0, originmins[0], originmins[1], originmins[2], originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, 0, false, 0);
1204                                 else
1205                                 {
1206                                         if (!cl_particles.integer)
1207                                                 continue;
1208                                         switch (info->particletype)
1209                                         {
1210                                         case pt_smoke: if (!cl_particles_smoke.integer) continue;break;
1211                                         case pt_spark: if (!cl_particles_sparks.integer) continue;break;
1212                                         case pt_bubble: if (!cl_particles_bubbles.integer) continue;break;
1213                                         case pt_blood: if (!cl_particles_blood.integer) continue;break;
1214                                         case pt_rain: if (!cl_particles_rain.integer) continue;break;
1215                                         case pt_snow: if (!cl_particles_snow.integer) continue;break;
1216                                         default: break;
1217                                         }
1218                                         VectorCopy(originmins, trailpos);
1219                                         if (info->trailspacing > 0)
1220                                         {
1221                                                 info->particleaccumulator += traillen / info->trailspacing * cl_particles_quality.value;
1222                                                 trailstep = info->trailspacing / cl_particles_quality.value;
1223                                         }
1224                                         else
1225                                         {
1226                                                 info->particleaccumulator += info->countabsolute + pcount * info->countmultiplier * cl_particles_quality.value;
1227                                                 trailstep = 0;
1228                                         }
1229                                         info->particleaccumulator = bound(0, info->particleaccumulator, 16384);
1230                                         for (;info->particleaccumulator >= 1;info->particleaccumulator--)
1231                                         {
1232                                                 if (info->tex[1] > info->tex[0])
1233                                                 {
1234                                                         tex = (int)lhrandom(info->tex[0], info->tex[1]);
1235                                                         tex = min(tex, info->tex[1] - 1);
1236                                                 }
1237                                                 if (!trailstep)
1238                                                 {
1239                                                         trailpos[0] = lhrandom(originmins[0], originmaxs[0]);
1240                                                         trailpos[1] = lhrandom(originmins[1], originmaxs[1]);
1241                                                         trailpos[2] = lhrandom(originmins[2], originmaxs[2]);
1242                                                 }
1243                                                 VectorRandom(rvec);
1244                                                 CL_NewParticle(info->particletype, info->color[0], info->color[1], tex, lhrandom(info->size[0], info->size[1]), info->size[2], lhrandom(info->alpha[0], info->alpha[1]), info->alpha[2], info->gravity, info->bounce, trailpos[0] + info->originoffset[0] + info->originjitter[0] * rvec[0], trailpos[1] + info->originoffset[1] + info->originjitter[1] * rvec[1], trailpos[2] + info->originoffset[2] + info->originjitter[2] * rvec[2], lhrandom(velocitymins[0], velocitymaxs[0]) * info->velocitymultiplier + info->velocityoffset[0] + info->velocityjitter[0] * rvec[0], lhrandom(velocitymins[1], velocitymaxs[1]) * info->velocitymultiplier + info->velocityoffset[1] + info->velocityjitter[1] * rvec[1], lhrandom(velocitymins[2], velocitymaxs[2]) * info->velocitymultiplier + info->velocityoffset[2] + info->velocityjitter[2] * rvec[2], info->airfriction, info->liquidfriction, 0, 0, info->countabsolute <= 0, 0);
1245                                                 if (trailstep)
1246                                                         VectorMA(trailpos, trailstep, traildir, trailpos);
1247                                         }
1248                                 }
1249                         }
1250                 }
1251         }
1252         if (!found)
1253                 CL_ParticleEffect_Fallback(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, spawndlight, spawnparticles);
1254 }
1255
1256 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)
1257 {
1258         CL_ParticleTrail(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, true, true);
1259 }
1260
1261 /*
1262 ===============
1263 CL_EntityParticles
1264 ===============
1265 */
1266 void CL_EntityParticles (const entity_t *ent)
1267 {
1268         int i;
1269         float pitch, yaw, dist = 64, beamlength = 16, org[3], v[3];
1270         static vec3_t avelocities[NUMVERTEXNORMALS];
1271         if (!cl_particles.integer) return;
1272         if (cl.time <= cl.oldtime) return; // don't spawn new entity particles while paused
1273
1274         Matrix4x4_OriginFromMatrix(&ent->render.matrix, org);
1275
1276         if (!avelocities[0][0])
1277                 for (i = 0;i < NUMVERTEXNORMALS * 3;i++)
1278                         avelocities[0][i] = lhrandom(0, 2.55);
1279
1280         for (i = 0;i < NUMVERTEXNORMALS;i++)
1281         {
1282                 yaw = cl.time * avelocities[i][0];
1283                 pitch = cl.time * avelocities[i][1];
1284                 v[0] = org[0] + m_bytenormals[i][0] * dist + (cos(pitch)*cos(yaw)) * beamlength;
1285                 v[1] = org[1] + m_bytenormals[i][1] * dist + (cos(pitch)*sin(yaw)) * beamlength;
1286                 v[2] = org[2] + m_bytenormals[i][2] * dist + (-sin(pitch)) * beamlength;
1287                 CL_NewParticle(pt_entityparticle, particlepalette[0x6f], particlepalette[0x6f], tex_particle, 1, 0, 255, 0, 0, 0, v[0], v[1], v[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1288         }
1289 }
1290
1291
1292 void CL_ReadPointFile_f (void)
1293 {
1294         vec3_t org, leakorg;
1295         int r, c, s;
1296         char *pointfile = NULL, *pointfilepos, *t, tchar;
1297         char name[MAX_OSPATH];
1298
1299         if (!cl.worldmodel)
1300                 return;
1301
1302         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
1303         strlcat (name, ".pts", sizeof (name));
1304         pointfile = (char *)FS_LoadFile(name, tempmempool, true, NULL);
1305         if (!pointfile)
1306         {
1307                 Con_Printf("Could not open %s\n", name);
1308                 return;
1309         }
1310
1311         Con_Printf("Reading %s...\n", name);
1312         VectorClear(leakorg);
1313         c = 0;
1314         s = 0;
1315         pointfilepos = pointfile;
1316         while (*pointfilepos)
1317         {
1318                 while (*pointfilepos == '\n' || *pointfilepos == '\r')
1319                         pointfilepos++;
1320                 if (!*pointfilepos)
1321                         break;
1322                 t = pointfilepos;
1323                 while (*t && *t != '\n' && *t != '\r')
1324                         t++;
1325                 tchar = *t;
1326                 *t = 0;
1327                 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
1328                 *t = tchar;
1329                 pointfilepos = t;
1330                 if (r != 3)
1331                         break;
1332                 if (c == 0)
1333                         VectorCopy(org, leakorg);
1334                 c++;
1335
