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fix endless loop with gcc 4.8
[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 // must match ptype_t values
28 particletype_t particletype[pt_total] =
29 {
30         {PBLEND_INVALID, PARTICLE_INVALID, false}, //pt_dead (should never happen)
31         {PBLEND_ALPHA, PARTICLE_BILLBOARD, false}, //pt_alphastatic
32         {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_static
33         {PBLEND_ADD, PARTICLE_SPARK, false}, //pt_spark
34         {PBLEND_ADD, PARTICLE_HBEAM, false}, //pt_beam
35         {PBLEND_ADD, PARTICLE_SPARK, false}, //pt_rain
36         {PBLEND_ADD, PARTICLE_ORIENTED_DOUBLESIDED, false}, //pt_raindecal
37         {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_snow
38         {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_bubble
39         {PBLEND_INVMOD, PARTICLE_BILLBOARD, false}, //pt_blood
40         {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_smoke
41         {PBLEND_INVMOD, PARTICLE_ORIENTED_DOUBLESIDED, false}, //pt_decal
42         {PBLEND_ALPHA, PARTICLE_BILLBOARD, false}, //pt_entityparticle
43 };
44
45 #define PARTICLEEFFECT_UNDERWATER 1
46 #define PARTICLEEFFECT_NOTUNDERWATER 2
47
48 typedef struct particleeffectinfo_s
49 {
50         int effectnameindex; // which effect this belongs to
51         // PARTICLEEFFECT_* bits
52         int flags;
53         // blood effects may spawn very few particles, so proper fraction-overflow
54         // handling is very important, this variable keeps track of the fraction
55         double particleaccumulator;
56         // the math is: countabsolute + requestedcount * countmultiplier * quality
57         // absolute number of particles to spawn, often used for decals
58         // (unaffected by quality and requestedcount)
59         float countabsolute;
60         // multiplier for the number of particles CL_ParticleEffect was told to
61         // spawn, most effects do not really have a count and hence use 1, so
62         // this is often the actual count to spawn, not merely a multiplier
63         float countmultiplier;
64         // if > 0 this causes the particle to spawn in an evenly spaced line from
65         // originmins to originmaxs (causing them to describe a trail, not a box)
66         float trailspacing;
67         // type of particle to spawn (defines some aspects of behavior)
68         ptype_t particletype;
69         // blending mode used on this particle type
70         pblend_t blendmode;
71         // orientation of this particle type (BILLBOARD, SPARK, BEAM, etc)
72         porientation_t orientation;
73         // range of colors to choose from in hex RRGGBB (like HTML color tags),
74         // randomly interpolated at spawn
75         unsigned int color[2];
76         // a random texture is chosen in this range (note the second value is one
77         // past the last choosable, so for example 8,16 chooses any from 8 up and
78         // including 15)
79         // if start and end of the range are the same, no randomization is done
80         int tex[2];
81         // range of size values randomly chosen when spawning, plus size increase over time
82         float size[3];
83         // range of alpha values randomly chosen when spawning, plus alpha fade
84         float alpha[3];
85         // how long the particle should live (note it is also removed if alpha drops to 0)
86         float time[2];
87         // how much gravity affects this particle (negative makes it fly up!)
88         float gravity;
89         // how much bounce the particle has when it hits a surface
90         // if negative the particle is removed on impact
91         float bounce;
92         // if in air this friction is applied
93         // if negative the particle accelerates
94         float airfriction;
95         // if in liquid (water/slime/lava) this friction is applied
96         // if negative the particle accelerates
97         float liquidfriction;
98         // these offsets are added to the values given to particleeffect(), and
99         // then an ellipsoid-shaped jitter is added as defined by these
100         // (they are the 3 radii)
101         float stretchfactor;
102         // stretch velocity factor (used for sparks)
103         float originoffset[3];
104         float relativeoriginoffset[3];
105         float velocityoffset[3];
106         float relativevelocityoffset[3];
107         float originjitter[3];
108         float velocityjitter[3];
109         float velocitymultiplier;
110         // an effect can also spawn a dlight
111         float lightradiusstart;
112         float lightradiusfade;
113         float lighttime;
114         float lightcolor[3];
115         qboolean lightshadow;
116         int lightcubemapnum;
117         float lightcorona[2];
118         unsigned int staincolor[2]; // note: 0x808080 = neutral (particle's own color), these are modding factors for the particle's original color!
119         int staintex[2];
120         float stainalpha[2];
121         float stainsize[2];
122         // other parameters
123         float rotate[4]; // min/max base angle, min/max rotation over time
124 }
125 particleeffectinfo_t;
126
127 char particleeffectname[MAX_PARTICLEEFFECTNAME][64];
128
129 int numparticleeffectinfo;
130 particleeffectinfo_t particleeffectinfo[MAX_PARTICLEEFFECTINFO];
131
132 static int particlepalette[256];
133 /*
134         0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b, // 0-7
135         0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb, // 8-15
136         0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b, // 16-23
137         0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23, // 24-31
138         0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767, // 32-39
139         0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb, // 40-47
140         0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07, // 48-55
141         0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f, // 56-63
142         0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000, // 64-71
143         0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000, // 72-79
144         0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307, // 80-87
145         0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723, // 88-95
146         0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b, // 96-103
147         0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b, // 104-111
148         0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733, // 112-119
149         0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397, // 120-127
150         0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b, // 128-135
151         0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707, // 136-143
152         0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b, // 144-151
153         0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707, // 152-159
154         0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353, // 160-167
155         0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07, // 168-175
156         0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f, // 176-183
157         0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07, // 184-191
158         0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307, // 192-199
159         0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700, // 200-207
160         0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f, // 208-215
161         0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f, // 216-223
162         0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b, // 224-231
163         0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b, // 232-239
164         0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000, // 240-247
165         0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53  // 248-255
166 */
167
168 int             ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
169 int             ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
170 int             ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
171
172 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
173
174 // particletexture_t is a rectangle in the particlefonttexture
175 typedef struct particletexture_s
176 {
177         rtexture_t *texture;
178         float s1, t1, s2, t2;
179 }
180 particletexture_t;
181
182 static rtexturepool_t *particletexturepool;
183 static rtexture_t *particlefonttexture;
184 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
185 skinframe_t *decalskinframe;
186
187 // texture numbers in particle font
188 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
189 static const int tex_bulletdecal[8] = {8, 9, 10, 11, 12, 13, 14, 15};
190 static const int tex_blooddecal[8] = {16, 17, 18, 19, 20, 21, 22, 23};
191 static const int tex_bloodparticle[8] = {24, 25, 26, 27, 28, 29, 30, 31};
192 static const int tex_rainsplash = 32;
193 static const int tex_particle = 63;
194 static const int tex_bubble = 62;
195 static const int tex_raindrop = 61;
196 static const int tex_beam = 60;
197
198 particleeffectinfo_t baselineparticleeffectinfo =
199 {
200         0, //int effectnameindex; // which effect this belongs to
201         // PARTICLEEFFECT_* bits
202         0, //int flags;
203         // blood effects may spawn very few particles, so proper fraction-overflow
204         // handling is very important, this variable keeps track of the fraction
205         0.0, //double particleaccumulator;
206         // the math is: countabsolute + requestedcount * countmultiplier * quality
207         // absolute number of particles to spawn, often used for decals
208         // (unaffected by quality and requestedcount)
209         0.0f, //float countabsolute;
210         // multiplier for the number of particles CL_ParticleEffect was told to
211         // spawn, most effects do not really have a count and hence use 1, so
212         // this is often the actual count to spawn, not merely a multiplier
213         0.0f, //float countmultiplier;
214         // if > 0 this causes the particle to spawn in an evenly spaced line from
215         // originmins to originmaxs (causing them to describe a trail, not a box)
216         0.0f, //float trailspacing;
217         // type of particle to spawn (defines some aspects of behavior)
218         pt_alphastatic, //ptype_t particletype;
219         // blending mode used on this particle type
220         PBLEND_ALPHA, //pblend_t blendmode;
221         // orientation of this particle type (BILLBOARD, SPARK, BEAM, etc)
222         PARTICLE_BILLBOARD, //porientation_t orientation;
223         // range of colors to choose from in hex RRGGBB (like HTML color tags),
224         // randomly interpolated at spawn
225         {0xFFFFFF, 0xFFFFFF}, //unsigned int color[2];
226         // a random texture is chosen in this range (note the second value is one
227         // past the last choosable, so for example 8,16 chooses any from 8 up and
228         // including 15)
229         // if start and end of the range are the same, no randomization is done
230         {63, 63 /* tex_particle */}, //int tex[2];
231         // range of size values randomly chosen when spawning, plus size increase over time
232         {1, 1, 0.0f}, //float size[3];
233         // range of alpha values randomly chosen when spawning, plus alpha fade
234         {0.0f, 256.0f, 256.0f}, //float alpha[3];
235         // how long the particle should live (note it is also removed if alpha drops to 0)
236         {16777216.0f, 16777216.0f}, //float time[2];
237         // how much gravity affects this particle (negative makes it fly up!)
238         0.0f, //float gravity;
239         // how much bounce the particle has when it hits a surface
240         // if negative the particle is removed on impact
241         0.0f, //float bounce;
242         // if in air this friction is applied
243         // if negative the particle accelerates
244         0.0f, //float airfriction;
245         // if in liquid (water/slime/lava) this friction is applied
246         // if negative the particle accelerates
247         0.0f, //float liquidfriction;
248         // these offsets are added to the values given to particleeffect(), and
249         // then an ellipsoid-shaped jitter is added as defined by these
250         // (they are the 3 radii)
251         1.0f, //float stretchfactor;
252         // stretch velocity factor (used for sparks)
253         {0.0f, 0.0f, 0.0f}, //float originoffset[3];
254         {0.0f, 0.0f, 0.0f}, //float relativeoriginoffset[3];
255         {0.0f, 0.0f, 0.0f}, //float velocityoffset[3];
256         {0.0f, 0.0f, 0.0f}, //float relativevelocityoffset[3];
257         {0.0f, 0.0f, 0.0f}, //float originjitter[3];
258         {0.0f, 0.0f, 0.0f}, //float velocityjitter[3];
259         0.0f, //float velocitymultiplier;
260         // an effect can also spawn a dlight
261         0.0f, //float lightradiusstart;
262         0.0f, //float lightradiusfade;
263         16777216.0f, //float lighttime;
264         {1.0f, 1.0f, 1.0f}, //float lightcolor[3];
265         true, //qboolean lightshadow;
266         0, //int lightcubemapnum;
267         {1.0f, 0.25f}, //float lightcorona[2];
268         {(unsigned int)-1, (unsigned int)-1}, //unsigned int staincolor[2]; // note: 0x808080 = neutral (particle's own color), these are modding factors for the particle's original color!
269         {-1, -1}, //int staintex[2];
270         {1.0f, 1.0f}, //float stainalpha[2];
271         {2.0f, 2.0f}, //float stainsize[2];
272         // other parameters
273         {0.0f, 360.0f, 0.0f, 0.0f}, //float rotate[4]; // min/max base angle, min/max rotation over time
274 };
275
276 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1", "enables particle effects"};
277 cvar_t cl_particles_quality = {CVAR_SAVE, "cl_particles_quality", "1", "multiplies number of particles"};
278 cvar_t cl_particles_alpha = {CVAR_SAVE, "cl_particles_alpha", "1", "multiplies opacity of particles"};
279 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1", "multiplies particle size"};
280 cvar_t cl_particles_quake = {CVAR_SAVE, "cl_particles_quake", "0", "makes particle effects look mostly like the ones in Quake"};
281 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1", "enables blood effects"};
282 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "1", "opacity of blood, does not affect decals"};
283 cvar_t cl_particles_blood_decal_alpha = {CVAR_SAVE, "cl_particles_blood_decal_alpha", "1", "opacity of blood decal"};
284 cvar_t cl_particles_blood_decal_scalemin = {CVAR_SAVE, "cl_particles_blood_decal_scalemin", "1.5", "minimal random scale of decal"};
285 cvar_t cl_particles_blood_decal_scalemax = {CVAR_SAVE, "cl_particles_blood_decal_scalemax", "2", "maximal random scale of decal"};
286 cvar_t cl_particles_blood_bloodhack = {CVAR_SAVE, "cl_particles_blood_bloodhack", "1", "make certain quake particle() calls create blood effects instead"};
287 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1", "enables bulletimpact effects"};
288 cvar_t cl_particles_explosions_sparks = {CVAR_SAVE, "cl_particles_explosions_sparks", "1", "enables sparks from explosions"};
289 cvar_t cl_particles_explosions_shell = {CVAR_SAVE, "cl_particles_explosions_shell", "0", "enables polygonal shell from explosions"};
290 cvar_t cl_particles_rain = {CVAR_SAVE, "cl_particles_rain", "1", "enables rain effects"};
291 cvar_t cl_particles_snow = {CVAR_SAVE, "cl_particles_snow", "1", "enables snow effects"};
292 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1", "enables smoke (used by multiple effects)"};
293 cvar_t cl_particles_smoke_alpha = {CVAR_SAVE, "cl_particles_smoke_alpha", "0.5", "smoke brightness"};
294 cvar_t cl_particles_smoke_alphafade = {CVAR_SAVE, "cl_particles_smoke_alphafade", "0.55", "brightness fade per second"};
295 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1", "enables sparks (used by multiple effects)"};
296 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1", "enables bubbles (used by multiple effects)"};
297 cvar_t cl_particles_visculling = {CVAR_SAVE, "cl_particles_visculling", "0", "perform a costly check if each particle is visible before drawing"};
298 cvar_t cl_particles_collisions = {CVAR_SAVE, "cl_particles_collisions", "1", "allow costly collision detection on particles (sparks that bounce, particles not going through walls, blood hitting surfaces, etc)"};
299 cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "1", "enables decals (bullet holes, blood, etc)"};
300 cvar_t cl_decals_visculling = {CVAR_SAVE, "cl_decals_visculling", "1", "perform a very cheap check if each decal is visible before drawing"};
301 cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "20", "how long before decals start to fade away"};
302 cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "1", "how long decals take to fade away"};
303 cvar_t cl_decals_newsystem = {CVAR_SAVE, "cl_decals_newsystem", "1", "enables new advanced decal system"};
304 cvar_t cl_decals_newsystem_intensitymultiplier = {CVAR_SAVE, "cl_decals_newsystem_intensitymultiplier", "2", "boosts intensity of decals (because the distance fade can make them hard to see otherwise)"};
305 cvar_t cl_decals_newsystem_immediatebloodstain = {CVAR_SAVE, "cl_decals_newsystem_immediatebloodstain", "2", "0: no on-spawn blood stains; 1: on-spawn blood stains for pt_blood; 2: always use on-spawn blood stains"};
306 cvar_t cl_decals_newsystem_bloodsmears = {CVAR_SAVE, "cl_decals_newsystem_bloodsmears", "1", "enable use of particle velocity as decal projection direction rather than surface normal"};
307 cvar_t cl_decals_models = {CVAR_SAVE, "cl_decals_models", "0", "enables decals on animated models (if newsystem is also 1)"};
308 cvar_t cl_decals_bias = {CVAR_SAVE, "cl_decals_bias", "0.125", "distance to bias decals from surface to prevent depth fighting"};
309 cvar_t cl_decals_max = {CVAR_SAVE, "cl_decals_max", "4096", "maximum number of decals allowed to exist in the world at once"};
310
311
312 static void CL_Particles_ParseEffectInfo(const char *textstart, const char *textend, const char *filename)
313 {
314         int arrayindex;
315         int argc;
316         int linenumber;
317         particleeffectinfo_t *info = NULL;
318         const char *text = textstart;
319         char argv[16][1024];
320         for (linenumber = 1;;linenumber++)
321         {
322                 argc = 0;
323                 for (arrayindex = 0;arrayindex < 16;arrayindex++)
324                         argv[arrayindex][0] = 0;
325                 for (;;)
326                 {
327                         if (!COM_ParseToken_Simple(&text, true, false, true))
328                                 return;
329                         if (!strcmp(com_token, "\n"))
330                                 break;
331                         if (argc < 16)
332                         {
333                                 strlcpy(argv[argc], com_token, sizeof(argv[argc]));
334                                 argc++;
335                         }
336                 }
337                 if (argc < 1)