1336                 if (cl.num_particles < cl.max_particles - 3)
1337                 {
1338                         s++;
1339                         CL_NewParticle(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);
1340                 }
1341         }
1342         Mem_Free(pointfile);
1343         VectorCopy(leakorg, org);
1344         Con_Printf("%i points read (%i particles spawned)\nLeak at %f %f %f\n", c, s, org[0], org[1], org[2]);
1345
1346         CL_NewParticle(pt_beam, 0xFF0000, 0xFF0000, tex_beam, 64, 0, 255, 0, 0, 0, org[0] - 4096, org[1], org[2], org[0] + 4096, org[1], org[2], 0, 0, 0, 0, false, 1<<30);
1347         CL_NewParticle(pt_beam, 0x00FF00, 0x00FF00, tex_beam, 64, 0, 255, 0, 0, 0, org[0], org[1] - 4096, org[2], org[0], org[1] + 4096, org[2], 0, 0, 0, 0, false, 1<<30);
1348         CL_NewParticle(pt_beam, 0x0000FF, 0x0000FF, tex_beam, 64, 0, 255, 0, 0, 0, org[0], org[1], org[2] - 4096, org[0], org[1], org[2] + 4096, 0, 0, 0, 0, false, 1<<30);
1349 }
1350
1351 /*
1352 ===============
1353 CL_ParseParticleEffect
1354
1355 Parse an effect out of the server message
1356 ===============
1357 */
1358 void CL_ParseParticleEffect (void)
1359 {
1360         vec3_t org, dir;
1361         int i, count, msgcount, color;
1362
1363         MSG_ReadVector(org, cls.protocol);
1364         for (i=0 ; i<3 ; i++)
1365                 dir[i] = MSG_ReadChar () * (1.0 / 16.0);
1366         msgcount = MSG_ReadByte ();
1367         color = MSG_ReadByte ();
1368
1369         if (msgcount == 255)
1370                 count = 1024;
1371         else
1372                 count = msgcount;
1373
1374         CL_ParticleEffect(EFFECT_SVC_PARTICLE, count, org, org, dir, dir, NULL, color);
1375 }
1376
1377 /*
1378 ===============
1379 CL_ParticleExplosion
1380
1381 ===============
1382 */
1383 void CL_ParticleExplosion (const vec3_t org)
1384 {
1385         int i;
1386         trace_t trace;
1387         //vec3_t v;
1388         //vec3_t v2;
1389         R_Stain(org, 96, 40, 40, 40, 64, 88, 88, 88, 64);
1390         CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
1391
1392         if (cl_particles_quake.integer)
1393         {
1394                 for (i = 0;i < 1024;i++)
1395                 {
1396                         int r, color;
1397                         r = rand()&3;
1398                         if (i & 1)
1399                         {
1400                                 color = particlepalette[ramp1[r]];
1401                                 CL_NewParticle(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));
1402                         }
1403                         else
1404                         {
1405                                 color = particlepalette[ramp2[r]];
1406                                 CL_NewParticle(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));
1407                         }
1408                 }
1409         }
1410         else
1411         {
1412                 i = CL_PointSuperContents(org);
1413                 if (i & (SUPERCONTENTS_SLIME | SUPERCONTENTS_WATER))
1414                 {
1415                         if (cl_particles.integer && cl_particles_bubbles.integer)
1416                                 for (i = 0;i < 128 * cl_particles_quality.value;i++)
1417                                         CL_NewParticle(pt_bubble, 0x404040, 0x808080, tex_bubble, 2, 0, lhrandom(128, 255), 128, -0.125, 1.5, org[0], org[1], org[2], 0, 0, 0, 0.0625, 0.25, 16, 96, true, 0);
1418                 }
1419                 else
1420                 {
1421                         if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
1422                         {
1423                                 for (i = 0;i < 512 * cl_particles_quality.value;i++)
1424                                 {
1425                                         int k;
1426                                         vec3_t v, v2;
1427                                         for (k = 0;k < 16;k++)
1428                                         {
1429                                                 VectorRandom(v2);
1430                                                 VectorMA(org, 128, v2, v);
1431                                                 trace = CL_Move(org, vec3_origin, vec3_origin, v, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
1432                                                 if (trace.fraction >= 0.1)
1433                                                         break;
1434                                         }
1435                                         VectorSubtract(trace.endpos, org, v2);
1436                                         VectorScale(v2, 2.0f, v2);
1437                                         CL_NewParticle(pt_spark, 0x903010, 0xFFD030, tex_particle, 1.0f, 0, lhrandom(0, 255), 512, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, true, 0);
1438                                 }
1439                         }
1440                 }
1441         }
1442
1443         if (cl_particles_explosions_shell.integer)
1444                 R_NewExplosion(org);
1445 }
1446
1447 /*
1448 ===============
1449 CL_ParticleExplosion2
1450
1451 ===============
1452 */
1453 void CL_ParticleExplosion2 (const vec3_t org, int colorStart, int colorLength)
1454 {
1455         int i, k;
1456         if (!cl_particles.integer) return;
1457
1458         for (i = 0;i < 512 * cl_particles_quality.value;i++)
1459         {
1460                 k = particlepalette[colorStart + (i % colorLength)];
1461                 if (cl_particles_quake.integer)
1462                         CL_NewParticle(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);
1463                 else
1464                         CL_NewParticle(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);
1465         }
1466 }
1467
1468 static void CL_Sparks(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float sparkcount)
1469 {
1470         if (cl_particles_sparks.integer)
1471         {
1472                 sparkcount *= cl_particles_quality.value;
1473                 while(sparkcount-- > 0)
1474                         CL_NewParticle(pt_spark, particlepalette[0x68], particlepalette[0x6f], tex_particle, 0.5f, 0, lhrandom(64, 255), 512, 1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]) + cl.movevars_gravity * 0.1f, 0, 0, 0, 64, true, 0);
1475         }
1476 }
1477
1478 static void CL_Smoke(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float smokecount)
1479 {
1480         if (cl_particles_smoke.integer)
1481         {
1482                 smokecount *= cl_particles_quality.value;
1483                 while(smokecount-- > 0)
1484                         CL_NewParticle(pt_smoke, 0x101010, 0x101010, tex_smoke[rand()&7], 2, 2, 255, 256, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 0, smokecount > 0 ? 16 : 0, true, 0);
1485         }
1486 }
1487
1488 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)
1489 {
1490         int k;
1491         if (!cl_particles.integer) return;
1492
1493         count = (int)(count * cl_particles_quality.value);
1494         while (count--)
1495         {
1496                 k = particlepalette[colorbase + (rand()&3)];
1497                 CL_NewParticle(pt_alphastatic, k, k, tex_particle, 2, 0, 255, 128, gravity, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0], dir[1], dir[2], 0, 0, 0, randomvel, true, 0);
1498         }
1499 }
1500
1501 void CL_ParticleRain (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, int type)
1502 {
1503         int k;
1504         float minz, maxz, lifetime = 30;
1505         if (!cl_particles.integer) return;
1506         if (dir[2] < 0) // falling
1507         {
1508                 minz = maxs[2] + dir[2] * 0.1;
1509                 maxz = maxs[2];
1510                 if (cl.worldmodel)
1511                         lifetime = (maxz - cl.worldmodel->normalmins[2]) / max(1, -dir[2]);
1512         }
1513         else // rising??