338                         continue;
339 #define checkparms(n) if (argc != (n)) {Con_Printf("%s:%i: error while parsing: %s given %i parameters, should be %i parameters\n", filename, linenumber, argv[0], argc, (n));break;}
340 #define readints(array, n) checkparms(n+1);for (arrayindex = 0;arrayindex < argc - 1;arrayindex++) array[arrayindex] = strtol(argv[1+arrayindex], NULL, 0)
341 #define readfloats(array, n) checkparms(n+1);for (arrayindex = 0;arrayindex < argc - 1;arrayindex++) array[arrayindex] = atof(argv[1+arrayindex])
342 #define readint(var) checkparms(2);var = strtol(argv[1], NULL, 0)
343 #define readfloat(var) checkparms(2);var = atof(argv[1])
344 #define readbool(var) checkparms(2);var = strtol(argv[1], NULL, 0) != 0
345                 if (!strcmp(argv[0], "effect"))
346                 {
347                         int effectnameindex;
348                         checkparms(2);
349                         if (numparticleeffectinfo >= MAX_PARTICLEEFFECTINFO)
350                         {
351                                 Con_Printf("%s:%i: too many effects!\n", filename, linenumber);
352                                 break;
353                         }
354                         for (effectnameindex = 1;effectnameindex < MAX_PARTICLEEFFECTNAME;effectnameindex++)
355                         {
356                                 if (particleeffectname[effectnameindex][0])
357                                 {
358                                         if (!strcmp(particleeffectname[effectnameindex], argv[1]))
359                                                 break;
360                                 }
361                                 else
362                                 {
363                                         strlcpy(particleeffectname[effectnameindex], argv[1], sizeof(particleeffectname[effectnameindex]));
364                                         break;
365                                 }
366                         }
367                         // if we run out of names, abort
368                         if (effectnameindex == MAX_PARTICLEEFFECTNAME)
369                         {
370                                 Con_Printf("%s:%i: too many effects!\n", filename, linenumber);
371                                 break;
372                         }
373                         info = particleeffectinfo + numparticleeffectinfo++;
374                         // copy entire info from baseline, then fix up the nameindex
375                         *info = baselineparticleeffectinfo;
376                         info->effectnameindex = effectnameindex;
377                 }
378                 else if (info == NULL)
379                 {
380                         Con_Printf("%s:%i: command %s encountered before effect\n", filename, linenumber, argv[0]);
381                         break;
382                 }
383                 else if (!strcmp(argv[0], "countabsolute")) {readfloat(info->countabsolute);}
384                 else if (!strcmp(argv[0], "count")) {readfloat(info->countmultiplier);}
385                 else if (!strcmp(argv[0], "type"))
386                 {
387                         checkparms(2);
388                         if (!strcmp(argv[1], "alphastatic")) info->particletype = pt_alphastatic;
389                         else if (!strcmp(argv[1], "static")) info->particletype = pt_static;
390                         else if (!strcmp(argv[1], "spark")) info->particletype = pt_spark;
391                         else if (!strcmp(argv[1], "beam")) info->particletype = pt_beam;
392                         else if (!strcmp(argv[1], "rain")) info->particletype = pt_rain;
393                         else if (!strcmp(argv[1], "raindecal")) info->particletype = pt_raindecal;
394                         else if (!strcmp(argv[1], "snow")) info->particletype = pt_snow;
395                         else if (!strcmp(argv[1], "bubble")) info->particletype = pt_bubble;
396                         else if (!strcmp(argv[1], "blood")) {info->particletype = pt_blood;info->gravity = 1;}
397                         else if (!strcmp(argv[1], "smoke")) info->particletype = pt_smoke;
398                         else if (!strcmp(argv[1], "decal")) info->particletype = pt_decal;
399                         else if (!strcmp(argv[1], "entityparticle")) info->particletype = pt_entityparticle;
400                         else Con_Printf("%s:%i: unrecognized particle type %s\n", filename, linenumber, argv[1]);
401                         info->blendmode = particletype[info->particletype].blendmode;
402                         info->orientation = particletype[info->particletype].orientation;
403                 }
404                 else if (!strcmp(argv[0], "blend"))
405                 {
406                         checkparms(2);
407                         if (!strcmp(argv[1], "alpha")) info->blendmode = PBLEND_ALPHA;
408                         else if (!strcmp(argv[1], "add")) info->blendmode = PBLEND_ADD;
409                         else if (!strcmp(argv[1], "invmod")) info->blendmode = PBLEND_INVMOD;
410                         else Con_Printf("%s:%i: unrecognized blendmode %s\n", filename, linenumber, argv[1]);
411                 }
412                 else if (!strcmp(argv[0], "orientation"))
413                 {
414                         checkparms(2);
415                         if (!strcmp(argv[1], "billboard")) info->orientation = PARTICLE_BILLBOARD;
416                         else if (!strcmp(argv[1], "spark")) info->orientation = PARTICLE_SPARK;
417                         else if (!strcmp(argv[1], "oriented")) info->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
418                         else if (!strcmp(argv[1], "beam")) info->orientation = PARTICLE_HBEAM;
419                         else Con_Printf("%s:%i: unrecognized orientation %s\n", filename, linenumber, argv[1]);
420                 }
421                 else if (!strcmp(argv[0], "color")) {readints(info->color, 2);}
422                 else if (!strcmp(argv[0], "tex")) {readints(info->tex, 2);}
423                 else if (!strcmp(argv[0], "size")) {readfloats(info->size, 2);}
424                 else if (!strcmp(argv[0], "sizeincrease")) {readfloat(info->size[2]);}
425                 else if (!strcmp(argv[0], "alpha")) {readfloats(info->alpha, 3);}
426                 else if (!strcmp(argv[0], "time")) {readfloats(info->time, 2);}
427                 else if (!strcmp(argv[0], "gravity")) {readfloat(info->gravity);}
428                 else if (!strcmp(argv[0], "bounce")) {readfloat(info->bounce);}
429                 else if (!strcmp(argv[0], "airfriction")) {readfloat(info->airfriction);}
430                 else if (!strcmp(argv[0], "liquidfriction")) {readfloat(info->liquidfriction);}
431                 else if (!strcmp(argv[0], "originoffset")) {readfloats(info->originoffset, 3);}
432                 else if (!strcmp(argv[0], "relativeoriginoffset")) {readfloats(info->relativeoriginoffset, 3);}
433                 else if (!strcmp(argv[0], "velocityoffset")) {readfloats(info->velocityoffset, 3);}
434                 else if (!strcmp(argv[0], "relativevelocityoffset")) {readfloats(info->relativevelocityoffset, 3);}
435                 else if (!strcmp(argv[0], "originjitter")) {readfloats(info->originjitter, 3);}
436                 else if (!strcmp(argv[0], "velocityjitter")) {readfloats(info->velocityjitter, 3);}
437                 else if (!strcmp(argv[0], "velocitymultiplier")) {readfloat(info->velocitymultiplier);}
438                 else if (!strcmp(argv[0], "lightradius")) {readfloat(info->lightradiusstart);}
439                 else if (!strcmp(argv[0], "lightradiusfade")) {readfloat(info->lightradiusfade);}
440                 else if (!strcmp(argv[0], "lighttime")) {readfloat(info->lighttime);}
441                 else if (!strcmp(argv[0], "lightcolor")) {readfloats(info->lightcolor, 3);}
442                 else if (!strcmp(argv[0], "lightshadow")) {readbool(info->lightshadow);}
443                 else if (!strcmp(argv[0], "lightcubemapnum")) {readint(info->lightcubemapnum);}
444                 else if (!strcmp(argv[0], "lightcorona")) {readints(info->lightcorona, 2);}
445                 else if (!strcmp(argv[0], "underwater")) {checkparms(1);info->flags |= PARTICLEEFFECT_UNDERWATER;}
446                 else if (!strcmp(argv[0], "notunderwater")) {checkparms(1);info->flags |= PARTICLEEFFECT_NOTUNDERWATER;}
447                 else if (!strcmp(argv[0], "trailspacing")) {readfloat(info->trailspacing);if (info->trailspacing > 0) info->countmultiplier = 1.0f / info->trailspacing;}
448                 else if (!strcmp(argv[0], "stretchfactor")) {readfloat(info->stretchfactor);}
449                 else if (!strcmp(argv[0], "staincolor")) {readints(info->staincolor, 2);}
450                 else if (!strcmp(argv[0], "stainalpha")) {readfloats(info->stainalpha, 2);}
451                 else if (!strcmp(argv[0], "stainsize")) {readfloats(info->stainsize, 2);}
452                 else if (!strcmp(argv[0], "staintex")) {readints(info->staintex, 2);}
453                 else if (!strcmp(argv[0], "stainless")) {info->staintex[0] = -2; info->staincolor[0] = (unsigned int)-1; info->staincolor[1] = (unsigned int)-1; info->stainalpha[0] = 1; info->stainalpha[1] = 1; info->stainsize[0] = 2; info->stainsize[1] = 2; }
454                 else if (!strcmp(argv[0], "rotate")) {readfloats(info->rotate, 4);}
455                 else
456                         Con_Printf("%s:%i: skipping unknown command %s\n", filename, linenumber, argv[0]);
457 #undef checkparms
458 #undef readints
459 #undef readfloats
460 #undef readint
461 #undef readfloat
462         }
463 }
464
465 int CL_ParticleEffectIndexForName(const char *name)
466 {
467         int i;
468         for (i = 1;i < MAX_PARTICLEEFFECTNAME && particleeffectname[i][0];i++)
469                 if (!strcmp(particleeffectname[i], name))
470                         return i;
471         return 0;
472 }
473
474 const char *CL_ParticleEffectNameForIndex(int i)
475 {
476         if (i < 1 || i >= MAX_PARTICLEEFFECTNAME)
477                 return NULL;
478         return particleeffectname[i];
479 }
480
481 // MUST match effectnameindex_t in client.h
482 static const char *standardeffectnames[EFFECT_TOTAL] =
483 {
484         "",
485         "TE_GUNSHOT",
486         "TE_GUNSHOTQUAD",
487         "TE_SPIKE",
488         "TE_SPIKEQUAD",
489         "TE_SUPERSPIKE",
490         "TE_SUPERSPIKEQUAD",
491         "TE_WIZSPIKE",
492         "TE_KNIGHTSPIKE",
493         "TE_EXPLOSION",
494         "TE_EXPLOSIONQUAD",
495         "TE_TAREXPLOSION",
496         "TE_TELEPORT",
497         "TE_LAVASPLASH",
498         "TE_SMALLFLASH",
499         "TE_FLAMEJET",
500         "EF_FLAME",
501         "TE_BLOOD",
502         "TE_SPARK",
503         "TE_PLASMABURN",
504         "TE_TEI_G3",
505         "TE_TEI_SMOKE",
506         "TE_TEI_BIGEXPLOSION",
507         "TE_TEI_PLASMAHIT",
508         "EF_STARDUST",
509         "TR_ROCKET",
510         "TR_GRENADE",
511         "TR_BLOOD",
512         "TR_WIZSPIKE",
513         "TR_SLIGHTBLOOD",
514         "TR_KNIGHTSPIKE",
515         "TR_VORESPIKE",
516         "TR_NEHAHRASMOKE",
517         "TR_NEXUIZPLASMA",
518         "TR_GLOWTRAIL",
519         "SVC_PARTICLE"
520 };
521
522 static void CL_Particles_LoadEffectInfo(const char *customfile)
523 {
524         int i;
525         int filepass;
526         unsigned char *filedata;
527         fs_offset_t filesize;
528         char filename[MAX_QPATH];
529         numparticleeffectinfo = 0;
530         memset(particleeffectinfo, 0, sizeof(particleeffectinfo));
531         memset(particleeffectname, 0, sizeof(particleeffectname));
532         for (i = 0;i < EFFECT_TOTAL;i++)
533                 strlcpy(particleeffectname[i], standardeffectnames[i], sizeof(particleeffectname[i]));
534         for (filepass = 0;;filepass++)
535         {
536                 if (filepass == 0)
537                 {
538                         if (customfile)
539                                 strlcpy(filename, customfile, sizeof(filename));
540                         else
541                                 strlcpy(filename, "effectinfo.txt", sizeof(filename));
542                 }
543                 else if (filepass == 1)
544                 {
545                         if (!cl.worldbasename[0] || customfile)
546                                 continue;
547                         dpsnprintf(filename, sizeof(filename), "%s_effectinfo.txt", cl.worldnamenoextension);
548                 }
549                 else
550                         break;
551                 filedata = FS_LoadFile(filename, tempmempool, true, &filesize);
552                 if (!filedata)
553                         continue;
554                 CL_Particles_ParseEffectInfo((const char *)filedata, (const char *)filedata + filesize, filename);
555                 Mem_Free(filedata);
556         }
557 }
558
559 static void CL_Particles_LoadEffectInfo_f(void)
560 {
561         CL_Particles_LoadEffectInfo(Cmd_Argc() > 1 ? Cmd_Argv(1) : NULL);
562 }
563
564 /*
565 ===============
566 CL_InitParticles
567 ===============
568 */
569 void CL_ReadPointFile_f (void);
570 void CL_Particles_Init (void)
571 {
572         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)");
573         Cmd_AddCommand ("cl_particles_reloadeffects", CL_Particles_LoadEffectInfo_f, "reloads effectinfo.txt and maps/levelname_effectinfo.txt (where levelname is the current map) if parameter is given, loads from custom file (no levelname_effectinfo are loaded in this case)");
574
575         Cvar_RegisterVariable (&cl_particles);
576         Cvar_RegisterVariable (&cl_particles_quality);
577         Cvar_RegisterVariable (&cl_particles_alpha);
578         Cvar_RegisterVariable (&cl_particles_size);
579         Cvar_RegisterVariable (&cl_particles_quake);
580         Cvar_RegisterVariable (&cl_particles_blood);
581         Cvar_RegisterVariable (&cl_particles_blood_alpha);
582         Cvar_RegisterVariable (&cl_particles_blood_decal_alpha);
583         Cvar_RegisterVariable (&cl_particles_blood_decal_scalemin);
584         Cvar_RegisterVariable (&cl_particles_blood_decal_scalemax);
585         Cvar_RegisterVariable (&cl_particles_blood_bloodhack);
586         Cvar_RegisterVariable (&cl_particles_explosions_sparks);
587         Cvar_RegisterVariable (&cl_particles_explosions_shell);
588         Cvar_RegisterVariable (&cl_particles_bulletimpacts);
589         Cvar_RegisterVariable (&cl_particles_rain);
590         Cvar_RegisterVariable (&cl_particles_snow);
591         Cvar_RegisterVariable (&cl_particles_smoke);
592         Cvar_RegisterVariable (&cl_particles_smoke_alpha);
593         Cvar_RegisterVariable (&cl_particles_smoke_alphafade);
594         Cvar_RegisterVariable (&cl_particles_sparks);
595         Cvar_RegisterVariable (&cl_particles_bubbles);
596         Cvar_RegisterVariable (&cl_particles_visculling);
597         Cvar_RegisterVariable (&cl_particles_collisions);
598         Cvar_RegisterVariable (&cl_decals);
599         Cvar_RegisterVariable (&cl_decals_visculling);
600         Cvar_RegisterVariable (&cl_decals_time);
601         Cvar_RegisterVariable (&cl_decals_fadetime);
602         Cvar_RegisterVariable (&cl_decals_newsystem);
603         Cvar_RegisterVariable (&cl_decals_newsystem_intensitymultiplier);
604         Cvar_RegisterVariable (&cl_decals_newsystem_immediatebloodstain);
605         Cvar_RegisterVariable (&cl_decals_newsystem_bloodsmears);
606         Cvar_RegisterVariable (&cl_decals_models);
607         Cvar_RegisterVariable (&cl_decals_bias);
608         Cvar_RegisterVariable (&cl_decals_max);
609 }
610
611 void CL_Particles_Shutdown (void)
612 {
613 }
614
615 void CL_SpawnDecalParticleForSurface(int hitent, const vec3_t org, const vec3_t normal, int color1, int color2, int texnum, float size, float alpha);
616 void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size, float alpha, int texnum, int color1, int color2);
617
618 // list of all 26 parameters:
619 // ptype - any of the pt_ enum values (pt_static, pt_blood, etc), see ptype_t near the top of this file
620 // pcolor1,pcolor2 - minimum and maximum ranges of color, randomly interpolated to decide particle color
621 // ptex - any of the tex_ values such as tex_smoke[rand()&7] or tex_particle
622 // psize - size of particle (or thickness for PARTICLE_SPARK and PARTICLE_*BEAM)
623 // palpha - opacity of particle as 0-255 (can be more than 255)
624 // palphafade - rate of fade per second (so 256 would mean a 256 alpha particle would fade to nothing in 1 second)
625 // ptime - how long the particle can live (note it is also removed if alpha drops to nothing)
626 // pgravity - how much effect gravity has on the particle (0-1)
627 // 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
628 // px,py,pz - starting origin of particle
629 // pvx,pvy,pvz - starting velocity of particle
630 // pfriction - how much the particle slows down per second (0-1 typically, can slowdown faster than 1)
631 // blendmode - one of the PBLEND_ values
632 // orientation - one of the PARTICLE_ values
633 // staincolor1, staincolor2: minimum and maximum ranges of stain color, randomly interpolated to decide stain color (-1 to use none)
634 // staintex: any of the tex_ values such as tex_smoke[rand()&7] or tex_particle (-1 to use none)
635 // stainalpha: opacity of the stain as factor for alpha
636 // stainsize: size of the stain as factor for palpha
637 // angle: base rotation of the particle geometry around its center normal
638 // spin: rotation speed of the particle geometry around its center normal
639 particle_t *CL_NewParticle(const vec3_t sortorigin, unsigned short ptypeindex, int pcolor1, int pcolor2, int ptex, float psize, float psizeincrease, float palpha, float palphafade, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float pairfriction, float pliquidfriction, float originjitter, float velocityjitter, qboolean pqualityreduction, float lifetime, float stretch, pblend_t blendmode, porientation_t orientation, int staincolor1, int staincolor2, int staintex, float stainalpha, float stainsize, float angle, float spin, float tint[4])
640 {
641         int l1, l2, r, g, b;
642         particle_t *part;
643         vec3_t v;
644         if (!cl_particles.integer)
645                 return NULL;
646         for (;cl.free_particle < cl.max_particles && cl.particles[cl.free_particle].typeindex;cl.free_particle++);
647         if (cl.free_particle >= cl.max_particles)
648                 return NULL;
649         if (!lifetime)
650                 lifetime = palpha / min(1, palphafade);
651         part = &cl.particles[cl.free_particle++];
652         if (cl.num_particles < cl.free_particle)
653                 cl.num_particles = cl.free_particle;
654         memset(part, 0, sizeof(*part));
655         VectorCopy(sortorigin, part->sortorigin);
656         part->typeindex = ptypeindex;
657         part->blendmode = blendmode;
658         if(orientation == PARTICLE_HBEAM || orientation == PARTICLE_VBEAM)
659         {
660                 particletexture_t *tex = &particletexture[ptex];
661                 if(tex->t1 == 0 && tex->t2 == 1) // full height of texture?