1514         {
1515                 minz = mins[2];
1516                 maxz = maxs[2] + dir[2] * 0.1;
1517                 if (cl.worldmodel)
1518                         lifetime = (cl.worldmodel->normalmaxs[2] - minz) / max(1, dir[2]);
1519         }
1520
1521         count = (int)(count * cl_particles_quality.value);
1522
1523         switch(type)
1524         {
1525         case 0:
1526                 if (!cl_particles_rain.integer) break;
1527                 count *= 4; // ick, this should be in the mod or maps?
1528
1529                 while(count--)
1530                 {
1531                         k = particlepalette[colorbase + (rand()&3)];
1532                         if (gamemode == GAME_GOODVSBAD2)
1533                                 CL_NewParticle(pt_rain, k, k, tex_particle, 20, 0, lhrandom(32, 64), 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime);
1534                         else
1535                                 CL_NewParticle(pt_rain, k, k, tex_particle, 0.5, 0, lhrandom(32, 64), 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime);
1536                 }
1537                 break;
1538         case 1:
1539                 if (!cl_particles_snow.integer) break;
1540                 while(count--)
1541                 {
1542                         k = particlepalette[colorbase + (rand()&3)];
1543                         if (gamemode == GAME_GOODVSBAD2)
1544                                 CL_NewParticle(pt_snow, k, k, tex_particle, 20, 0, lhrandom(64, 128), 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime);
1545                         else
1546                                 CL_NewParticle(pt_snow, k, k, tex_particle, 1, 0, lhrandom(64, 128), 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime);
1547                 }
1548                 break;
1549         default:
1550                 Con_Printf ("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
1551         }
1552 }
1553
1554 #define MAX_PARTICLETEXTURES 64
1555 // particletexture_t is a rectangle in the particlefonttexture
1556 typedef struct particletexture_s
1557 {
1558         rtexture_t *texture;
1559         float s1, t1, s2, t2;
1560 }
1561 particletexture_t;
1562
1563 static rtexturepool_t *particletexturepool;
1564 static rtexture_t *particlefonttexture;
1565 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
1566
1567 static cvar_t r_drawparticles = {0, "r_drawparticles", "1", "enables drawing of particles"};
1568 static cvar_t r_drawparticles_drawdistance = {CVAR_SAVE, "r_drawparticles_drawdistance", "2000", "particles further than drawdistance*size will not be drawn"};
1569 static cvar_t r_drawdecals = {0, "r_drawdecals", "1", "enables drawing of decals"};
1570 static cvar_t r_drawdecals_drawdistance = {CVAR_SAVE, "r_drawdecals_drawdistance", "500", "decals further than drawdistance*size will not be drawn"};
1571
1572 #define PARTICLETEXTURESIZE 64
1573 #define PARTICLEFONTSIZE (PARTICLETEXTURESIZE*8)
1574
1575 static unsigned char shadebubble(float dx, float dy, vec3_t light)
1576 {
1577         float dz, f, dot;
1578         vec3_t normal;
1579         dz = 1 - (dx*dx+dy*dy);
1580         if (dz > 0) // it does hit the sphere
1581         {
1582                 f = 0;
1583                 // back side
1584                 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1585                 VectorNormalize(normal);
1586                 dot = DotProduct(normal, light);
1587                 if (dot > 0.5) // interior reflection
1588                         f += ((dot *  2) - 1);
1589                 else if (dot < -0.5) // exterior reflection
1590                         f += ((dot * -2) - 1);
1591                 // front side
1592                 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1593                 VectorNormalize(normal);
1594                 dot = DotProduct(normal, light);
1595                 if (dot > 0.5) // interior reflection
1596                         f += ((dot *  2) - 1);
1597                 else if (dot < -0.5) // exterior reflection
1598                         f += ((dot * -2) - 1);
1599                 f *= 128;
1600                 f += 16; // just to give it a haze so you can see the outline
1601                 f = bound(0, f, 255);
1602                 return (unsigned char) f;
1603         }
1604         else
1605                 return 0;
1606 }
1607
1608 static void setuptex(int texnum, unsigned char *data, unsigned char *particletexturedata)
1609 {
1610         int basex, basey, y;
1611         basex = ((texnum >> 0) & 7) * PARTICLETEXTURESIZE;
1612         basey = ((texnum >> 3) & 7) * PARTICLETEXTURESIZE;
1613         for (y = 0;y < PARTICLETEXTURESIZE;y++)
1614                 memcpy(particletexturedata + ((basey + y) * PARTICLEFONTSIZE + basex) * 4, data + y * PARTICLETEXTURESIZE * 4, PARTICLETEXTURESIZE * 4);
1615 }
1616
1617 void particletextureblotch(unsigned char *data, float radius, float red, float green, float blue, float alpha)
1618 {
1619         int x, y;
1620         float cx, cy, dx, dy, f, iradius;
1621         unsigned char *d;
1622         cx = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
1623         cy = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
1624         iradius = 1.0f / radius;
1625         alpha *= (1.0f / 255.0f);
1626         for (y = 0;y < PARTICLETEXTURESIZE;y++)
1627         {
1628                 for (x = 0;x < PARTICLETEXTURESIZE;x++)
1629                 {
1630                         dx = (x - cx);
1631                         dy = (y - cy);
1632                         f = (1.0f - sqrt(dx * dx + dy * dy) * iradius) * alpha;
1633                         if (f > 0)
1634                         {
1635                                 if (f > 1)
1636                                         f = 1;
1637                                 d = data + (y * PARTICLETEXTURESIZE + x) * 4;
1638                                 d[0] += (int)(f * (blue  - d[0]));
1639                                 d[1] += (int)(f * (green - d[1]));
1640                                 d[2] += (int)(f * (red   - d[2]));
1641                         }
1642                 }
1643         }
1644 }
1645
1646 void particletextureclamp(unsigned char *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
1647 {
1648         int i;
1649         for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
1650         {
1651                 data[0] = bound(minb, data[0], maxb);
1652                 data[1] = bound(ming, data[1], maxg);
1653                 data[2] = bound(minr, data[2], maxr);
1654         }
1655 }
1656
1657 void particletextureinvert(unsigned char *data)
1658 {
1659         int i;
1660         for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
1661         {
1662                 data[0] = 255 - data[0];
1663                 data[1] = 255 - data[1];
1664                 data[2] = 255 - data[2];
1665         }
1666 }
1667
1668 // Those loops are in a separate function to work around an optimization bug in Mac OS X's GCC
1669 static void R_InitBloodTextures (unsigned char *particletexturedata)
1670 {
1671         int i, j, k, m;
1672         unsigned char data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4];
1673
1674         // blood particles
1675         for (i = 0;i < 8;i++)
1676         {
1677                 memset(&data[0][0][0], 255, sizeof(data));
1678                 for (k = 0;k < 24;k++)
1679                         particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 96, 0, 0, 160);
1680                 //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
1681                 particletextureinvert(&data[0][0][0]);
1682                 setuptex(tex_bloodparticle[i], &data[0][0][0], particletexturedata);
1683         }
1684
1685         // blood decals
1686         for (i = 0;i < 8;i++)
1687         {
1688                 memset(&data[0][0][0], 255, sizeof(data));
1689                 m = 8;
1690                 for (j = 1;j < 10;j++)
1691                         for (k = min(j, m - 1);k < m;k++)
1692                                 particletextureblotch(&data[0][0][0], (float)j*PARTICLETEXTURESIZE/64.0f, 96, 0, 0, 320 - j * 8);
1693                 //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
1694                 particletextureinvert(&data[0][0][0]);
1695                 setuptex(tex_blooddecal[i], &data[0][0][0], particletexturedata);
1696         }
1697
1698 }
1699
1700 //uncomment this to make engine save out particle font to a tga file when run
1701 //#define DUMPPARTICLEFONT
1702
1703 static void R_InitParticleTexture (void)
1704 {
1705         int x, y, d, i, k, m;
1706         float dx, dy, f;
1707         vec3_t light;
1708
1709         // a note: decals need to modulate (multiply) the background color to
1710         // properly darken it (stain), and they need to be able to alpha fade,
1711         // this is a very difficult challenge because it means fading to white
1712         // (no change to background) rather than black (darkening everything
1713         // behind the whole decal polygon), and to accomplish this the texture is
1714         // inverted (dark red blood on white background becomes brilliant cyan
1715         // and white on black background) so we can alpha fade it to black, then
1716         // we invert it again during the blendfunc to make it work...