662                         part->orientation = PARTICLE_VBEAM;
663                 else
664                         part->orientation = PARTICLE_HBEAM;
665         }
666         else
667                 part->orientation = orientation;
668         l2 = (int)lhrandom(0.5, 256.5);
669         l1 = 256 - l2;
670         part->color[0] = ((((pcolor1 >> 16) & 0xFF) * l1 + ((pcolor2 >> 16) & 0xFF) * l2) >> 8) & 0xFF;
671         part->color[1] = ((((pcolor1 >>  8) & 0xFF) * l1 + ((pcolor2 >>  8) & 0xFF) * l2) >> 8) & 0xFF;
672         part->color[2] = ((((pcolor1 >>  0) & 0xFF) * l1 + ((pcolor2 >>  0) & 0xFF) * l2) >> 8) & 0xFF;
673         if (vid.sRGB3D)
674         {
675                 part->color[0] = (unsigned char)floor(Image_LinearFloatFromsRGB(part->color[0]) * 255.0f + 0.5f);
676                 part->color[1] = (unsigned char)floor(Image_LinearFloatFromsRGB(part->color[1]) * 255.0f + 0.5f);
677                 part->color[2] = (unsigned char)floor(Image_LinearFloatFromsRGB(part->color[2]) * 255.0f + 0.5f);
678         }
679         part->alpha = palpha;
680         part->alphafade = palphafade;
681         part->staintexnum = staintex;
682         if(staincolor1 >= 0 && staincolor2 >= 0)
683         {
684                 l2 = (int)lhrandom(0.5, 256.5);
685                 l1 = 256 - l2;
686                 if(blendmode == PBLEND_INVMOD)
687                 {
688                         r = ((((staincolor1 >> 16) & 0xFF) * l1 + ((staincolor2 >> 16) & 0xFF) * l2) * (255 - part->color[0])) / 0x8000; // staincolor 0x808080 keeps color invariant
689                         g = ((((staincolor1 >>  8) & 0xFF) * l1 + ((staincolor2 >>  8) & 0xFF) * l2) * (255 - part->color[1])) / 0x8000;
690                         b = ((((staincolor1 >>  0) & 0xFF) * l1 + ((staincolor2 >>  0) & 0xFF) * l2) * (255 - part->color[2])) / 0x8000;
691                 }
692                 else
693                 {
694                         r = ((((staincolor1 >> 16) & 0xFF) * l1 + ((staincolor2 >> 16) & 0xFF) * l2) * part->color[0]) / 0x8000; // staincolor 0x808080 keeps color invariant
695                         g = ((((staincolor1 >>  8) & 0xFF) * l1 + ((staincolor2 >>  8) & 0xFF) * l2) * part->color[1]) / 0x8000;
696                         b = ((((staincolor1 >>  0) & 0xFF) * l1 + ((staincolor2 >>  0) & 0xFF) * l2) * part->color[2]) / 0x8000;
697                 }
698                 if(r > 0xFF) r = 0xFF;
699                 if(g > 0xFF) g = 0xFF;
700                 if(b > 0xFF) b = 0xFF;
701         }
702         else
703         {
704                 r = part->color[0]; // -1 is shorthand for stain = particle color
705                 g = part->color[1];
706                 b = part->color[2];
707         }
708         part->staincolor[0] = r;
709         part->staincolor[1] = g;
710         part->staincolor[2] = b;
711         part->stainalpha = palpha * stainalpha;
712         part->stainsize = psize * stainsize;
713         if(tint)
714         {
715                 if(blendmode != PBLEND_INVMOD) // invmod is immune to tinting
716                 {
717                         part->color[0] *= tint[0];
718                         part->color[1] *= tint[1];
719                         part->color[2] *= tint[2];
720                 }
721                 part->alpha *= tint[3];
722                 part->alphafade *= tint[3];
723                 part->stainalpha *= tint[3];
724         }
725         part->texnum = ptex;
726         part->size = psize;
727         part->sizeincrease = psizeincrease;
728         part->gravity = pgravity;
729         part->bounce = pbounce;
730         part->stretch = stretch;
731         VectorRandom(v);
732         part->org[0] = px + originjitter * v[0];
733         part->org[1] = py + originjitter * v[1];
734         part->org[2] = pz + originjitter * v[2];
735         part->vel[0] = pvx + velocityjitter * v[0];
736         part->vel[1] = pvy + velocityjitter * v[1];
737         part->vel[2] = pvz + velocityjitter * v[2];
738         part->time2 = 0;
739         part->airfriction = pairfriction;
740         part->liquidfriction = pliquidfriction;
741         part->die = cl.time + lifetime;
742         part->delayedspawn = cl.time;
743 //      part->delayedcollisions = 0;
744         part->qualityreduction = pqualityreduction;
745         part->angle = angle;
746         part->spin = spin;
747         // if it is rain or snow, trace ahead and shut off collisions until an actual collision event needs to occur to improve performance
748         if (part->typeindex == pt_rain)
749         {
750                 int i;
751                 particle_t *part2;
752                 float lifetime = part->die - cl.time;
753                 vec3_t endvec;
754                 trace_t trace;
755                 // turn raindrop into simple spark and create delayedspawn splash effect
756                 part->typeindex = pt_spark;
757                 part->bounce = 0;
758                 VectorMA(part->org, lifetime, part->vel, endvec);
759                 trace = CL_TraceLine(part->org, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK, true, false, NULL, false, false);
760                 part->die = cl.time + lifetime * trace.fraction;
761                 part2 = CL_NewParticle(endvec, pt_raindecal, pcolor1, pcolor2, tex_rainsplash, part->size, part->size * 20, part->alpha, part->alpha / 0.4, 0, 0, trace.endpos[0] + trace.plane.normal[0], trace.endpos[1] + trace.plane.normal[1], trace.endpos[2] + trace.plane.normal[2], trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2], 0, 0, 0, 0, pqualityreduction, 0, 1, PBLEND_ADD, PARTICLE_ORIENTED_DOUBLESIDED, -1, -1, -1, 1, 1, 0, 0, NULL);
762                 if (part2)
763                 {
764                         part2->delayedspawn = part->die;
765                         part2->die += part->die - cl.time;
766                         for (i = rand() & 7;i < 10;i++)
767                         {
768                                 part2 = CL_NewParticle(endvec, pt_spark, pcolor1, pcolor2, tex_particle, 0.25f, 0, part->alpha * 2, part->alpha * 4, 1, 0, trace.endpos[0] + trace.plane.normal[0], trace.endpos[1] + trace.plane.normal[1], trace.endpos[2] + trace.plane.normal[2], trace.plane.normal[0] * 16, trace.plane.normal[1] * 16, trace.plane.normal[2] * 16 + cl.movevars_gravity * 0.04, 0, 0, 0, 32, pqualityreduction, 0, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
769                                 if (part2)
770                                 {
771                                         part2->delayedspawn = part->die;
772                                         part2->die += part->die - cl.time;
773                                 }
774                         }
775                 }
776         }
777 #if 0
778         else if (part->bounce != 0 && part->gravity == 0 && part->typeindex != pt_snow)
779         {
780                 float lifetime = part->alpha / (part->alphafade ? part->alphafade : 1);
781                 vec3_t endvec;
782                 trace_t trace;
783                 VectorMA(part->org, lifetime, part->vel, endvec);
784                 trace = CL_TraceLine(part->org, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY, true, false, NULL, false);
785                 part->delayedcollisions = cl.time + lifetime * trace.fraction - 0.1;
786         }
787 #endif
788
789         return part;
790 }
791
792 static void CL_ImmediateBloodStain(particle_t *part)
793 {
794         vec3_t v;
795         int staintex;
796
797         // blood creates a splash at spawn, not just at impact, this makes monsters bloody where they are shot
798         if (part->staintexnum >= 0 && cl_decals_newsystem.integer && cl_decals.integer)
799         {
800                 VectorCopy(part->vel, v);
801                 VectorNormalize(v);
802                 staintex = part->staintexnum;
803                 R_DecalSystem_SplatEntities(part->org, v, 1-part->staincolor[0]*(1.0f/255.0f), 1-part->staincolor[1]*(1.0f/255.0f), 1-part->staincolor[2]*(1.0f/255.0f), part->stainalpha*(1.0f/255.0f), particletexture[staintex].s1, particletexture[staintex].t1, particletexture[staintex].s2, particletexture[staintex].t2, part->stainsize);
804         }
805
806         // blood creates a splash at spawn, not just at impact, this makes monsters bloody where they are shot
807         if (part->typeindex == pt_blood && cl_decals_newsystem.integer && cl_decals.integer)
808         {
809                 VectorCopy(part->vel, v);
810                 VectorNormalize(v);
811                 staintex = tex_blooddecal[rand()&7];
812                 R_DecalSystem_SplatEntities(part->org, v, part->color[0]*(1.0f/255.0f), part->color[1]*(1.0f/255.0f), part->color[2]*(1.0f/255.0f), part->alpha*(1.0f/255.0f), particletexture[staintex].s1, particletexture[staintex].t1, particletexture[staintex].s2, particletexture[staintex].t2, part->size * 2);
813         }
814 }
815
816 void CL_SpawnDecalParticleForSurface(int hitent, const vec3_t org, const vec3_t normal, int color1, int color2, int texnum, float size, float alpha)
817 {
818         int l1, l2;
819         decal_t *decal;
820         entity_render_t *ent = &cl.entities[hitent].render;
821         unsigned char color[3];
822         if (!cl_decals.integer)
823                 return;
824         if (!ent->allowdecals)
825                 return;
826
827         l2 = (int)lhrandom(0.5, 256.5);
828         l1 = 256 - l2;
829         color[0] = ((((color1 >> 16) & 0xFF) * l1 + ((color2 >> 16) & 0xFF) * l2) >> 8) & 0xFF;
830         color[1] = ((((color1 >>  8) & 0xFF) * l1 + ((color2 >>  8) & 0xFF) * l2) >> 8) & 0xFF;
831         color[2] = ((((color1 >>  0) & 0xFF) * l1 + ((color2 >>  0) & 0xFF) * l2) >> 8) & 0xFF;
832
833         if (cl_decals_newsystem.integer)
834         {
835                 if (vid.sRGB3D)
836                         R_DecalSystem_SplatEntities(org, normal, Image_LinearFloatFromsRGB(color[0]), Image_LinearFloatFromsRGB(color[1]), Image_LinearFloatFromsRGB(color[2]), alpha*(1.0f/255.0f), particletexture[texnum].s1, particletexture[texnum].t1, particletexture[texnum].s2, particletexture[texnum].t2, size);
837                 else
838                         R_DecalSystem_SplatEntities(org, normal, color[0]*(1.0f/255.0f), color[1]*(1.0f/255.0f), color[2]*(1.0f/255.0f), alpha*(1.0f/255.0f), particletexture[texnum].s1, particletexture[texnum].t1, particletexture[texnum].s2, particletexture[texnum].t2, size);
839                 return;
840         }
841
842         for (;cl.free_decal < cl.max_decals && cl.decals[cl.free_decal].typeindex;cl.free_decal++);
843         if (cl.free_decal >= cl.max_decals)
844                 return;
845         decal = &cl.decals[cl.free_decal++];
846         if (cl.num_decals < cl.free_decal)
847                 cl.num_decals = cl.free_decal;
848         memset(decal, 0, sizeof(*decal));
849         decal->decalsequence = cl.decalsequence++;
850         decal->typeindex = pt_decal;
851         decal->texnum = texnum;
852         VectorMA(org, cl_decals_bias.value, normal, decal->org);
853         VectorCopy(normal, decal->normal);
854         decal->size = size;
855         decal->alpha = alpha;
856         decal->time2 = cl.time;
857         decal->color[0] = color[0];
858         decal->color[1] = color[1];
859         decal->color[2] = color[2];
860         if (vid.sRGB3D)
861         {
862                 decal->color[0] = (unsigned char)(Image_LinearFloatFromsRGB(decal->color[0]) * 256.0f);
863                 decal->color[1] = (unsigned char)(Image_LinearFloatFromsRGB(decal->color[1]) * 256.0f);
864                 decal->color[2] = (unsigned char)(Image_LinearFloatFromsRGB(decal->color[2]) * 256.0f);
865         }
866         decal->owner = hitent;
867         decal->clusterindex = -1000; // no vis culling unless we're sure
868         if (hitent)
869         {
870                 // these relative things are only used to regenerate p->org and p->vel if decal->owner is not world (0)
871                 decal->ownermodel = cl.entities[decal->owner].render.model;
872                 Matrix4x4_Transform(&cl.entities[decal->owner].render.inversematrix, org, decal->relativeorigin);
873                 Matrix4x4_Transform3x3(&cl.entities[decal->owner].render.inversematrix, normal, decal->relativenormal);
874         }
875         else
876         {
877                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.PointInLeaf)
878                 {
879                         mleaf_t *leaf = r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, decal->org);
880                         if(leaf)
881                                 decal->clusterindex = leaf->clusterindex;
882                 }
883         }
884 }
885
886 void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size, float alpha, int texnum, int color1, int color2)
887 {
888         int i;
889         vec_t bestfrac;
890         vec3_t bestorg;
891         vec3_t bestnormal;
892         vec3_t org2;
893         int besthitent = 0, hitent;
894         trace_t trace;
895         bestfrac = 10;
896         for (i = 0;i < 32;i++)
897         {
898                 VectorRandom(org2);
899                 VectorMA(org, maxdist, org2, org2);
900                 trace = CL_TraceLine(org, org2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, &hitent, false, true);
901                 // take the closest trace result that doesn't end up hitting a NOMARKS
902                 // surface (sky for example)
903                 if (bestfrac > trace.fraction && !(trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS))
904                 {
905                         bestfrac = trace.fraction;
906                         besthitent = hitent;
907                         VectorCopy(trace.endpos, bestorg);
908                         VectorCopy(trace.plane.normal, bestnormal);
909                 }
910         }
911         if (bestfrac < 1)
912                 CL_SpawnDecalParticleForSurface(besthitent, bestorg, bestnormal, color1, color2, texnum, size, alpha);
913 }
914
915 static void CL_Sparks(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float sparkcount);
916 static void CL_Smoke(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float smokecount);
917 static 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)
918 {
919         vec3_t center;
920         matrix4x4_t tempmatrix;
921         particle_t *part;
922
923         VectorLerp(originmins, 0.5, originmaxs, center);
924         Matrix4x4_CreateTranslate(&tempmatrix, center[0], center[1], center[2]);
925         if (effectnameindex == EFFECT_SVC_PARTICLE)
926         {
927                 if (cl_particles.integer)
928                 {
929                         // bloodhack checks if this effect's color matches regular or lightning blood and if so spawns a blood effect instead
930                         if (count == 1024)
931                                 CL_ParticleEffect(EFFECT_TE_EXPLOSION, 1, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
932                         else if (cl_particles_blood_bloodhack.integer && !cl_particles_quake.integer && (palettecolor == 73 || palettecolor == 225))
933                                 CL_ParticleEffect(EFFECT_TE_BLOOD, count / 2.0f, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
934                         else
935                         {
936                                 count *= cl_particles_quality.value;
937                                 for (;count > 0;count--)
938                                 {
939                                         int k = particlepalette[(palettecolor & ~7) + (rand()&7)];
940                                         CL_NewParticle(center, pt_alphastatic, k, k, tex_particle, 1.5, 0, 255, 0, 0.05, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 8, 0, true, lhrandom(0.1, 0.5), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
941                                 }
942                         }
943                 }
944         }
945         else if (effectnameindex == EFFECT_TE_WIZSPIKE)
946                 CL_ParticleEffect(EFFECT_SVC_PARTICLE, 30*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 20);
947         else if (effectnameindex == EFFECT_TE_KNIGHTSPIKE)
948                 CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 226);
949         else if (effectnameindex == EFFECT_TE_SPIKE)
950         {
951                 if (cl_particles_bulletimpacts.integer)
952                 {
953                         if (cl_particles_quake.integer)
954                         {
955                                 if (cl_particles_smoke.integer)
956                                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 10*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
957                         }
958                         else
959                         {
960                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
961                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 15*count);
962                                 CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
963                         }
964                 }
965                 // bullet hole
966                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
967                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
968         }
969         else if (effectnameindex == EFFECT_TE_SPIKEQUAD)
970         {
971                 if (cl_particles_bulletimpacts.integer)
972                 {
973                         if (cl_particles_quake.integer)
974                         {
975                                 if (cl_particles_smoke.integer)
976                                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 10*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
977                         }
978                         else
979                         {
980                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
981                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 15*count);
982                                 CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
983                         }
984                 }
985                 // bullet hole
986                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
987                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
988                 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);
989         }
990         else if (effectnameindex == EFFECT_TE_SUPERSPIKE)
991         {
992                 if (cl_particles_bulletimpacts.integer)
993                 {
994                         if (cl_particles_quake.integer)
995                         {
996                                 if (cl_particles_smoke.integer)
997                                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
998                         }
999                         else
1000                         {
1001                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 8*count);
1002                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 30*count);
1003                                 CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1004                         }
1005                 }
1006                 // bullet hole
1007                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
1008                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
1009         }
1010         else if (effectnameindex == EFFECT_TE_SUPERSPIKEQUAD)
1011         {
1012                 if (cl_particles_bulletimpacts.integer)
1013                 {
1014                         if (cl_particles_quake.integer)
1015                         {
1016                                 if (cl_particles_smoke.integer)
1017                                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
1018                         }
1019                         else
1020                         {
1021                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 8*count);
1022                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 30*count);
1023                                 CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1024                         }
1025                 }
1026                 // bullet hole
1027                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
1028                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
1029                 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);
1030         }
1031         else if (effectnameindex == EFFECT_TE_BLOOD)
1032         {
1033                 if (!cl_particles_blood.integer)
1034                         return;
1035                 if (cl_particles_quake.integer)
1036                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 2*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 73);
1037                 else
1038                 {
1039                         static double bloodaccumulator = 0;
1040                         qboolean immediatebloodstain = (cl_decals_newsystem_immediatebloodstain.integer >= 1);
1041                         //CL_NewParticle(center, pt_alphastatic, 0x4f0000,0x7f0000, tex_particle, 2.5, 0, 256, 256, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 1, 4, 0, 0, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, NULL);
1042                         bloodaccumulator += count * 0.333 * cl_particles_quality.value;
1043                         for (;bloodaccumulator > 0;bloodaccumulator--)
1044                         {
1045                                 part = CL_NewParticle(center, pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, cl_particles_blood_alpha.value * 768, cl_particles_blood_alpha.value * 384, 1, -1, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64, true, 0, 1, PBLEND_INVMOD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1046                                 if (immediatebloodstain && part)
1047                                 {
1048                                         immediatebloodstain = false;
1049                                         CL_ImmediateBloodStain(part);
1050                                 }
1051                         }
1052                 }
1053         }
1054         else if (effectnameindex == EFFECT_TE_SPARK)
1055                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, count);
1056         else if (effectnameindex == EFFECT_TE_PLASMABURN)
1057         {
1058                 // plasma scorch mark
1059                 R_Stain(center, 40, 40, 40, 40, 64, 88, 88, 88, 64);
1060                 CL_SpawnDecalParticleForPoint(center, 6, 6, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
1061                 CL_AllocLightFlash(NULL, &tempmatrix, 200, 1, 1, 1, 1000, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1062         }
1063         else if (effectnameindex == EFFECT_TE_GUNSHOT)
1064         {
1065                 if (cl_particles_bulletimpacts.integer)
1066                 {
1067                         if (cl_particles_quake.integer)
1068                                 CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
1069                         else
1070                         {
1071                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
1072                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 20*count);
1073                                 CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1074                         }
1075                 }
1076                 // bullet hole
1077                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
1078                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
1079         }
1080         else if (effectnameindex == EFFECT_TE_GUNSHOTQUAD)
1081         {
1082                 if (cl_particles_bulletimpacts.integer)
1083                 {
1084                         if (cl_particles_quake.integer)
1085                                 CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
1086                         else
1087                         {
1088                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
1089                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 20*count);
1090                                 CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1091                         }
1092                 }
1093                 // bullet hole
1094                 R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
1095                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
1096                 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);
1097         }
1098         else if (effectnameindex == EFFECT_TE_EXPLOSION)
1099         {
1100                 CL_ParticleExplosion(center);
1101                 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);
1102         }
1103         else if (effectnameindex == EFFECT_TE_EXPLOSIONQUAD)
1104         {
1105                 CL_ParticleExplosion(center);
1106                 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);
1107         }
1108         else if (effectnameindex == EFFECT_TE_TAREXPLOSION)
1109         {
1110                 if (cl_particles_quake.integer)
1111                 {
1112                         int i;
1113                         for (i = 0;i < 1024 * cl_particles_quality.value;i++)
1114                         {
1115                                 if (i & 1)
1116                                         CL_NewParticle(center, pt_alphastatic, particlepalette[66], particlepalette[71], tex_particle, 1.5f, 0, 255, 0, 0, 0, center[0], center[1], center[2], 0, 0, 0, -4, -4, 16, 256, true, (rand() & 1) ? 1.4 : 1.0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1117                                 else
1118                                         CL_NewParticle(center, pt_alphastatic, particlepalette[150], particlepalette[155], tex_particle, 1.5f, 0, 255, 0, 0, 0, center[0], center[1], center[2], 0, 0, lhrandom(-256, 256), 0, 0, 16, 0, true, (rand() & 1) ? 1.4 : 1.0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1119                         }
1120                 }
1121                 else
1122                         CL_ParticleExplosion(center);
1123                 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);
1124         }
1125         else if (effectnameindex == EFFECT_TE_SMALLFLASH)
1126                 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);
1127         else if (effectnameindex == EFFECT_TE_FLAMEJET)
1128         {
1129                 count *= cl_particles_quality.value;
1130                 while (count-- > 0)
1131                         CL_NewParticle(center, pt_smoke, 0x6f0f00, 0xe3974f, tex_particle, 4, 0, lhrandom(64, 128), 384, -1, 1.1, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 128, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1132         }
1133         else if (effectnameindex == EFFECT_TE_LAVASPLASH)
1134         {
1135                 float i, j, inc, vel;
1136                 vec3_t dir, org;
1137
1138                 inc = 8 / cl_particles_quality.value;
1139                 for (i = -128;i < 128;i += inc)
1140                 {
1141                         for (j = -128;j < 128;j += inc)
1142                         {
1143                                 dir[0] = j + lhrandom(0, inc);
1144                                 dir[1] = i + lhrandom(0, inc);
1145                                 dir[2] = 256;
1146                                 org[0] = center[0] + dir[0];
1147                                 org[1] = center[1] + dir[1];
1148                                 org[2] = center[2] + lhrandom(0, 64);
1149                                 vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
1150                                 CL_NewParticle(center, pt_alphastatic, particlepalette[224], particlepalette[231], tex_particle, 1.5f, 0, 255, 0, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, true, lhrandom(2, 2.62), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1151                         }
1152                 }
1153         }
1154         else if (effectnameindex == EFFECT_TE_TELEPORT)
1155         {
1156                 float i, j, k, inc, vel;
1157                 vec3_t dir;
1158
1159                 if (cl_particles_quake.integer)
1160                         inc = 4 / cl_particles_quality.value;
1161                 else
1162                         inc = 8 / cl_particles_quality.value;
1163                 for (i = -16;i < 16;i += inc)
1164                 {
1165                         for (j = -16;j < 16;j += inc)
1166                         {
1167                                 for (k = -24;k < 32;k += inc)
1168                                 {
1169                                         VectorSet(dir, i*8, j*8, k*8);
1170                                         VectorNormalize(dir);
1171                                         vel = lhrandom(50, 113);
1172                                         if (cl_particles_quake.integer)
1173                                                 CL_NewParticle(center, pt_alphastatic, particlepalette[7], particlepalette[14], tex_particle, 1.5f, 0, 255, 0, 0, 0, center[0] + i + lhrandom(0, inc), center[1] + j + lhrandom(0, inc), center[2] + k + lhrandom(0, inc), dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, true, lhrandom(0.2, 0.34), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1174                                         else
1175                                                 CL_NewParticle(center, pt_alphastatic, particlepalette[7], particlepalette[14], tex_particle, 1.5f, 0, inc * lhrandom(37, 63), inc * 187, 0, 0, center[0] + i + lhrandom(0, inc), center[1] + j + lhrandom(0, inc), center[2] + k + lhrandom(0, inc), dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1176                                 }
1177                         }
1178                 }
1179                 if (!cl_particles_quake.integer)
1180                         CL_NewParticle(center, pt_static, 0xffffff, 0xffffff, tex_particle, 30, 0, 256, 512, 0, 0, center[0], center[1], center[2], 0, 0, 0, 0, 0, 0, 0, false, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1181                 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);
1182         }
1183         else if (effectnameindex == EFFECT_TE_TEI_G3)
1184                 CL_NewParticle(center, pt_beam, 0xFFFFFF, 0xFFFFFF, tex_beam, 8, 0, 256, 256, 0, 0, originmins[0], originmins[1], originmins[2], originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, 0, false, 0, 1, PBLEND_ADD, PARTICLE_HBEAM, -1, -1, -1, 1, 1, 0, 0, NULL);
1185         else if (effectnameindex == EFFECT_TE_TEI_SMOKE)
1186         {
1187                 if (cl_particles_smoke.integer)
1188                 {
1189                         count *= 0.25f * cl_particles_quality.value;
1190                         while (count-- > 0)
1191                                 CL_NewParticle(center, pt_smoke, 0x202020, 0x404040, tex_smoke[rand()&7], 5, 0, 255, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 1.5f, 6.0f, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1192                 }
1193         }
1194         else if (effectnameindex == EFFECT_TE_TEI_BIGEXPLOSION)
1195         {
1196                 CL_ParticleExplosion(center);
1197                 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);
1198         }
1199         else if (effectnameindex == EFFECT_TE_TEI_PLASMAHIT)
1200         {
1201                 float f;
1202                 R_Stain(center, 40, 40, 40, 40, 64, 88, 88, 88, 64);
1203                 CL_SpawnDecalParticleForPoint(center, 6, 8, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
1204                 if (cl_particles_smoke.integer)
1205                         for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
1206                                 CL_NewParticle(center, pt_smoke, 0x202020, 0x404040, tex_smoke[rand()&7], 5, 0, 255, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 20, 155, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1207                 if (cl_particles_sparks.integer)
1208                         for (f = 0;f < count;f += 1.0f / cl_particles_quality.value)
1209                                 CL_NewParticle(center, pt_spark, 0x2030FF, 0x80C0FF, tex_particle, 2.0f, 0, lhrandom(64, 255), 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 0, 465, true, 0, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
1210                 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);
1211         }
1212         else if (effectnameindex == EFFECT_EF_FLAME)
1213         {
1214                 if (!spawnparticles)
1215                         count = 0;
1216                 count *= 300 * cl_particles_quality.value;
1217                 while (count-- > 0)
1218                         CL_NewParticle(center, pt_smoke, 0x6f0f00, 0xe3974f, tex_particle, 4, 0, lhrandom(64, 128), 384, -1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 16, 128, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1219                 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);
1220         }
1221         else if (effectnameindex == EFFECT_EF_STARDUST)
1222         {
1223                 if (!spawnparticles)
1224                         count = 0;
1225                 count *= 200 * cl_particles_quality.value;
1226                 while (count-- > 0)
1227                         CL_NewParticle(center, pt_static, 0x903010, 0xFFD030, tex_particle, 4, 0, lhrandom(64, 128), 128, 1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0.2, 0.8, 16, 128, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1228                 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);
1229         }
1230         else if (!strncmp(particleeffectname[effectnameindex], "TR_", 3))
1231         {
1232                 vec3_t dir, pos;
1233                 float len, dec, qd;
1234                 int smoke, blood, bubbles, r, color;
1235
1236                 if (spawndlight && r_refdef.scene.numlights < MAX_DLIGHTS)
1237                 {
1238                         vec4_t light;
1239                         Vector4Set(light, 0, 0, 0, 0);
1240
1241                         if (effectnameindex == EFFECT_TR_ROCKET)
1242                                 Vector4Set(light, 3.0f, 1.5f, 0.5f, 200);
1243                         else if (effectnameindex == EFFECT_TR_VORESPIKE)
1244                         {
1245                                 if (gamemode == GAME_PRYDON && !cl_particles_quake.integer)
1246                                         Vector4Set(light, 0.3f, 0.6f, 1.2f, 100);
1247                                 else
1248                                         Vector4Set(light, 1.2f, 0.5f, 1.0f, 200);
1249                         }
1250                         else if (effectnameindex == EFFECT_TR_NEXUIZPLASMA)
1251                                 Vector4Set(light, 0.75f, 1.5f, 3.0f, 200);
1252
1253                         if (light[3])
1254                         {
1255                                 matrix4x4_t tempmatrix;
1256                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, light[3]);
1257                                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, light, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1258                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1259                         }
1260                 }
1261
1262                 if (!spawnparticles)
1263                         return;
1264
1265                 if (originmaxs[0] == originmins[0] && originmaxs[1] == originmins[1] && originmaxs[2] == originmins[2])
1266                         return;
1267
1268                 VectorSubtract(originmaxs, originmins, dir);
1269                 len = VectorNormalizeLength(dir);
1270                 if (ent)
1271                 {
1272                         dec = -ent->persistent.trail_time;
1273                         ent->persistent.trail_time += len;
1274                         if (ent->persistent.trail_time < 0.01f)
1275                                 return;
1276
1277                         // if we skip out, leave it reset
1278                         ent->persistent.trail_time = 0.0f;
1279                 }
1280                 else
1281                         dec = 0;
1282
1283                 // advance into this frame to reach the first puff location
1284                 VectorMA(originmins, dec, dir, pos);
1285                 len -= dec;
1286
1287                 smoke = cl_particles.integer && cl_particles_smoke.integer;
1288                 blood = cl_particles.integer && cl_particles_blood.integer;
1289                 bubbles = cl_particles.integer && cl_particles_bubbles.integer && !cl_particles_quake.integer && (CL_PointSuperContents(pos) & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME));
1290                 qd = 1.0f / cl_particles_quality.value;
1291
1292                 while (len >= 0)
1293                 {
1294                         dec = 3;
1295                         if (blood)
1296                         {
1297                                 if (effectnameindex == EFFECT_TR_BLOOD)
1298                                 {
1299                                         if (cl_particles_quake.integer)
1300                                         {
1301                                                 color = particlepalette[67 + (rand()&3)];
1302                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0.05, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0, true, 2, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1303                                         }
1304                                         else
1305                                         {
1306                                                 dec = 16;
1307                                                 CL_NewParticle(center, pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 1, -1, pos[0], pos[1], pos[2], lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64, true, 0, 1, PBLEND_INVMOD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1308                                         }
1309                                 }
1310                                 else if (effectnameindex == EFFECT_TR_SLIGHTBLOOD)
1311                                 {
1312                                         if (cl_particles_quake.integer)
1313                                         {
1314                                                 dec = 6;
1315                                                 color = particlepalette[67 + (rand()&3)];
1316                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0.05, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0, true, 2, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1317                                         }
1318                                         else
1319                                         {
1320                                                 dec = 32;