1717
1718 #ifndef DUMPPARTICLEFONT
1719         particlefonttexture = loadtextureimage(particletexturepool, "particles/particlefont.tga", false, TEXF_ALPHA | TEXF_PRECACHE, true);
1720         if (!particlefonttexture)
1721 #endif
1722         {
1723                 unsigned char *particletexturedata = (unsigned char *)Mem_Alloc(tempmempool, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
1724                 unsigned char data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4];
1725                 memset(particletexturedata, 255, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
1726
1727                 // smoke
1728                 for (i = 0;i < 8;i++)
1729                 {
1730                         memset(&data[0][0][0], 255, sizeof(data));
1731                         do
1732                         {
1733                                 unsigned char noise1[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise2[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2];
1734
1735                                 fractalnoise(&noise1[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8);
1736                                 fractalnoise(&noise2[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4);
1737                                 m = 0;
1738                                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
1739                                 {
1740                                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1741                                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
1742                                         {
1743                                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1744                                                 d = (noise2[y][x] - 128) * 3 + 192;
1745                                                 if (d > 0)
1746                                                         d = (int)(d * (1-(dx*dx+dy*dy)));
1747                                                 d = (d * noise1[y][x]) >> 7;
1748                                                 d = bound(0, d, 255);
1749                                                 data[y][x][3] = (unsigned char) d;
1750                                                 if (m < d)
1751                                                         m = d;
1752                                         }
1753                                 }
1754                         }
1755                         while (m < 224);
1756                         setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
1757                 }
1758
1759                 // rain splash
1760                 memset(&data[0][0][0], 255, sizeof(data));
1761                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
1762                 {
1763                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1764                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
1765                         {
1766                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1767                                 f = 255.0f * (1.0 - 4.0f * fabs(10.0f - sqrt(dx*dx+dy*dy)));
1768                                 data[y][x][3] = (int) (bound(0.0f, f, 255.0f));
1769                         }
1770                 }
1771                 setuptex(tex_rainsplash, &data[0][0][0], particletexturedata);
1772
1773                 // normal particle
1774                 memset(&data[0][0][0], 255, sizeof(data));
1775                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
1776                 {
1777                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1778                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
1779                         {
1780                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1781                                 d = (int)(256 * (1 - (dx*dx+dy*dy)));
1782                                 d = bound(0, d, 255);
1783                                 data[y][x][3] = (unsigned char) d;
1784                         }
1785                 }
1786                 setuptex(tex_particle, &data[0][0][0], particletexturedata);
1787
1788                 // rain
1789                 memset(&data[0][0][0], 255, sizeof(data));
1790                 light[0] = 1;light[1] = 1;light[2] = 1;
1791                 VectorNormalize(light);
1792                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
1793                 {
1794                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1795                         // stretch upper half of bubble by +50% and shrink lower half by -50%
1796                         // (this gives an elongated teardrop shape)
1797                         if (dy > 0.5f)
1798                                 dy = (dy - 0.5f) * 2.0f;
1799                         else
1800                                 dy = (dy - 0.5f) / 1.5f;
1801                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
1802                         {
1803                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1804                                 // shrink bubble width to half
1805                                 dx *= 2.0f;
1806                                 data[y][x][3] = shadebubble(dx, dy, light);
1807                         }
1808                 }
1809                 setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
1810
1811                 // bubble
1812                 memset(&data[0][0][0], 255, sizeof(data));
1813                 light[0] = 1;light[1] = 1;light[2] = 1;
1814                 VectorNormalize(light);
1815                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
1816                 {
1817                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1818                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
1819                         {
1820                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1821                                 data[y][x][3] = shadebubble(dx, dy, light);
1822                         }
1823                 }
1824                 setuptex(tex_bubble, &data[0][0][0], particletexturedata);
1825
1826                 // Blood particles and blood decals
1827                 R_InitBloodTextures (particletexturedata);
1828
1829                 // bullet decals
1830                 for (i = 0;i < 8;i++)
1831                 {
1832                         memset(&data[0][0][0], 255, sizeof(data));
1833                         for (k = 0;k < 12;k++)
1834                                 particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 0, 0, 0, 128);
1835                         for (k = 0;k < 3;k++)
1836                                 particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/2, 0, 0, 0, 160);
1837                         //particletextureclamp(&data[0][0][0], 64, 64, 64, 255, 255, 255);
1838                         particletextureinvert(&data[0][0][0]);
1839                         setuptex(tex_bulletdecal[i], &data[0][0][0], particletexturedata);
1840                 }
1841
1842 #ifdef DUMPPARTICLEFONT