1321                                                 CL_NewParticle(center, pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 1, -1, pos[0], pos[1], pos[2], lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64, true, 0, 1, PBLEND_INVMOD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1322                                         }
1323                                 }
1324                         }
1325                         if (smoke)
1326                         {
1327                                 if (effectnameindex == EFFECT_TR_ROCKET)
1328                                 {
1329                                         if (cl_particles_quake.integer)
1330                                         {
1331                                                 r = rand()&3;
1332                                                 color = particlepalette[ramp3[r]];
1333                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, -0.05, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0, true, 0.1372549*(6-r), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1334                                         }
1335                                         else
1336                                         {
1337                                                 CL_NewParticle(center, pt_smoke, 0x303030, 0x606060, tex_smoke[rand()&7], 3, 0, cl_particles_smoke_alpha.value*62, cl_particles_smoke_alphafade.value*62, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1338                                                 CL_NewParticle(center, pt_static, 0x801010, 0xFFA020, tex_smoke[rand()&7], 3, 0, cl_particles_smoke_alpha.value*288, cl_particles_smoke_alphafade.value*1400, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 20, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1339                                         }
1340                                 }
1341                                 else if (effectnameindex == EFFECT_TR_GRENADE)
1342                                 {
1343                                         if (cl_particles_quake.integer)
1344                                         {
1345                                                 r = 2 + (rand()%5);
1346                                                 color = particlepalette[ramp3[r]];
1347                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, -0.05, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0, true, 0.1372549*(6-r), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1348                                         }
1349                                         else
1350                                         {
1351                                                 CL_NewParticle(center, pt_smoke, 0x303030, 0x606060, tex_smoke[rand()&7], 3, 0, cl_particles_smoke_alpha.value*50, cl_particles_smoke_alphafade.value*75, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1352                                         }
1353                                 }
1354                                 else if (effectnameindex == EFFECT_TR_WIZSPIKE)
1355                                 {
1356                                         if (cl_particles_quake.integer)
1357                                         {
1358                                                 dec = 6;
1359                                                 color = particlepalette[52 + (rand()&7)];
1360                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, pos[0], pos[1], pos[2], 30*dir[1], 30*-dir[0], 0, 0, 0, 0, 0, true, 0.5, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1361                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, pos[0], pos[1], pos[2], 30*-dir[1], 30*dir[0], 0, 0, 0, 0, 0, true, 0.5, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1362                                         }
1363                                         else if (gamemode == GAME_GOODVSBAD2)
1364                                         {
1365                                                 dec = 6;
1366                                                 CL_NewParticle(center, pt_static, 0x00002E, 0x000030, tex_particle, 6, 0, 128, 384, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1367                                         }
1368                                         else
1369                                         {
1370                                                 color = particlepalette[20 + (rand()&7)];
1371                                                 CL_NewParticle(center, pt_static, color, color, tex_particle, 2, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1372                                         }
1373                                 }
1374                                 else if (effectnameindex == EFFECT_TR_KNIGHTSPIKE)
1375                                 {
1376                                         if (cl_particles_quake.integer)
1377                                         {
1378                                                 dec = 6;
1379                                                 color = particlepalette[230 + (rand()&7)];
1380                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, pos[0], pos[1], pos[2], 30*dir[1], 30*-dir[0], 0, 0, 0, 0, 0, true, 0.5, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1381                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, pos[0], pos[1], pos[2], 30*-dir[1], 30*dir[0], 0, 0, 0, 0, 0, true, 0.5, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1382                                         }
1383                                         else
1384                                         {
1385                                                 color = particlepalette[226 + (rand()&7)];
1386                                                 CL_NewParticle(center, pt_static, color, color, tex_particle, 2, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1387                                         }
1388                                 }
1389                                 else if (effectnameindex == EFFECT_TR_VORESPIKE)
1390                                 {
1391                                         if (cl_particles_quake.integer)
1392                                         {
1393                                                 color = particlepalette[152 + (rand()&3)];
1394                                                 CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 8, 0, true, 0.3, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1395                                         }
1396                                         else if (gamemode == GAME_GOODVSBAD2)
1397                                         {
1398                                                 dec = 6;
1399                                                 CL_NewParticle(center, pt_alphastatic, particlepalette[0 + (rand()&255)], particlepalette[0 + (rand()&255)], tex_particle, 6, 0, 255, 384, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1400                                         }
1401                                         else if (gamemode == GAME_PRYDON)
1402                                         {
1403                                                 dec = 6;
1404                                                 CL_NewParticle(center, pt_static, 0x103040, 0x204050, tex_particle, 6, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1405                                         }
1406                                         else
1407                                                 CL_NewParticle(center, pt_static, 0x502030, 0x502030, tex_particle, 3, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1408                                 }
1409                                 else if (effectnameindex == EFFECT_TR_NEHAHRASMOKE)
1410                                 {
1411                                         dec = 7;
1412                                         CL_NewParticle(center, pt_alphastatic, 0x303030, 0x606060, tex_smoke[rand()&7], 7, 0, 64, 320, 0, 0, pos[0], pos[1], pos[2], 0, 0, lhrandom(4, 12), 0, 0, 0, 4, false, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1413                                 }
1414                                 else if (effectnameindex == EFFECT_TR_NEXUIZPLASMA)
1415                                 {
1416                                         dec = 4;
1417                                         CL_NewParticle(center, pt_static, 0x283880, 0x283880, tex_particle, 4, 0, 255, 1024, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 16, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1418                                 }
1419                                 else if (effectnameindex == EFFECT_TR_GLOWTRAIL)
1420                                         CL_NewParticle(center, pt_alphastatic, particlepalette[palettecolor], particlepalette[palettecolor], tex_particle, 5, 0, 128, 320, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1421                         }
1422                         if (bubbles)
1423                         {
1424                                 if (effectnameindex == EFFECT_TR_ROCKET)
1425                                         CL_NewParticle(center, pt_bubble, 0x404040, 0x808080, tex_bubble, 2, 0, lhrandom(128, 512), 512, -0.25, 1.5, pos[0], pos[1], pos[2], 0, 0, 0, 0.0625, 0.25, 0, 16, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1426                                 else if (effectnameindex == EFFECT_TR_GRENADE)
1427                                         CL_NewParticle(center, pt_bubble, 0x404040, 0x808080, tex_bubble, 2, 0, lhrandom(128, 512), 512, -0.25, 1.5, pos[0], pos[1], pos[2], 0, 0, 0, 0.0625, 0.25, 0, 16, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1428                         }
1429                         // advance to next time and position
1430                         dec *= qd;
1431                         len -= dec;
1432                         VectorMA (pos, dec, dir, pos);
1433                 }
1434                 if (ent)
1435                         ent->persistent.trail_time = len;
1436         }
1437         else
1438                 Con_DPrintf("CL_ParticleEffect_Fallback: no fallback found for effect %s\n", particleeffectname[effectnameindex]);
1439 }
1440
1441 // this is also called on point effects with spawndlight = true and
1442 // spawnparticles = true
1443 // it is called CL_ParticleTrail because most code does not want to supply
1444 // these parameters, only trail handling does
1445 void CL_ParticleTrail(int effectnameindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor, qboolean spawndlight, qboolean spawnparticles, float tintmins[4], float tintmaxs[4])
1446 {
1447         qboolean found = false;
1448         char vabuf[1024];
1449         if (effectnameindex < 1 || effectnameindex >= MAX_PARTICLEEFFECTNAME || !particleeffectname[effectnameindex][0])
1450         {
1451                 Con_DPrintf("Unknown effect number %i received from server\n", effectnameindex);
1452                 return; // no such effect
1453         }
1454         if (!cl_particles_quake.integer && particleeffectinfo[0].effectnameindex)
1455         {
1456                 int effectinfoindex;
1457                 int supercontents;
1458                 int tex, staintex;
1459                 particleeffectinfo_t *info;
1460                 vec3_t center;
1461                 vec3_t traildir;
1462                 vec3_t trailpos;
1463                 vec3_t rvec;
1464                 vec3_t angles;
1465                 vec3_t velocity;
1466                 vec3_t forward;
1467                 vec3_t right;
1468                 vec3_t up;
1469                 vec_t traillen;
1470                 vec_t trailstep;
1471                 qboolean underwater;
1472                 qboolean immediatebloodstain;
1473                 particle_t *part;
1474                 float avgtint[4], tint[4], tintlerp;
1475                 // note this runs multiple effects with the same name, each one spawns only one kind of particle, so some effects need more than one
1476                 VectorLerp(originmins, 0.5, originmaxs, center);
1477                 supercontents = CL_PointSuperContents(center);
1478                 underwater = (supercontents & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)) != 0;
1479                 VectorSubtract(originmaxs, originmins, traildir);
1480                 traillen = VectorLength(traildir);
1481                 VectorNormalize(traildir);
1482                 if(tintmins)
1483                 {
1484                         Vector4Lerp(tintmins, 0.5, tintmaxs, avgtint);
1485                 }
1486                 else
1487                 {
1488                         Vector4Set(avgtint, 1, 1, 1, 1);
1489                 }
1490                 for (effectinfoindex = 0, info = particleeffectinfo;effectinfoindex < MAX_PARTICLEEFFECTINFO && info->effectnameindex;effectinfoindex++, info++)
1491                 {
1492                         if (info->effectnameindex == effectnameindex)
1493                         {
1494                                 found = true;
1495                                 if ((info->flags & PARTICLEEFFECT_UNDERWATER) && !underwater)
1496                                         continue;
1497                                 if ((info->flags & PARTICLEEFFECT_NOTUNDERWATER) && underwater)
1498                                         continue;
1499
1500                                 // spawn a dlight if requested
1501                                 if (info->lightradiusstart > 0 && spawndlight)
1502                                 {
1503                                         matrix4x4_t tempmatrix;
1504                                         if (info->trailspacing > 0)
1505                                                 Matrix4x4_CreateTranslate(&tempmatrix, originmaxs[0], originmaxs[1], originmaxs[2]);
1506                                         else
1507                                                 Matrix4x4_CreateTranslate(&tempmatrix, center[0], center[1], center[2]);
1508                                         if (info->lighttime > 0 && info->lightradiusfade > 0)
1509                                         {
1510                                                 // light flash (explosion, etc)
1511                                                 // called when effect starts
1512                                                 CL_AllocLightFlash(NULL, &tempmatrix, info->lightradiusstart, info->lightcolor[0]*avgtint[0]*avgtint[3], info->lightcolor[1]*avgtint[1]*avgtint[3], info->lightcolor[2]*avgtint[2]*avgtint[3], info->lightradiusfade, info->lighttime, info->lightcubemapnum, -1, info->lightshadow, info->lightcorona[0], info->lightcorona[1], 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1513                                         }
1514                                         else if (r_refdef.scene.numlights < MAX_DLIGHTS)
1515                                         {
1516                                                 // glowing entity
1517                                                 // called by CL_LinkNetworkEntity
1518                                                 Matrix4x4_Scale(&tempmatrix, info->lightradiusstart, 1);
1519                                                 rvec[0] = info->lightcolor[0]*avgtint[0]*avgtint[3];
1520                                                 rvec[1] = info->lightcolor[1]*avgtint[1]*avgtint[3];
1521                                                 rvec[2] = info->lightcolor[2]*avgtint[2]*avgtint[3];
1522                                                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, rvec, -1, info->lightcubemapnum > 0 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", info->lightcubemapnum) : NULL, info->lightshadow, info->lightcorona[0], info->lightcorona[1], 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1523                                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1524                                         }
1525                                 }
1526
1527                                 if (!spawnparticles)
1528                                         continue;
1529
1530                                 // spawn particles
1531                                 tex = info->tex[0];
1532                                 if (info->tex[1] > info->tex[0])
1533                                 {
1534                                         tex = (int)lhrandom(info->tex[0], info->tex[1]);
1535                                         tex = min(tex, info->tex[1] - 1);
1536                                 }
1537                                 if(info->staintex[0] < 0)
1538                                         staintex = info->staintex[0];
1539                                 else
1540                                 {
1541                                         staintex = (int)lhrandom(info->staintex[0], info->staintex[1]);
1542                                         staintex = min(staintex, info->staintex[1] - 1);
1543                                 }
1544                                 if (info->particletype == pt_decal)
1545                                 {
1546                                         VectorMAM(0.5f, velocitymins, 0.5f, velocitymaxs, velocity);
1547                                         AnglesFromVectors(angles, velocity, NULL, false);
1548                                         AngleVectors(angles, forward, right, up);
1549                                         VectorMAMAMAM(1.0f, center, info->relativeoriginoffset[0], forward, info->relativeoriginoffset[1], right, info->relativeoriginoffset[2], up, trailpos);
1550
1551                                         CL_SpawnDecalParticleForPoint(trailpos, info->originjitter[0], lhrandom(info->size[0], info->size[1]), lhrandom(info->alpha[0], info->alpha[1])*avgtint[3], tex, info->color[0], info->color[1]);
1552                                 }
1553                                 else if (info->orientation == PARTICLE_HBEAM)
1554                                 {
1555                                         AnglesFromVectors(angles, traildir, NULL, false);
1556                                         AngleVectors(angles, forward, right, up);
1557                                         VectorMAMAM(info->relativeoriginoffset[0], forward, info->relativeoriginoffset[1], right, info->relativeoriginoffset[2], up, trailpos);
1558
1559                                         CL_NewParticle(center, info->particletype, info->color[0], info->color[1], tex, lhrandom(info->size[0], info->size[1]), info->size[2], lhrandom(info->alpha[0], info->alpha[1]), info->alpha[2], 0, 0, originmins[0] + trailpos[0], originmins[1] + trailpos[1], originmins[2] + trailpos[2], originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, 0, false, lhrandom(info->time[0], info->time[1]), info->stretchfactor, info->blendmode, info->orientation, info->staincolor[0], info->staincolor[1], staintex, lhrandom(info->stainalpha[0], info->stainalpha[1]), lhrandom(info->stainsize[0], info->stainsize[1]), 0, 0, tintmins ? avgtint : NULL);
1560                                 }
1561                                 else
1562                                 {
1563                                         if (!cl_particles.integer)
1564                                                 continue;
1565                                         switch (info->particletype)
1566                                         {
1567                                         case pt_smoke: if (!cl_particles_smoke.integer) continue;break;
1568                                         case pt_spark: if (!cl_particles_sparks.integer) continue;break;
1569                                         case pt_bubble: if (!cl_particles_bubbles.integer) continue;break;
1570                                         case pt_blood: if (!cl_particles_blood.integer) continue;break;
1571                                         case pt_rain: if (!cl_particles_rain.integer) continue;break;
1572                                         case pt_snow: if (!cl_particles_snow.integer) continue;break;
1573                                         default: break;
1574                                         }
1575                                         VectorCopy(originmins, trailpos);
1576                                         if (info->trailspacing > 0)
1577                                         {
1578                                                 info->particleaccumulator += traillen / info->trailspacing * cl_particles_quality.value;
1579                                                 trailstep = info->trailspacing / cl_particles_quality.value;
1580                                                 immediatebloodstain = false;
1581
1582                                                 AnglesFromVectors(angles, traildir, NULL, false);
1583                                                 AngleVectors(angles, forward, right, up);
1584                                                 VectorMAMAMAM(1.0f, trailpos, info->relativeoriginoffset[0], forward, info->relativeoriginoffset[1], right, info->relativeoriginoffset[2], up, trailpos);
1585                                                 VectorMAMAM(info->relativevelocityoffset[0], forward, info->relativevelocityoffset[1], right, info->relativevelocityoffset[2], up, velocity);
1586                                         }
1587                                         else
1588                                         {
1589                                                 info->particleaccumulator += info->countabsolute + pcount * info->countmultiplier * cl_particles_quality.value;
1590                                                 trailstep = 0;
1591                                                 immediatebloodstain =
1592                                                         ((cl_decals_newsystem_immediatebloodstain.integer >= 1) && (info->particletype == pt_blood))
1593                                                         ||
1594                                                         ((cl_decals_newsystem_immediatebloodstain.integer >= 2) && staintex);
1595
1596                                                 VectorMAM(0.5f, velocitymins, 0.5f, velocitymaxs, velocity);
1597                                                 AnglesFromVectors(angles, velocity, NULL, false);
1598                                                 AngleVectors(angles, forward, right, up);
1599                                                 VectorMAMAMAM(1.0f, trailpos, info->relativeoriginoffset[0], traildir, info->relativeoriginoffset[1], right, info->relativeoriginoffset[2], up, trailpos);
1600                                                 VectorMAMAM(info->relativevelocityoffset[0], traildir, info->relativevelocityoffset[1], right, info->relativevelocityoffset[2], up, velocity);
1601                                         }
1602                                         info->particleaccumulator = bound(0, info->particleaccumulator, 16384);
1603                                         for (;info->particleaccumulator >= 1;info->particleaccumulator--)
1604                                         {
1605                                                 if (info->tex[1] > info->tex[0])
1606                                                 {
1607                                                         tex = (int)lhrandom(info->tex[0], info->tex[1]);
1608                                                         tex = min(tex, info->tex[1] - 1);
1609                                                 }
1610                                                 if (!trailstep)
1611                                                 {
1612                                                         trailpos[0] = lhrandom(originmins[0], originmaxs[0]);
1613                                                         trailpos[1] = lhrandom(originmins[1], originmaxs[1]);
1614                                                         trailpos[2] = lhrandom(originmins[2], originmaxs[2]);
1615                                                 }
1616                                                 if(tintmins)
1617                                                 {
1618                                                         tintlerp = lhrandom(0, 1);
1619                                                         Vector4Lerp(tintmins, tintlerp, tintmaxs, tint);
1620                                                 }
1621                                                 VectorRandom(rvec);
1622                                                 part = CL_NewParticle(center, info->particletype, info->color[0], info->color[1], tex, lhrandom(info->size[0], info->size[1]), info->size[2], lhrandom(info->alpha[0], info->alpha[1]), info->alpha[2], info->gravity, info->bounce, trailpos[0] + info->originoffset[0] + info->originjitter[0] * rvec[0], trailpos[1] + info->originoffset[1] + info->originjitter[1] * rvec[1], trailpos[2] + info->originoffset[2] + info->originjitter[2] * rvec[2], lhrandom(velocitymins[0], velocitymaxs[0]) * info->velocitymultiplier + info->velocityoffset[0] + info->velocityjitter[0] * rvec[0] + velocity[0], lhrandom(velocitymins[1], velocitymaxs[1]) * info->velocitymultiplier + info->velocityoffset[1] + info->velocityjitter[1] * rvec[1] + velocity[1], lhrandom(velocitymins[2], velocitymaxs[2]) * info->velocitymultiplier + info->velocityoffset[2] + info->velocityjitter[2] * rvec[2] + velocity[2], info->airfriction, info->liquidfriction, 0, 0, info->countabsolute <= 0, lhrandom(info->time[0], info->time[1]), info->stretchfactor, info->blendmode, info->orientation, info->staincolor[0], info->staincolor[1], staintex, lhrandom(info->stainalpha[0], info->stainalpha[1]), lhrandom(info->stainsize[0], info->stainsize[1]), lhrandom(info->rotate[0], info->rotate[1]), lhrandom(info->rotate[2], info->rotate[3]), tintmins ? tint : NULL);
1623                                                 if (immediatebloodstain && part)
1624                                                 {
1625                                                         immediatebloodstain = false;
1626                                                         CL_ImmediateBloodStain(part);
1627                                                 }
1628                                                 if (trailstep)
1629                                                         VectorMA(trailpos, trailstep, traildir, trailpos);
1630                                         }
1631                                 }
1632                         }
1633                 }
1634         }
1635         if (!found)
1636                 CL_ParticleEffect_Fallback(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, spawndlight, spawnparticles);
1637 }
1638
1639 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)
1640 {
1641         CL_ParticleTrail(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, true, true, NULL, NULL);
1642 }
1643
1644 /*
1645 ===============
1646 CL_EntityParticles
1647 ===============
1648 */
1649 void CL_EntityParticles (const entity_t *ent)
1650 {
1651         int i, j;
1652         vec_t pitch, yaw, dist = 64, beamlength = 16;
1653         vec3_t org, v;
1654         static vec3_t avelocities[NUMVERTEXNORMALS];
1655         if (!cl_particles.integer) return;
1656         if (cl.time <= cl.oldtime) return; // don't spawn new entity particles while paused
1657
1658         Matrix4x4_OriginFromMatrix(&ent->render.matrix, org);
1659
1660         if (!avelocities[0][0])
1661                 for (i = 0;i < NUMVERTEXNORMALS;i++)
1662                         for (j = 0;j < 3;j++)
1663                                 avelocities[i][j] = lhrandom(0, 2.55);
1664
1665         for (i = 0;i < NUMVERTEXNORMALS;i++)
1666         {
1667                 yaw = cl.time * avelocities[i][0];
1668                 pitch = cl.time * avelocities[i][1];
1669                 v[0] = org[0] + m_bytenormals[i][0] * dist + (cos(pitch)*cos(yaw)) * beamlength;
1670                 v[1] = org[1] + m_bytenormals[i][1] * dist + (cos(pitch)*sin(yaw)) * beamlength;
1671                 v[2] = org[2] + m_bytenormals[i][2] * dist + (-sin(pitch)) * beamlength;
1672                 CL_NewParticle(org, pt_entityparticle, particlepalette[0x6f], particlepalette[0x6f], tex_particle, 1, 0, 255, 0, 0, 0, v[0], v[1], v[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1673         }
1674 }
1675
1676
1677 void CL_ReadPointFile_f (void)
1678 {
1679         double org[3], leakorg[3];
1680         vec3_t vecorg;
1681         int r, c, s;
1682         char *pointfile = NULL, *pointfilepos, *t, tchar;
1683         char name[MAX_QPATH];
1684
1685         if (!cl.worldmodel)
1686                 return;
1687
1688         dpsnprintf(name, sizeof(name), "%s.pts", cl.worldnamenoextension);
1689         pointfile = (char *)FS_LoadFile(name, tempmempool, true, NULL);
1690         if (!pointfile)
1691         {
1692                 Con_Printf("Could not open %s\n", name);
1693                 return;
1694         }
1695
1696         Con_Printf("Reading %s...\n", name);
1697         VectorClear(leakorg);
1698         c = 0;
1699         s = 0;
1700         pointfilepos = pointfile;
1701         while (*pointfilepos)
1702         {
1703                 while (*pointfilepos == '\n' || *pointfilepos == '\r')
1704                         pointfilepos++;
1705                 if (!*pointfilepos)
1706                         break;
1707                 t = pointfilepos;
1708                 while (*t && *t != '\n' && *t != '\r')
1709                         t++;
1710                 tchar = *t;
1711                 *t = 0;
1712 #if _MSC_VER >= 1400
1713 #define sscanf sscanf_s
1714 #endif
1715                 r = sscanf (pointfilepos,"%lf %lf %lf", &org[0], &org[1], &org[2]);
1716                 VectorCopy(org, vecorg);
1717                 *t = tchar;
1718                 pointfilepos = t;
1719                 if (r != 3)
1720                         break;
1721                 if (c == 0)
1722                         VectorCopy(org, leakorg);
1723                 c++;
1724
1725                 if (cl.num_particles < cl.max_particles - 3)
1726                 {
1727                         s++;
1728                         CL_NewParticle(vecorg, pt_alphastatic, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, 2, 0, 255, 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, true, 1<<30, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1729                 }
1730         }
1731         Mem_Free(pointfile);
1732         VectorCopy(leakorg, vecorg);
1733         Con_Printf("%i points read (%i particles spawned)\nLeak at %f %f %f\n", c, s, leakorg[0], leakorg[1], leakorg[2]);
1734
1735         CL_NewParticle(vecorg, pt_beam, 0xFF0000, 0xFF0000, tex_beam, 64, 0, 255, 0, 0, 0, org[0] - 4096, org[1], org[2], org[0] + 4096, org[1], org[2], 0, 0, 0, 0, false, 1<<30, 1, PBLEND_ADD, PARTICLE_HBEAM, -1, -1, -1, 1, 1, 0, 0, NULL);
1736         CL_NewParticle(vecorg, pt_beam, 0x00FF00, 0x00FF00, tex_beam, 64, 0, 255, 0, 0, 0, org[0], org[1] - 4096, org[2], org[0], org[1] + 4096, org[2], 0, 0, 0, 0, false, 1<<30, 1, PBLEND_ADD, PARTICLE_HBEAM, -1, -1, -1, 1, 1, 0, 0, NULL);
1737         CL_NewParticle(vecorg, pt_beam, 0x0000FF, 0x0000FF, tex_beam, 64, 0, 255, 0, 0, 0, org[0], org[1], org[2] - 4096, org[0], org[1], org[2] + 4096, 0, 0, 0, 0, false, 1<<30, 1, PBLEND_ADD, PARTICLE_HBEAM, -1, -1, -1, 1, 1, 0, 0, NULL);
1738 }
1739
1740 /*
1741 ===============
1742 CL_ParseParticleEffect
1743
1744 Parse an effect out of the server message
1745 ===============
1746 */
1747 void CL_ParseParticleEffect (void)
1748 {
1749         vec3_t org, dir;
1750         int i, count, msgcount, color;
1751
1752         MSG_ReadVector(&cl_message, org, cls.protocol);
1753         for (i=0 ; i<3 ; i++)
1754                 dir[i] = MSG_ReadChar(&cl_message) * (1.0 / 16.0);
1755         msgcount = MSG_ReadByte(&cl_message);
1756         color = MSG_ReadByte(&cl_message);
1757
1758         if (msgcount == 255)
1759                 count = 1024;
1760         else
1761                 count = msgcount;
1762
1763         CL_ParticleEffect(EFFECT_SVC_PARTICLE, count, org, org, dir, dir, NULL, color);
1764 }
1765
1766 /*
1767 ===============
1768 CL_ParticleExplosion
1769
1770 ===============
1771 */
1772 void CL_ParticleExplosion (const vec3_t org)
1773 {
1774         int i;
1775         trace_t trace;
1776         //vec3_t v;
1777         //vec3_t v2;
1778         R_Stain(org, 96, 40, 40, 40, 64, 88, 88, 88, 64);
1779         CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
1780
1781         if (cl_particles_quake.integer)
1782         {
1783                 for (i = 0;i < 1024;i++)
1784                 {
1785                         int r, color;
1786                         r = rand()&3;
1787                         if (i & 1)
1788                         {
1789                                 color = particlepalette[ramp1[r]];
1790                                 CL_NewParticle(org, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, -4, -4, 16, 256, true, 0.1006 * (8 - r), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1791                         }
1792                         else
1793                         {
1794                                 color = particlepalette[ramp2[r]];
1795                                 CL_NewParticle(org, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, 1, 1, 16, 256, true, 0.0669 * (8 - r), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1796                         }
1797                 }
1798         }
1799         else
1800         {
1801                 i = CL_PointSuperContents(org);
1802                 if (i & (SUPERCONTENTS_SLIME | SUPERCONTENTS_WATER))
1803                 {
1804                         if (cl_particles.integer && cl_particles_bubbles.integer)
1805                                 for (i = 0;i < 128 * cl_particles_quality.value;i++)
1806                                         CL_NewParticle(org, pt_bubble, 0x404040, 0x808080, tex_bubble, 2, 0, lhrandom(128, 255), 128, -0.125, 1.5, org[0], org[1], org[2], 0, 0, 0, 0.0625, 0.25, 16, 96, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1807                 }
1808                 else
1809                 {
1810                         if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
1811                         {
1812                                 for (i = 0;i < 512 * cl_particles_quality.value;i++)
1813                                 {
1814                                         int k = 0;
1815                                         vec3_t v, v2;
1816                                         do
1817                                         {
1818                                                 VectorRandom(v2);
1819                                                 VectorMA(org, 128, v2, v);
1820                                                 trace = CL_TraceLine(org, v, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, false);
1821                                         }
1822                                         while (k < 16 && trace.fraction < 0.1f);
1823                                         VectorSubtract(trace.endpos, org, v2);
1824                                         VectorScale(v2, 2.0f, v2);
1825                                         CL_NewParticle(org, pt_spark, 0x903010, 0xFFD030, tex_particle, 1.0f, 0, lhrandom(0, 255), 512, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
1826                                 }
1827                         }
1828                 }
1829         }
1830
1831         if (cl_particles_explosions_shell.integer)
1832                 R_NewExplosion(org);
1833 }
1834
1835 /*
1836 ===============
1837 CL_ParticleExplosion2
1838
1839 ===============
1840 */
1841 void CL_ParticleExplosion2 (const vec3_t org, int colorStart, int colorLength)
1842 {
1843         int i, k;
1844         if (!cl_particles.integer) return;
1845
1846         for (i = 0;i < 512 * cl_particles_quality.value;i++)
1847         {
1848                 k = particlepalette[colorStart + (i % colorLength)];
1849                 if (cl_particles_quake.integer)
1850                         CL_NewParticle(org, pt_alphastatic, k, k, tex_particle, 1, 0, 255, 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, -4, -4, 16, 256, true, 0.3, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1851                 else
1852                         CL_NewParticle(org, pt_alphastatic, k, k, tex_particle, lhrandom(0.5, 1.5), 0, 255, 512, 0, 0, org[0], org[1], org[2], 0, 0, 0, lhrandom(1.5, 3), lhrandom(1.5, 3), 8, 192, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1853         }
1854 }
1855
1856 static void CL_Sparks(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float sparkcount)
1857 {
1858         vec3_t center;
1859         VectorMAM(0.5f, originmins, 0.5f, originmaxs, center);
1860         if (cl_particles_sparks.integer)
1861         {
1862                 sparkcount *= cl_particles_quality.value;
1863                 while(sparkcount-- > 0)
1864                         CL_NewParticle(center, pt_spark, particlepalette[0x68], particlepalette[0x6f], tex_particle, 0.5f, 0, lhrandom(64, 255), 512, 1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]) + cl.movevars_gravity * 0.1f, 0, 0, 0, 64, true, 0, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
1865         }
1866 }
1867
1868 static void CL_Smoke(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float smokecount)
1869 {
1870         vec3_t center;
1871         VectorMAM(0.5f, originmins, 0.5f, originmaxs, center);
1872         if (cl_particles_smoke.integer)
1873         {
1874                 smokecount *= cl_particles_quality.value;
1875                 while(smokecount-- > 0)
1876                         CL_NewParticle(center, pt_smoke, 0x101010, 0x101010, tex_smoke[rand()&7], 2, 2, 255, 256, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 0, smokecount > 0 ? 16 : 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1877         }
1878 }
1879
1880 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)
1881 {
1882         vec3_t center;
1883         int k;
1884         if (!cl_particles.integer) return;
1885         VectorMAM(0.5f, mins, 0.5f, maxs, center);
1886
1887         count = (int)(count * cl_particles_quality.value);
1888         while (count--)
1889         {
1890                 k = particlepalette[colorbase + (rand()&3)];
1891                 CL_NewParticle(center, pt_alphastatic, k, k, tex_particle, 2, 0, 255, 128, gravity, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0], dir[1], dir[2], 0, 0, 0, randomvel, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1892         }
1893 }
1894
1895 void CL_ParticleRain (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, int type)
1896 {
1897         int k;
1898         float minz, maxz, lifetime = 30;
1899         vec3_t org;
1900         if (!cl_particles.integer) return;
1901         if (dir[2] < 0) // falling
1902         {
1903                 minz = maxs[2] + dir[2] * 0.1;
1904                 maxz = maxs[2];
1905                 if (cl.worldmodel)
1906                         lifetime = (maxz - cl.worldmodel->normalmins[2]) / max(1, -dir[2]);
1907         }
1908         else // rising??