1843                 Image_WriteTGABGRA ("particles/particlefont.tga", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata);
1844 #endif
1845
1846                 particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
1847
1848                 Mem_Free(particletexturedata);
1849         }
1850         for (i = 0;i < MAX_PARTICLETEXTURES;i++)
1851         {
1852                 int basex = ((i >> 0) & 7) * PARTICLETEXTURESIZE;
1853                 int basey = ((i >> 3) & 7) * PARTICLETEXTURESIZE;
1854                 particletexture[i].texture = particlefonttexture;
1855                 particletexture[i].s1 = (basex + 1) / (float)PARTICLEFONTSIZE;
1856                 particletexture[i].t1 = (basey + 1) / (float)PARTICLEFONTSIZE;
1857                 particletexture[i].s2 = (basex + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
1858                 particletexture[i].t2 = (basey + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
1859         }
1860
1861 #ifndef DUMPPARTICLEFONT
1862         particletexture[tex_beam].texture = loadtextureimage(particletexturepool, "particles/nexbeam.tga", false, TEXF_ALPHA | TEXF_PRECACHE, true);
1863         if (!particletexture[tex_beam].texture)
1864 #endif
1865         {
1866                 unsigned char noise3[64][64], data2[64][16][4];
1867                 // nexbeam
1868                 fractalnoise(&noise3[0][0], 64, 4);
1869                 m = 0;
1870                 for (y = 0;y < 64;y++)
1871                 {
1872                         dy = (y - 0.5f*64) / (64*0.5f-1);
1873                         for (x = 0;x < 16;x++)
1874                         {
1875                                 dx = (x - 0.5f*16) / (16*0.5f-2);
1876                                 d = (int)((1 - sqrt(fabs(dx))) * noise3[y][x]);
1877                                 data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (unsigned char) bound(0, d, 255);
1878                                 data2[y][x][3] = 255;
1879                         }
1880                 }
1881
1882 #ifdef DUMPPARTICLEFONT
1883                 Image_WriteTGABGRA ("particles/nexbeam.tga", 64, 64, &data2[0][0][0]);
1884 #endif
1885                 particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "nexbeam", 16, 64, &data2[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE, NULL);
1886         }
1887         particletexture[tex_beam].s1 = 0;
1888         particletexture[tex_beam].t1 = 0;
1889         particletexture[tex_beam].s2 = 1;
1890         particletexture[tex_beam].t2 = 1;
1891 }
1892
1893 static void r_part_start(void)
1894 {
1895         particletexturepool = R_AllocTexturePool();
1896         R_InitParticleTexture ();
1897         CL_Particles_LoadEffectInfo();
1898 }
1899
1900 static void r_part_shutdown(void)
1901 {
1902         R_FreeTexturePool(&particletexturepool);
1903 }
1904
1905 static void r_part_newmap(void)
1906 {
1907         CL_Particles_LoadEffectInfo();
1908 }
1909
1910 #define BATCHSIZE 256
1911 unsigned short particle_elements[BATCHSIZE*6];
1912
1913 void R_Particles_Init (void)
1914 {
1915         int i;
1916         for (i = 0;i < BATCHSIZE;i++)
1917         {
1918                 particle_elements[i*6+0] = i*4+0;
1919                 particle_elements[i*6+1] = i*4+1;
1920                 particle_elements[i*6+2] = i*4+2;
1921                 particle_elements[i*6+3] = i*4+0;
1922                 particle_elements[i*6+4] = i*4+2;
1923                 particle_elements[i*6+5] = i*4+3;
1924         }
1925
1926         Cvar_RegisterVariable(&r_drawparticles);
1927         Cvar_RegisterVariable(&r_drawparticles_drawdistance);
1928         Cvar_RegisterVariable(&r_drawdecals);
1929         Cvar_RegisterVariable(&r_drawdecals_drawdistance);
1930         R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1931 }
1932
1933 void R_DrawDecal_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1934 {
1935         int surfacelistindex;
1936         const decal_t *d;
1937         float *v3f, *t2f, *c4f;
1938         particletexture_t *tex;
1939         float right[3], up[3], size, ca;
1940         float alphascale = (1.0f / 65536.0f) * cl_particles_alpha.value * r_refdef.view.colorscale;
1941         float particle_vertex3f[BATCHSIZE*12], particle_texcoord2f[BATCHSIZE*8], particle_color4f[BATCHSIZE*16];
1942
1943         r_refdef.stats.decals += numsurfaces;
1944         R_Mesh_Matrix(&identitymatrix);
1945         R_Mesh_ResetTextureState();
1946         R_Mesh_VertexPointer(particle_vertex3f, 0, 0);
1947         R_Mesh_TexCoordPointer(0, 2, particle_texcoord2f, 0, 0);
1948         R_Mesh_ColorPointer(particle_color4f, 0, 0);
1949         R_SetupGenericShader(true);
1950         GL_DepthMask(false);
1951         GL_DepthRange(0, 1);
1952         GL_PolygonOffset(0, 0);
1953         GL_DepthTest(true);
1954         GL_CullFace(GL_NONE);
1955
1956         // generate all the vertices at once
1957         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1958         {
1959                 d = cl.decals + surfacelist[surfacelistindex];
1960
1961                 // calculate color
1962                 c4f = particle_color4f + 16*surfacelistindex;
1963                 ca = d->alpha * alphascale;
1964                 if (r_refdef.fogenabled)
1965                         ca *= FogPoint_World(d->org);
1966                 Vector4Set(c4f, d->color[0] * ca, d->color[1] * ca, d->color[2] * ca, 1);
1967                 Vector4Copy(c4f, c4f + 4);
1968                 Vector4Copy(c4f, c4f + 8);
1969                 Vector4Copy(c4f, c4f + 12);
1970
1971                 // calculate vertex positions
1972                 size = d->size * cl_particles_size.value;
1973                 VectorVectors(d->normal, right, up);
1974                 VectorScale(right, size, right);
1975                 VectorScale(up, size, up);
1976                 v3f = particle_vertex3f + 12*surfacelistindex;
1977                 v3f[ 0] = d->org[0] - right[0] - up[0];
1978                 v3f[ 1] = d->org[1] - right[1] - up[1];
1979                 v3f[ 2] = d->org[2] - right[2] - up[2];
1980                 v3f[ 3] = d->org[0] - right[0] + up[0];
1981                 v3f[ 4] = d->org[1] - right[1] + up[1];
1982                 v3f[ 5] = d->org[2] - right[2] + up[2];
1983                 v3f[ 6] = d->org[0] + right[0] + up[0];
1984                 v3f[ 7] = d->org[1] + right[1] + up[1];
1985                 v3f[ 8] = d->org[2] + right[2] + up[2];
1986                 v3f[ 9] = d->org[0] + right[0] - up[0];
1987                 v3f[10] = d->org[1] + right[1] - up[1];
1988                 v3f[11] = d->org[2] + right[2] - up[2];
1989
1990                 // calculate texcoords
1991                 tex = &particletexture[d->texnum];
1992                 t2f = particle_texcoord2f + 8*surfacelistindex;
1993                 t2f[0] = tex->s1;t2f[1] = tex->t2;
1994                 t2f[2] = tex->s1;t2f[3] = tex->t1;
1995                 t2f[4] = tex->s2;t2f[5] = tex->t1;
1996                 t2f[6] = tex->s2;t2f[7] = tex->t2;
1997         }
1998
1999         // now render the decals all at once
2000         // (this assumes they all use one particle font texture!)
2001         GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
2002         R_Mesh_TexBind(0, R_GetTexture(particletexture[63].texture));
2003         GL_LockArrays(0, numsurfaces*4);
2004         R_Mesh_Draw(0, numsurfaces * 4, 0, numsurfaces * 2, NULL, particle_elements, 0, 0);
2005         GL_LockArrays(0, 0);
2006 }
2007
2008 void R_DrawDecals (void)
2009 {
2010         int i;
2011         decal_t *decal;
2012         float frametime;
2013         float decalfade;
2014         float drawdist2;
2015
2016         frametime = bound(0, cl.time - cl.decals_updatetime, 1);
2017         cl.decals_updatetime = bound(cl.time - 1, cl.decals_updatetime + frametime, cl.time + 1);
2018
2019         // LordHavoc: early out conditions
2020         if ((!cl.num_decals) || (!r_drawdecals.integer))
2021                 return;
2022
2023         decalfade = frametime * 256 / cl_decals_fadetime.value;
2024         drawdist2 = r_drawdecals_drawdistance.value * r_refdef.view.quality;
2025         drawdist2 = drawdist2*drawdist2;
2026
2027         for (i = 0, decal = cl.decals;i < cl.num_decals;i++, decal++)
2028         {
2029                 if (!decal->typeindex)
2030                         continue;
2031
2032                 if (cl.time > decal->time2 + cl_decals_time.value)
2033                 {
2034                         decal->alpha -= decalfade;
2035                         if (decal->alpha <= 0)
2036                                 goto killdecal;
2037                 }
2038
2039                 if (decal->owner)
2040                 {
2041                         if (cl.entities[decal->owner].render.model == decal->ownermodel)
2042                         {
2043                                 Matrix4x4_Transform(&cl.entities[decal->owner].render.matrix, decal->relativeorigin, decal->org);
2044                                 Matrix4x4_Transform3x3(&cl.entities[decal->owner].render.matrix, decal->relativenormal, decal->normal);
2045                         }
2046                         else
2047                                 goto killdecal;
2048                 }
2049
2050                 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))
2051                         R_MeshQueue_AddTransparent(decal->org, R_DrawDecal_TransparentCallback, NULL, i, NULL);
2052                 continue;
2053 killdecal:
2054                 decal->typeindex = 0;
2055                 if (cl.free_decal > i)
2056                         cl.free_decal = i;
2057         }
2058
2059         // reduce cl.num_decals if possible
2060         while (cl.num_decals > 0 && cl.decals[cl.num_decals - 1].typeindex == 0)
2061                 cl.num_decals--;
2062
2063         if (cl.num_decals == cl.max_decals && cl.max_decals < ABSOLUTE_MAX_DECALS)
2064         {
2065                 decal_t *olddecals = cl.decals;
2066                 cl.max_decals = min(cl.max_decals * 2, ABSOLUTE_MAX_DECALS);
2067                 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
2068                 memcpy(cl.decals, olddecals, cl.num_decals * sizeof(decal_t));
2069                 Mem_Free(olddecals);
2070         }
2071 }
2072
2073 void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2074 {
2075         int surfacelistindex;
2076         int batchstart, batchcount;
2077         const particle_t *p;
2078         pblend_t blendmode;
2079         rtexture_t *texture;
2080         float *v3f, *t2f, *c4f;
2081         particletexture_t *tex;
2082         float up2[3], v[3], right[3], up[3], fog, ifog, size;
2083         float ambient[3], diffuse[3], diffusenormal[3];
2084         vec4_t colormultiplier;
2085         float particle_vertex3f[BATCHSIZE*12], particle_texcoord2f[BATCHSIZE*8], particle_color4f[BATCHSIZE*16];
2086
2087         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));
2088
2089         r_refdef.stats.particles += numsurfaces;
2090         R_Mesh_Matrix(&identitymatrix);
2091         R_Mesh_ResetTextureState();
2092         R_Mesh_VertexPointer(particle_vertex3f, 0, 0);
2093         R_Mesh_TexCoordPointer(0, 2, particle_texcoord2f, 0, 0);
2094         R_Mesh_ColorPointer(particle_color4f, 0, 0);
2095         R_SetupGenericShader(true);
2096         GL_DepthMask(false);
2097         GL_DepthRange(0, 1);
2098         GL_PolygonOffset(0, 0);
2099         GL_DepthTest(true);
2100         GL_CullFace(GL_NONE);
2101
2102         // first generate all the vertices at once
2103         for (surfacelistindex = 0, v3f = particle_vertex3f, t2f = particle_texcoord2f, c4f = particle_color4f;surfacelistindex < numsurfaces;surfacelistindex++, v3f += 3*4, t2f += 2*4, c4f += 4*4)
2104         {
2105                 p = cl.particles + surfacelist[surfacelistindex];
2106
2107                 blendmode = particletype[p->typeindex].blendmode;
2108
2109                 c4f[0] = p->color[0] * colormultiplier[0];
2110                 c4f[1] = p->color[1] * colormultiplier[1];
2111                 c4f[2] = p->color[2] * colormultiplier[2];
2112                 c4f[3] = p->alpha * colormultiplier[3];
2113                 switch (blendmode)
2114                 {
2115                 case PBLEND_MOD:
2116                 case PBLEND_ADD:
2117                         // additive and modulate can just fade out in fog (this is correct)
2118                         if (r_refdef.fogenabled)
2119                                 c4f[3] *= FogPoint_World(p->org);
2120                         // collapse alpha into color for these blends (so that the particlefont does not need alpha on most textures)
2121                         c4f[0] *= c4f[3];
2122                         c4f[1] *= c4f[3];
2123                         c4f[2] *= c4f[3];
2124                         c4f[3] = 1;
2125                         break;
2126                 case PBLEND_ALPHA:
2127                         // note: lighting is not cheap!