1909         {
1910                 minz = mins[2];
1911                 maxz = maxs[2] + dir[2] * 0.1;
1912                 if (cl.worldmodel)
1913                         lifetime = (cl.worldmodel->normalmaxs[2] - minz) / max(1, dir[2]);
1914         }
1915
1916         count = (int)(count * cl_particles_quality.value);
1917
1918         switch(type)
1919         {
1920         case 0:
1921                 if (!cl_particles_rain.integer) break;
1922                 count *= 4; // ick, this should be in the mod or maps?
1923
1924                 while(count--)
1925                 {
1926                         k = particlepalette[colorbase + (rand()&3)];
1927                         VectorSet(org, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz));
1928                         if (gamemode == GAME_GOODVSBAD2)
1929                                 CL_NewParticle(org, pt_rain, k, k, tex_particle, 20, 0, lhrandom(32, 64), 0, 0, -1, org[0], org[1], org[2], dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
1930                         else
1931                                 CL_NewParticle(org, pt_rain, k, k, tex_particle, 0.5, 0, lhrandom(32, 64), 0, 0, -1, org[0], org[1], org[2], dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
1932                 }
1933                 break;
1934         case 1:
1935                 if (!cl_particles_snow.integer) break;
1936                 while(count--)
1937                 {
1938                         k = particlepalette[colorbase + (rand()&3)];
1939                         VectorSet(org, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz));
1940                         if (gamemode == GAME_GOODVSBAD2)
1941                                 CL_NewParticle(org, pt_snow, k, k, tex_particle, 20, 0, lhrandom(64, 128), 0, 0, -1, org[0], org[1], org[2], dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1942                         else
1943                                 CL_NewParticle(org, pt_snow, k, k, tex_particle, 1, 0, lhrandom(64, 128), 0, 0, -1, org[0], org[1], org[2], dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
1944                 }
1945                 break;
1946         default:
1947                 Con_Printf ("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
1948         }
1949 }
1950
1951 cvar_t r_drawparticles = {0, "r_drawparticles", "1", "enables drawing of particles"};
1952 static cvar_t r_drawparticles_drawdistance = {CVAR_SAVE, "r_drawparticles_drawdistance", "2000", "particles further than drawdistance*size will not be drawn"};
1953 static cvar_t r_drawparticles_nearclip_min = {CVAR_SAVE, "r_drawparticles_nearclip_min", "4", "particles closer than drawnearclip_min will not be drawn"};
1954 static cvar_t r_drawparticles_nearclip_max = {CVAR_SAVE, "r_drawparticles_nearclip_max", "4", "particles closer than drawnearclip_min will be faded"};
1955 cvar_t r_drawdecals = {0, "r_drawdecals", "1", "enables drawing of decals"};
1956 static cvar_t r_drawdecals_drawdistance = {CVAR_SAVE, "r_drawdecals_drawdistance", "500", "decals further than drawdistance*size will not be drawn"};
1957
1958 #define PARTICLETEXTURESIZE 64
1959 #define PARTICLEFONTSIZE (PARTICLETEXTURESIZE*8)
1960
1961 static unsigned char shadebubble(float dx, float dy, vec3_t light)
1962 {
1963         float dz, f, dot;
1964         vec3_t normal;
1965         dz = 1 - (dx*dx+dy*dy);
1966         if (dz > 0) // it does hit the sphere
1967         {
1968                 f = 0;
1969                 // back side
1970                 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1971                 VectorNormalize(normal);
1972                 dot = DotProduct(normal, light);
1973                 if (dot > 0.5) // interior reflection
1974                         f += ((dot *  2) - 1);
1975                 else if (dot < -0.5) // exterior reflection
1976                         f += ((dot * -2) - 1);
1977                 // front side
1978                 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1979                 VectorNormalize(normal);
1980                 dot = DotProduct(normal, light);
1981                 if (dot > 0.5) // interior reflection
1982                         f += ((dot *  2) - 1);
1983                 else if (dot < -0.5) // exterior reflection
1984                         f += ((dot * -2) - 1);
1985                 f *= 128;
1986                 f += 16; // just to give it a haze so you can see the outline
1987                 f = bound(0, f, 255);
1988                 return (unsigned char) f;
1989         }
1990         else
1991                 return 0;
1992 }
1993
1994 int particlefontwidth, particlefontheight, particlefontcellwidth, particlefontcellheight, particlefontrows, particlefontcols;
1995 static void CL_Particle_PixelCoordsForTexnum(int texnum, int *basex, int *basey, int *width, int *height)
1996 {
1997         *basex = (texnum % particlefontcols) * particlefontcellwidth;
1998         *basey = ((texnum / particlefontcols) % particlefontrows) * particlefontcellheight;
1999         *width = particlefontcellwidth;
2000         *height = particlefontcellheight;
2001 }
2002
2003 static void setuptex(int texnum, unsigned char *data, unsigned char *particletexturedata)
2004 {
2005         int basex, basey, w, h, y;
2006         CL_Particle_PixelCoordsForTexnum(texnum, &basex, &basey, &w, &h);
2007         if(w != PARTICLETEXTURESIZE || h != PARTICLETEXTURESIZE)
2008                 Sys_Error("invalid particle texture size for autogenerating");
2009         for (y = 0;y < PARTICLETEXTURESIZE;y++)
2010                 memcpy(particletexturedata + ((basey + y) * PARTICLEFONTSIZE + basex) * 4, data + y * PARTICLETEXTURESIZE * 4, PARTICLETEXTURESIZE * 4);
2011 }
2012
2013 static void particletextureblotch(unsigned char *data, float radius, float red, float green, float blue, float alpha)
2014 {
2015         int x, y;
2016         float cx, cy, dx, dy, f, iradius;
2017         unsigned char *d;
2018         cx = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
2019         cy = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
2020         iradius = 1.0f / radius;
2021         alpha *= (1.0f / 255.0f);
2022         for (y = 0;y < PARTICLETEXTURESIZE;y++)
2023         {
2024                 for (x = 0;x < PARTICLETEXTURESIZE;x++)
2025                 {
2026                         dx = (x - cx);
2027                         dy = (y - cy);
2028                         f = (1.0f - sqrt(dx * dx + dy * dy) * iradius) * alpha;
2029                         if (f > 0)
2030                         {
2031                                 if (f > 1)
2032                                         f = 1;
2033                                 d = data + (y * PARTICLETEXTURESIZE + x) * 4;
2034                                 d[0] += (int)(f * (blue  - d[0]));
2035                                 d[1] += (int)(f * (green - d[1]));
2036                                 d[2] += (int)(f * (red   - d[2]));
2037                         }
2038                 }
2039         }
2040 }
2041
2042 #if 0
2043 static void particletextureclamp(unsigned char *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
2044 {
2045         int i;
2046         for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
2047         {
2048                 data[0] = bound(minb, data[0], maxb);
2049                 data[1] = bound(ming, data[1], maxg);
2050                 data[2] = bound(minr, data[2], maxr);
2051         }
2052 }
2053 #endif
2054
2055 static void particletextureinvert(unsigned char *data)
2056 {
2057         int i;
2058         for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
2059         {
2060                 data[0] = 255 - data[0];
2061                 data[1] = 255 - data[1];
2062                 data[2] = 255 - data[2];
2063         }
2064 }
2065
2066 // Those loops are in a separate function to work around an optimization bug in Mac OS X's GCC
2067 static void R_InitBloodTextures (unsigned char *particletexturedata)
2068 {
2069         int i, j, k, m;
2070         size_t datasize = PARTICLETEXTURESIZE*PARTICLETEXTURESIZE*4;
2071         unsigned char *data = (unsigned char *)Mem_Alloc(tempmempool, datasize);
2072
2073         // blood particles
2074         for (i = 0;i < 8;i++)
2075         {
2076                 memset(data, 255, datasize);
2077                 for (k = 0;k < 24;k++)
2078                         particletextureblotch(data, PARTICLETEXTURESIZE/16, 96, 0, 0, 160);
2079                 //particletextureclamp(data, 32, 32, 32, 255, 255, 255);
2080                 particletextureinvert(data);
2081                 setuptex(tex_bloodparticle[i], data, particletexturedata);
2082         }
2083
2084         // blood decals
2085         for (i = 0;i < 8;i++)
2086         {
2087                 memset(data, 255, datasize);
2088                 m = 8;
2089                 for (j = 1;j < 10;j++)
2090                         for (k = min(j, m - 1);k < m;k++)
2091                                 particletextureblotch(data, (float)j*PARTICLETEXTURESIZE/64.0f, 96, 0, 0, 320 - j * 8);
2092                 //particletextureclamp(data, 32, 32, 32, 255, 255, 255);
2093                 particletextureinvert(data);
2094                 setuptex(tex_blooddecal[i], data, particletexturedata);
2095         }
2096
2097         Mem_Free(data);
2098 }
2099
2100 //uncomment this to make engine save out particle font to a tga file when run
2101 //#define DUMPPARTICLEFONT
2102
2103 static void R_InitParticleTexture (void)
2104 {
2105         int x, y, d, i, k, m;
2106         int basex, basey, w, h;
2107         float dx, dy, f, s1, t1, s2, t2;
2108         vec3_t light;
2109         char *buf;
2110         fs_offset_t filesize;
2111         char texturename[MAX_QPATH];
2112         skinframe_t *sf;
2113
2114         // a note: decals need to modulate (multiply) the background color to
2115         // properly darken it (stain), and they need to be able to alpha fade,
2116         // this is a very difficult challenge because it means fading to white
2117         // (no change to background) rather than black (darkening everything
2118         // behind the whole decal polygon), and to accomplish this the texture is
2119         // inverted (dark red blood on white background becomes brilliant cyan
2120         // and white on black background) so we can alpha fade it to black, then
2121         // we invert it again during the blendfunc to make it work...
2122
2123 #ifndef DUMPPARTICLEFONT
2124         decalskinframe = R_SkinFrame_LoadExternal("particles/particlefont.tga", TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, false);
2125         if (decalskinframe)
2126         {
2127                 particlefonttexture = decalskinframe->base;
2128                 // TODO maybe allow custom grid size?
2129                 particlefontwidth = image_width;
2130                 particlefontheight = image_height;
2131                 particlefontcellwidth = image_width / 8;
2132                 particlefontcellheight = image_height / 8;
2133                 particlefontcols = 8;
2134                 particlefontrows = 8;
2135         }
2136         else
2137 #endif
2138         {
2139                 unsigned char *particletexturedata = (unsigned char *)Mem_Alloc(tempmempool, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
2140                 size_t datasize = PARTICLETEXTURESIZE*PARTICLETEXTURESIZE*4;
2141                 unsigned char *data = (unsigned char *)Mem_Alloc(tempmempool, datasize);
2142                 unsigned char *noise1 = (unsigned char *)Mem_Alloc(tempmempool, PARTICLETEXTURESIZE*2*PARTICLETEXTURESIZE*2);
2143                 unsigned char *noise2 = (unsigned char *)Mem_Alloc(tempmempool, PARTICLETEXTURESIZE*2*PARTICLETEXTURESIZE*2);
2144
2145                 particlefontwidth = particlefontheight = PARTICLEFONTSIZE;
2146                 particlefontcellwidth = particlefontcellheight = PARTICLETEXTURESIZE;
2147                 particlefontcols = 8;
2148                 particlefontrows = 8;
2149
2150                 memset(particletexturedata, 255, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
2151
2152                 // smoke
2153                 for (i = 0;i < 8;i++)
2154                 {
2155                         memset(data, 255, datasize);
2156                         do
2157                         {
2158                                 fractalnoise(noise1, PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8);
2159                                 fractalnoise(noise2, PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4);
2160                                 m = 0;
2161                                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
2162                                 {
2163                                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2164                                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
2165                                         {
2166                                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2167                                                 d = (noise2[y*PARTICLETEXTURESIZE*2+x] - 128) * 3 + 192;
2168                                                 if (d > 0)
2169                                                         d = (int)(d * (1-(dx*dx+dy*dy)));
2170                                                 d = (d * noise1[y*PARTICLETEXTURESIZE*2+x]) >> 7;
2171                                                 d = bound(0, d, 255);
2172                                                 data[(y*PARTICLETEXTURESIZE+x)*4+3] = (unsigned char) d;
2173                                                 if (m < d)
2174                                                         m = d;
2175                                         }
2176                                 }
2177                         }
2178                         while (m < 224);
2179                         setuptex(tex_smoke[i], data, particletexturedata);
2180                 }
2181
2182                 // rain splash
2183                 memset(data, 255, datasize);
2184                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
2185                 {
2186                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2187                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
2188                         {
2189                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2190                                 f = 255.0f * (1.0 - 4.0f * fabs(10.0f - sqrt(dx*dx+dy*dy)));
2191                                 data[(y*PARTICLETEXTURESIZE+x)*4+3] = (int) (bound(0.0f, f, 255.0f));
2192                         }
2193                 }
2194                 setuptex(tex_rainsplash, data, particletexturedata);
2195
2196                 // normal particle
2197                 memset(data, 255, datasize);
2198                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
2199                 {
2200                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2201                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
2202                         {
2203                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2204                                 d = (int)(256 * (1 - (dx*dx+dy*dy)));
2205                                 d = bound(0, d, 255);
2206                                 data[(y*PARTICLETEXTURESIZE+x)*4+3] = (unsigned char) d;
2207                         }
2208                 }
2209                 setuptex(tex_particle, data, particletexturedata);
2210
2211                 // rain
2212                 memset(data, 255, datasize);
2213                 light[0] = 1;light[1] = 1;light[2] = 1;
2214                 VectorNormalize(light);
2215                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
2216                 {
2217                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2218                         // stretch upper half of bubble by +50% and shrink lower half by -50%
2219                         // (this gives an elongated teardrop shape)
2220                         if (dy > 0.5f)
2221                                 dy = (dy - 0.5f) * 2.0f;
2222                         else
2223                                 dy = (dy - 0.5f) / 1.5f;
2224                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
2225                         {
2226                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2227                                 // shrink bubble width to half
2228                                 dx *= 2.0f;
2229                                 data[(y*PARTICLETEXTURESIZE+x)*4+3] = shadebubble(dx, dy, light);
2230                         }
2231                 }
2232                 setuptex(tex_raindrop, data, particletexturedata);
2233
2234                 // bubble
2235                 memset(data, 255, datasize);
2236                 light[0] = 1;light[1] = 1;light[2] = 1;
2237                 VectorNormalize(light);
2238                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
2239                 {
2240                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2241                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
2242                         {
2243                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
2244                                 data[(y*PARTICLETEXTURESIZE+x)*4+3] = shadebubble(dx, dy, light);
2245                         }
2246                 }
2247                 setuptex(tex_bubble, data, particletexturedata);
2248
2249                 // Blood particles and blood decals
2250                 R_InitBloodTextures (particletexturedata);
2251
2252                 // bullet decals
2253                 for (i = 0;i < 8;i++)