2128                         if (particletype[p->typeindex].lighting)
2129                         {
2130                                 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p->org, true);
2131                                 c4f[0] *= (ambient[0] + 0.5 * diffuse[0]);
2132                                 c4f[1] *= (ambient[1] + 0.5 * diffuse[1]);
2133                                 c4f[2] *= (ambient[2] + 0.5 * diffuse[2]);
2134                         }
2135                         // mix in the fog color
2136                         if (r_refdef.fogenabled)
2137                         {
2138                                 fog = FogPoint_World(p->org);
2139                                 ifog = 1 - fog;
2140                                 c4f[0] = c4f[0] * fog + r_refdef.fogcolor[0] * ifog;
2141                                 c4f[1] = c4f[1] * fog + r_refdef.fogcolor[1] * ifog;
2142                                 c4f[2] = c4f[2] * fog + r_refdef.fogcolor[2] * ifog;
2143                         }
2144                         break;
2145                 }
2146                 // copy the color into the other three vertices
2147                 Vector4Copy(c4f, c4f + 4);
2148                 Vector4Copy(c4f, c4f + 8);
2149                 Vector4Copy(c4f, c4f + 12);
2150
2151                 size = p->size * cl_particles_size.value;
2152                 tex = &particletexture[p->texnum];
2153                 switch(particletype[p->typeindex].orientation)
2154                 {
2155                 case PARTICLE_BILLBOARD:
2156                         VectorScale(r_refdef.view.left, -size, right);
2157                         VectorScale(r_refdef.view.up, size, up);
2158                         v3f[ 0] = p->org[0] - right[0] - up[0];
2159                         v3f[ 1] = p->org[1] - right[1] - up[1];
2160                         v3f[ 2] = p->org[2] - right[2] - up[2];
2161                         v3f[ 3] = p->org[0] - right[0] + up[0];
2162                         v3f[ 4] = p->org[1] - right[1] + up[1];
2163                         v3f[ 5] = p->org[2] - right[2] + up[2];
2164                         v3f[ 6] = p->org[0] + right[0] + up[0];
2165                         v3f[ 7] = p->org[1] + right[1] + up[1];
2166                         v3f[ 8] = p->org[2] + right[2] + up[2];
2167                         v3f[ 9] = p->org[0] + right[0] - up[0];
2168                         v3f[10] = p->org[1] + right[1] - up[1];
2169                         v3f[11] = p->org[2] + right[2] - up[2];
2170                         t2f[0] = tex->s1;t2f[1] = tex->t2;
2171                         t2f[2] = tex->s1;t2f[3] = tex->t1;
2172                         t2f[4] = tex->s2;t2f[5] = tex->t1;
2173                         t2f[6] = tex->s2;t2f[7] = tex->t2;
2174                         break;
2175                 case PARTICLE_ORIENTED_DOUBLESIDED:
2176                         VectorVectors(p->vel, right, up);
2177                         VectorScale(right, size, right);
2178                         VectorScale(up, size, up);
2179                         v3f[ 0] = p->org[0] - right[0] - up[0];
2180                         v3f[ 1] = p->org[1] - right[1] - up[1];
2181                         v3f[ 2] = p->org[2] - right[2] - up[2];
2182                         v3f[ 3] = p->org[0] - right[0] + up[0];
2183                         v3f[ 4] = p->org[1] - right[1] + up[1];
2184                         v3f[ 5] = p->org[2] - right[2] + up[2];
2185                         v3f[ 6] = p->org[0] + right[0] + up[0];
2186                         v3f[ 7] = p->org[1] + right[1] + up[1];
2187                         v3f[ 8] = p->org[2] + right[2] + up[2];
2188                         v3f[ 9] = p->org[0] + right[0] - up[0];
2189                         v3f[10] = p->org[1] + right[1] - up[1];
2190                         v3f[11] = p->org[2] + right[2] - up[2];
2191                         t2f[0] = tex->s1;t2f[1] = tex->t2;
2192                         t2f[2] = tex->s1;t2f[3] = tex->t1;
2193                         t2f[4] = tex->s2;t2f[5] = tex->t1;
2194                         t2f[6] = tex->s2;t2f[7] = tex->t2;
2195                         break;
2196                 case PARTICLE_SPARK:
2197                         VectorMA(p->org, -0.04, p->vel, v);
2198                         VectorMA(p->org, 0.04, p->vel, up2);
2199                         R_CalcBeam_Vertex3f(v3f, v, up2, size);
2200                         t2f[0] = tex->s1;t2f[1] = tex->t2;
2201                         t2f[2] = tex->s1;t2f[3] = tex->t1;
2202                         t2f[4] = tex->s2;t2f[5] = tex->t1;
2203                         t2f[6] = tex->s2;t2f[7] = tex->t2;
2204                         break;
2205                 case PARTICLE_BEAM:
2206                         R_CalcBeam_Vertex3f(v3f, p->org, p->vel, size);
2207                         VectorSubtract(p->vel, p->org, up);
2208                         VectorNormalize(up);
2209                         v[0] = DotProduct(p->org, up) * (1.0f / 64.0f);
2210                         v[1] = DotProduct(p->vel, up) * (1.0f / 64.0f);
2211                         t2f[0] = 1;t2f[1] = v[0];
2212                         t2f[2] = 0;t2f[3] = v[0];
2213                         t2f[4] = 0;t2f[5] = v[1];
2214                         t2f[6] = 1;t2f[7] = v[1];
2215                         break;
2216                 }
2217         }
2218
2219         // now render batches of particles based on blendmode and texture
2220         blendmode = -1;
2221         texture = NULL;
2222         GL_LockArrays(0, numsurfaces*4);
2223         batchstart = 0;
2224         batchcount = 0;
2225         for (surfacelistindex = 0;surfacelistindex < numsurfaces;)
2226         {
2227                 p = cl.particles + surfacelist[surfacelistindex];
2228
2229                 if (blendmode != particletype[p->typeindex].blendmode)
2230                 {
2231                         blendmode = particletype[p->typeindex].blendmode;
2232                         switch(blendmode)
2233                         {
2234                         case PBLEND_ALPHA:
2235                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2236                                 break;
2237                         case PBLEND_ADD:
2238                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2239                                 break;
2240                         case PBLEND_MOD:
2241                                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
2242                                 break;
2243                         }
2244                 }
2245                 if (texture != particletexture[p->texnum].texture)
2246                 {
2247                         texture = particletexture[p->texnum].texture;
2248                         R_Mesh_TexBind(0, R_GetTexture(texture));
2249                 }
2250
2251                 // iterate until we find a change in settings
2252                 batchstart = surfacelistindex++;
2253                 for (;surfacelistindex < numsurfaces;surfacelistindex++)
2254                 {
2255                         p = cl.particles + surfacelist[surfacelistindex];
2256                         if (blendmode != particletype[p->typeindex].blendmode || texture != particletexture[p->texnum].texture)
2257                                 break;
2258                 }
2259
2260                 batchcount = surfacelistindex - batchstart;
2261                 R_Mesh_Draw(batchstart * 4, batchcount * 4, batchstart * 2, batchcount * 2, NULL, particle_elements, 0, 0);
2262         }
2263         GL_LockArrays(0, 0);
2264 }
2265
2266 void R_DrawParticles (void)
2267 {
2268         int i, a, content;
2269         float minparticledist;
2270         particle_t *p;
2271         float gravity, dvel, decalfade, frametime, f, dist, oldorg[3];
2272         float drawdist2;
2273         int hitent;
2274         trace_t trace;
2275         qboolean update;
2276
2277         frametime = bound(0, cl.time - cl.particles_updatetime, 1);
2278         cl.particles_updatetime = bound(cl.time - 1, cl.particles_updatetime + frametime, cl.time + 1);
2279
2280         // LordHavoc: early out conditions
2281         if ((!cl.num_particles) || (!r_drawparticles.integer))
2282                 return;
2283
2284         minparticledist = DotProduct(r_refdef.view.origin, r_refdef.view.forward) + 4.0f;
2285         gravity = frametime * cl.movevars_gravity;
2286         dvel = 1+4*frametime;
2287         decalfade = frametime * 255 / cl_decals_fadetime.value;
2288         update = frametime > 0;
2289         drawdist2 = r_drawparticles_drawdistance.value * r_refdef.view.quality;
2290         drawdist2 = drawdist2*drawdist2;
2291
2292         for (i = 0, p = cl.particles;i < cl.num_particles;i++, p++)
2293         {
2294                 if (!p->typeindex)
2295                 {
2296                         if (cl.free_particle > i)
2297                                 cl.free_particle = i;
2298                         continue;
2299                 }
2300
2301                 if (update)
2302                 {
2303                         if (p->delayedspawn > cl.time)
2304                                 continue;
2305                         p->delayedspawn = 0;
2306
2307                         content = 0;
2308
2309                         p->size += p->sizeincrease * frametime;
2310                         p->alpha -= p->alphafade * frametime;
2311
2312                         if (p->alpha <= 0 || p->die <= cl.time)
2313                                 goto killparticle;
2314
2315                         if (particletype[p->typeindex].orientation != PARTICLE_BEAM && frametime > 0)
2316                         {
2317                                 if (p->liquidfriction && (CL_PointSuperContents(p->org) & SUPERCONTENTS_LIQUIDSMASK))
2318                                 {
2319                                         if (p->typeindex == pt_blood)
2320                                                 p->size += frametime * 8;
2321                                         else
2322                                                 p->vel[2] -= p->gravity * gravity;
2323                                         f = 1.0f - min(p->liquidfriction * frametime, 1);
2324                                         VectorScale(p->vel, f, p->vel);
2325                                 }
2326                                 else
2327                                 {
2328                                         p->vel[2] -= p->gravity * gravity;
2329                                         if (p->airfriction)
2330                                         {
2331                                                 f = 1.0f - min(p->airfriction * frametime, 1);
2332                                                 VectorScale(p->vel, f, p->vel);
2333                                         }
2334                                 }
2335
2336                                 VectorCopy(p->org, oldorg);
2337                                 VectorMA(p->org, frametime, p->vel, p->org);
2338                                 if (p->bounce && cl.time >= p->delayedcollisions)
2339                                 {
2340                                         trace = CL_Move(oldorg, vec3_origin, vec3_origin, p->org, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | ((p->typeindex == pt_rain || p->typeindex == pt_snow) ? SUPERCONTENTS_LIQUIDSMASK : 0), true, false, &hitent, false);
2341                                         // if the trace started in or hit something of SUPERCONTENTS_NODROP
2342                                         // or if the trace hit something flagged as NOIMPACT
2343                                         // then remove the particle
2344                                         if (trace.hitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT || ((trace.startsupercontents | trace.hitsupercontents) & SUPERCONTENTS_NODROP) || (trace.startsupercontents & SUPERCONTENTS_SOLID))
2345                                                 goto killparticle;
2346                                         VectorCopy(trace.endpos, p->org);
2347                                         // react if the particle hit something
2348                                         if (trace.fraction < 1)
2349                                         {
2350                                                 VectorCopy(trace.endpos, p->org);
2351                                                 if (p->typeindex == pt_blood)
2352                                                 {
2353                                                         // blood - splash on solid
2354                                                         if (trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS)
2355                                                                 goto killparticle;
2356                                                         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)));
2357                                                         if (cl_decals.integer)
2358                                                         {
2359                                                                 // create a decal for the blood splat
2360                                                                 CL_SpawnDecalParticleForSurface(hitent, p->org, trace.plane.normal, p->color[0] * 65536 + p->color[1] * 256 + p->color[2], p->color[0] * 65536 + p->color[1] * 256 + p->color[2], tex_blooddecal[rand()&7], p->size * 2, p->alpha);
2361                                                         }
2362                                                         goto killparticle;
2363                                                 }
2364                                                 else if (p->bounce < 0)
2365                                                 {
2366                                                         // bounce -1 means remove on impact
2367                                                         goto killparticle;
2368                                                 }
2369                                                 else
2370                                                 {
2371                                                         // anything else - bounce off solid
2372                                                         dist = DotProduct(p->vel, trace.plane.normal) * -p->bounce;
2373                                                         VectorMA(p->vel, dist, trace.plane.normal, p->vel);
2374                                                         if (DotProduct(p->vel, p->vel) < 0.03)
2375                                                                 VectorClear(p->vel);
2376                                                 }
2377                                         }
2378                                 }
2379                         }
2380
2381                         if (p->typeindex != pt_static)
2382                         {
2383                                 switch (p->typeindex)
2384                                 {
2385                                 case pt_entityparticle:
2386                                         // particle that removes itself after one rendered frame
2387                                         if (p->time2)
2388                                                 goto killparticle;
2389                                         else
2390                                                 p->time2 = 1;
2391                                         break;
2392                                 case pt_blood:
2393                                         a = CL_PointSuperContents(p->org);
2394                                         if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_LAVA | SUPERCONTENTS_NODROP))
2395                                                 goto killparticle;
2396                                         break;
2397                                 case pt_bubble:
2398                                         a = CL_PointSuperContents(p->org);
2399                                         if (!(a & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)))
2400                                                 goto killparticle;
2401                                         break;
2402                                 case pt_rain:
2403                                         a = CL_PointSuperContents(p->org);
2404                                         if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK))
2405                                                 goto killparticle;
2406                                         break;
2407                                 case pt_snow:
2408                                         if (cl.time > p->time2)
2409                                         {
2410                                                 // snow flutter
2411                                                 p->time2 = cl.time + (rand() & 3) * 0.1;
2412                                                 p->vel[0] = p->vel[0] * 0.9f + lhrandom(-32, 32);
2413                                                 p->vel[1] = p->vel[0] * 0.9f + lhrandom(-32, 32);
2414                                         }
2415                                         a = CL_PointSuperContents(p->org);
2416                                         if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK))
2417                                                 goto killparticle;
2418                                         break;
2419                                 default:
2420                                         break;
2421                                 }
2422                         }
2423                 }
2424                 else if (p->delayedspawn)
2425                         continue;
2426
2427                 // don't render particles too close to the view (they chew fillrate)
2428                 // also don't render particles behind the view (useless)
2429                 // further checks to cull to the frustum would be too slow here
2430                 switch(p->typeindex)
2431                 {
2432                 case pt_beam:
2433                         // beams have no culling
2434                         R_MeshQueue_AddTransparent(p->org, R_DrawParticle_TransparentCallback, NULL, i, NULL);
2435                         break;
2436                 default:
2437                         // anything else just has to be in front of the viewer and visible at this distance
2438                         if (DotProduct(p->org, r_refdef.view.forward) >= minparticledist && VectorDistance2(p->org, r_refdef.view.origin) < drawdist2 * (p->size * p->size))
2439                                 R_MeshQueue_AddTransparent(p->org, R_DrawParticle_TransparentCallback, NULL, i, NULL);
2440                         break;
2441                 }
2442
2443                 continue;
2444 killparticle:
2445                 p->typeindex = 0;
2446                 if (cl.free_particle > i)
2447                         cl.free_particle = i;
2448         }
2449
2450         // reduce cl.num_particles if possible
2451         while (cl.num_particles > 0 && cl.particles[cl.num_particles - 1].typeindex == 0)
2452                 cl.num_particles--;
2453
2454         if (cl.num_particles == cl.max_particles && cl.max_particles < ABSOLUTE_MAX_PARTICLES)
2455         {
2456                 particle_t *oldparticles = cl.particles;
2457                 cl.max_particles = min(cl.max_particles * 2, ABSOLUTE_MAX_PARTICLES);
2458                 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
2459                 memcpy(cl.particles, oldparticles, cl.num_particles * sizeof(particle_t));
2460                 Mem_Free(oldparticles);
2461         }
2462 }