2254                 {
2255                         memset(data, 255, datasize);
2256                         for (k = 0;k < 12;k++)
2257                                 particletextureblotch(data, PARTICLETEXTURESIZE/16, 0, 0, 0, 128);
2258                         for (k = 0;k < 3;k++)
2259                                 particletextureblotch(data, PARTICLETEXTURESIZE/2, 0, 0, 0, 160);
2260                         //particletextureclamp(data, 64, 64, 64, 255, 255, 255);
2261                         particletextureinvert(data);
2262                         setuptex(tex_bulletdecal[i], data, particletexturedata);
2263                 }
2264
2265 #ifdef DUMPPARTICLEFONT
2266                 Image_WriteTGABGRA ("particles/particlefont.tga", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata);
2267 #endif
2268
2269                 decalskinframe = R_SkinFrame_LoadInternalBGRA("particlefont", TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, particletexturedata, PARTICLEFONTSIZE, PARTICLEFONTSIZE, false);
2270                 particlefonttexture = decalskinframe->base;
2271
2272                 Mem_Free(particletexturedata);
2273                 Mem_Free(data);
2274                 Mem_Free(noise1);
2275                 Mem_Free(noise2);
2276         }
2277         for (i = 0;i < MAX_PARTICLETEXTURES;i++)
2278         {
2279                 CL_Particle_PixelCoordsForTexnum(i, &basex, &basey, &w, &h);
2280                 particletexture[i].texture = particlefonttexture;
2281                 particletexture[i].s1 = (basex + 1) / (float)particlefontwidth;
2282                 particletexture[i].t1 = (basey + 1) / (float)particlefontheight;
2283                 particletexture[i].s2 = (basex + w - 1) / (float)particlefontwidth;
2284                 particletexture[i].t2 = (basey + h - 1) / (float)particlefontheight;
2285         }
2286
2287 #ifndef DUMPPARTICLEFONT
2288         particletexture[tex_beam].texture = loadtextureimage(particletexturepool, "particles/nexbeam.tga", false, TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, true, vid.sRGB3D);
2289         if (!particletexture[tex_beam].texture)
2290 #endif
2291         {
2292                 unsigned char noise3[64][64], data2[64][16][4];
2293                 // nexbeam
2294                 fractalnoise(&noise3[0][0], 64, 4);
2295                 m = 0;
2296                 for (y = 0;y < 64;y++)
2297                 {
2298                         dy = (y - 0.5f*64) / (64*0.5f-1);
2299                         for (x = 0;x < 16;x++)
2300                         {
2301                                 dx = (x - 0.5f*16) / (16*0.5f-2);
2302                                 d = (int)((1 - sqrt(fabs(dx))) * noise3[y][x]);
2303                                 data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (unsigned char) bound(0, d, 255);
2304                                 data2[y][x][3] = 255;
2305                         }
2306                 }
2307
2308 #ifdef DUMPPARTICLEFONT
2309                 Image_WriteTGABGRA ("particles/nexbeam.tga", 64, 64, &data2[0][0][0]);
2310 #endif
2311                 particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "nexbeam", 16, 64, &data2[0][0][0], TEXTYPE_BGRA, TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, -1, NULL);
2312         }
2313         particletexture[tex_beam].s1 = 0;
2314         particletexture[tex_beam].t1 = 0;
2315         particletexture[tex_beam].s2 = 1;
2316         particletexture[tex_beam].t2 = 1;
2317
2318         // now load an texcoord/texture override file
2319         buf = (char *) FS_LoadFile("particles/particlefont.txt", tempmempool, false, &filesize);
2320         if(buf)
2321         {
2322                 const char *bufptr;
2323                 bufptr = buf;
2324                 for(;;)
2325                 {
2326                         if(!COM_ParseToken_Simple(&bufptr, true, false, true))
2327                                 break;
2328                         if(!strcmp(com_token, "\n"))
2329                                 continue; // empty line
2330                         i = atoi(com_token);
2331
2332                         texturename[0] = 0;
2333                         s1 = 0;
2334                         t1 = 0;
2335                         s2 = 1;
2336                         t2 = 1;
2337
2338                         if (COM_ParseToken_Simple(&bufptr, true, false, true) && strcmp(com_token, "\n"))
2339                         {
2340                                 strlcpy(texturename, com_token, sizeof(texturename));
2341                                 s1 = atof(com_token);
2342                                 if (COM_ParseToken_Simple(&bufptr, true, false, true) && strcmp(com_token, "\n"))
2343                                 {
2344                                         texturename[0] = 0;
2345                                         t1 = atof(com_token);
2346                                         if (COM_ParseToken_Simple(&bufptr, true, false, true) && strcmp(com_token, "\n"))
2347                                         {
2348                                                 s2 = atof(com_token);
2349                                                 if (COM_ParseToken_Simple(&bufptr, true, false, true) && strcmp(com_token, "\n"))
2350                                                 {
2351                                                         t2 = atof(com_token);
2352                                                         strlcpy(texturename, "particles/particlefont.tga", sizeof(texturename));
2353                                                         if (COM_ParseToken_Simple(&bufptr, true, false, true) && strcmp(com_token, "\n"))
2354                                                                 strlcpy(texturename, com_token, sizeof(texturename));
2355                                                 }
2356                                         }
2357                                 }
2358                                 else
2359                                         s1 = 0;
2360                         }
2361                         if (!texturename[0])
2362                         {
2363                                 Con_Printf("particles/particlefont.txt: syntax should be texnum x1 y1 x2 y2 texturename or texnum x1 y1 x2 y2 or texnum texturename\n");
2364                                 continue;
2365                         }
2366                         if (i < 0 || i >= MAX_PARTICLETEXTURES)
2367                         {
2368                                 Con_Printf("particles/particlefont.txt: texnum %i outside valid range (0 to %i)\n", i, MAX_PARTICLETEXTURES);
2369                                 continue;
2370                         }
2371                         sf = R_SkinFrame_LoadExternal(texturename, TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, true); // note: this loads as sRGB if sRGB is active!
2372                         if(!sf)
2373                         {
2374                                 // R_SkinFrame_LoadExternal already complained
2375                                 continue;
2376                         }
2377                         particletexture[i].texture = sf->base;
2378                         particletexture[i].s1 = s1;
2379                         particletexture[i].t1 = t1;
2380                         particletexture[i].s2 = s2;
2381                         particletexture[i].t2 = t2;
2382                 }
2383                 Mem_Free(buf);
2384         }
2385 }
2386
2387 static void r_part_start(void)
2388 {
2389         int i;
2390         // generate particlepalette for convenience from the main one
2391         for (i = 0;i < 256;i++)
2392                 particlepalette[i] = palette_rgb[i][0] * 65536 + palette_rgb[i][1] * 256 + palette_rgb[i][2];
2393         particletexturepool = R_AllocTexturePool();
2394         R_InitParticleTexture ();
2395         CL_Particles_LoadEffectInfo(NULL);
2396 }
2397
2398 static void r_part_shutdown(void)
2399 {
2400         R_FreeTexturePool(&particletexturepool);
2401 }
2402
2403 static void r_part_newmap(void)
2404 {
2405         if (decalskinframe)
2406                 R_SkinFrame_MarkUsed(decalskinframe);
2407         CL_Particles_LoadEffectInfo(NULL);
2408 }
2409
2410 unsigned short particle_elements[MESHQUEUE_TRANSPARENT_BATCHSIZE*6];
2411 float particle_vertex3f[MESHQUEUE_TRANSPARENT_BATCHSIZE*12], particle_texcoord2f[MESHQUEUE_TRANSPARENT_BATCHSIZE*8], particle_color4f[MESHQUEUE_TRANSPARENT_BATCHSIZE*16];
2412
2413 void R_Particles_Init (void)
2414 {
2415         int i;
2416         for (i = 0;i < MESHQUEUE_TRANSPARENT_BATCHSIZE;i++)
2417         {
2418                 particle_elements[i*6+0] = i*4+0;
2419                 particle_elements[i*6+1] = i*4+1;
2420                 particle_elements[i*6+2] = i*4+2;
2421                 particle_elements[i*6+3] = i*4+0;
2422                 particle_elements[i*6+4] = i*4+2;
2423                 particle_elements[i*6+5] = i*4+3;
2424         }
2425
2426         Cvar_RegisterVariable(&r_drawparticles);
2427         Cvar_RegisterVariable(&r_drawparticles_drawdistance);
2428         Cvar_RegisterVariable(&r_drawparticles_nearclip_min);
2429         Cvar_RegisterVariable(&r_drawparticles_nearclip_max);
2430         Cvar_RegisterVariable(&r_drawdecals);
2431         Cvar_RegisterVariable(&r_drawdecals_drawdistance);
2432         R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap, NULL, NULL);
2433 }
2434
2435 static void R_DrawDecal_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2436 {
2437         int surfacelistindex;
2438         const decal_t *d;
2439         float *v3f, *t2f, *c4f;
2440         particletexture_t *tex;
2441         vec_t right[3], up[3], size, ca;
2442         float alphascale = (1.0f / 65536.0f) * cl_particles_alpha.value;
2443
2444         RSurf_ActiveWorldEntity();
2445
2446         r_refdef.stats[r_stat_drawndecals] += numsurfaces;
2447 //      R_Mesh_ResetTextureState();
2448         GL_DepthMask(false);
2449         GL_DepthRange(0, 1);
2450         GL_PolygonOffset(0, 0);
2451         GL_DepthTest(true);
2452         GL_CullFace(GL_NONE);
2453
2454         // generate all the vertices at once
2455         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2456         {
2457                 d = cl.decals + surfacelist[surfacelistindex];
2458
2459                 // calculate color
2460                 c4f = particle_color4f + 16*surfacelistindex;
2461                 ca = d->alpha * alphascale;
2462                 // ensure alpha multiplier saturates properly
2463                 if (ca > 1.0f / 256.0f)
2464                         ca = 1.0f / 256.0f;     
2465                 if (r_refdef.fogenabled)
2466                         ca *= RSurf_FogVertex(d->org);
2467                 Vector4Set(c4f, d->color[0] * ca, d->color[1] * ca, d->color[2] * ca, 1);
2468                 Vector4Copy(c4f, c4f + 4);
2469                 Vector4Copy(c4f, c4f + 8);
2470                 Vector4Copy(c4f, c4f + 12);
2471
2472                 // calculate vertex positions
2473                 size = d->size * cl_particles_size.value;
2474                 VectorVectors(d->normal, right, up);
2475                 VectorScale(right, size, right);
2476                 VectorScale(up, size, up);
2477                 v3f = particle_vertex3f + 12*surfacelistindex;
2478                 v3f[ 0] = d->org[0] - right[0] - up[0];
2479                 v3f[ 1] = d->org[1] - right[1] - up[1];
2480                 v3f[ 2] = d->org[2] - right[2] - up[2];
2481                 v3f[ 3] = d->org[0] - right[0] + up[0];
2482                 v3f[ 4] = d->org[1] - right[1] + up[1];
2483                 v3f[ 5] = d->org[2] - right[2] + up[2];
2484                 v3f[ 6] = d->org[0] + right[0] + up[0];
2485                 v3f[ 7] = d->org[1] + right[1] + up[1];
2486                 v3f[ 8] = d->org[2] + right[2] + up[2];
2487                 v3f[ 9] = d->org[0] + right[0] - up[0];
2488                 v3f[10] = d->org[1] + right[1] - up[1];
2489                 v3f[11] = d->org[2] + right[2] - up[2];
2490
2491                 // calculate texcoords
2492                 tex = &particletexture[d->texnum];
2493                 t2f = particle_texcoord2f + 8*surfacelistindex;
2494                 t2f[0] = tex->s1;t2f[1] = tex->t2;
2495                 t2f[2] = tex->s1;t2f[3] = tex->t1;
2496                 t2f[4] = tex->s2;t2f[5] = tex->t1;
2497                 t2f[6] = tex->s2;t2f[7] = tex->t2;
2498         }
2499
2500         // now render the decals all at once
2501         // (this assumes they all use one particle font texture!)
2502         GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
2503         R_SetupShader_Generic(particletexture[63].texture, NULL, GL_MODULATE, 1, false, false, true);
2504         R_Mesh_PrepareVertices_Generic_Arrays(numsurfaces * 4, particle_vertex3f, particle_color4f, particle_texcoord2f);
2505         R_Mesh_Draw(0, numsurfaces * 4, 0, numsurfaces * 2, NULL, NULL, 0, particle_elements, NULL, 0);
2506 }
2507
2508 void R_DrawDecals (void)
2509 {
2510         int i;
2511         int drawdecals = r_drawdecals.integer;
2512         decal_t *decal;
2513         float frametime;
2514         float decalfade;
2515         float drawdist2;
2516         int killsequence = cl.decalsequence - max(0, cl_decals_max.integer);
2517
2518         frametime = bound(0, cl.time - cl.decals_updatetime, 1);
2519         cl.decals_updatetime = bound(cl.time - 1, cl.decals_updatetime + frametime, cl.time + 1);
2520
2521         // LordHavoc: early out conditions
2522         if (!cl.num_decals)
2523                 return;
2524
2525         decalfade = frametime * 256 / cl_decals_fadetime.value;
2526         drawdist2 = r_drawdecals_drawdistance.value * r_refdef.view.quality;
2527         drawdist2 = drawdist2*drawdist2;
2528
2529         for (i = 0, decal = cl.decals;i < cl.num_decals;i++, decal++)
2530         {
2531                 if (!decal->typeindex)
2532                         continue;
2533
2534                 if (killsequence - decal->decalsequence > 0)
2535                         goto killdecal;
2536
2537                 if (cl.time > decal->time2 + cl_decals_time.value)
2538                 {
2539                         decal->alpha -= decalfade;
2540                         if (decal->alpha <= 0)
2541                                 goto killdecal;
2542                 }
2543
2544                 if (decal->owner)
2545                 {
2546                         if (cl.entities[decal->owner].render.model == decal->ownermodel)
2547                         {
2548                                 Matrix4x4_Transform(&cl.entities[decal->owner].render.matrix, decal->relativeorigin, decal->org);
2549                                 Matrix4x4_Transform3x3(&cl.entities[decal->owner].render.matrix, decal->relativenormal, decal->normal);
2550                         }
2551                         else
2552                                 goto killdecal;
2553                 }
2554
2555                 if(cl_decals_visculling.integer && decal->clusterindex > -1000 && !CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, decal->clusterindex))
2556                         continue;
2557
2558                 if (!drawdecals)
2559                         continue;
2560
2561                 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))
2562                         R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, decal->org, R_DrawDecal_TransparentCallback, NULL, i, NULL);
2563                 continue;
2564 killdecal:
2565                 decal->typeindex = 0;
2566                 if (cl.free_decal > i)
2567                         cl.free_decal = i;
2568         }
2569
2570         // reduce cl.num_decals if possible
2571         while (cl.num_decals > 0 && cl.decals[cl.num_decals - 1].typeindex == 0)
2572                 cl.num_decals--;
2573
2574         if (cl.num_decals == cl.max_decals && cl.max_decals < MAX_DECALS)
2575         {
2576                 decal_t *olddecals = cl.decals;
2577                 cl.max_decals = min(cl.max_decals * 2, MAX_DECALS);
2578                 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
2579                 memcpy(cl.decals, olddecals, cl.num_decals * sizeof(decal_t));
2580                 Mem_Free(olddecals);
2581         }
2582
2583         r_refdef.stats[r_stat_totaldecals] = cl.num_decals;
2584 }
2585
2586 static void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2587 {
2588         vec3_t vecorg, vecvel, baseright, baseup;
2589         int surfacelistindex;
2590         int batchstart, batchcount;
2591         const particle_t *p;
2592         pblend_t blendmode;
2593         rtexture_t *texture;
2594         float *v3f, *t2f, *c4f;
2595         particletexture_t *tex;
2596         float up2[3], v[3], right[3], up[3], fog, ifog, size, len, lenfactor, alpha;
2597 //      float ambient[3], diffuse[3], diffusenormal[3];
2598         float palpha, spintime, spinrad, spincos, spinsin, spinm1, spinm2, spinm3, spinm4;
2599         vec4_t colormultiplier;
2600         float minparticledist_start, minparticledist_end;
2601         qboolean dofade;
2602
2603         RSurf_ActiveWorldEntity();
2604
2605         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));
2606
2607         r_refdef.stats[r_stat_particles] += numsurfaces;
2608 //      R_Mesh_ResetTextureState();
2609         GL_DepthMask(false);
2610         GL_DepthRange(0, 1);
2611         GL_PolygonOffset(0, 0);
2612         GL_DepthTest(true);
2613         GL_CullFace(GL_NONE);
2614
2615         spintime = r_refdef.scene.time;
2616
2617         minparticledist_start = DotProduct(r_refdef.view.origin, r_refdef.view.forward) + r_drawparticles_nearclip_min.value;
2618         minparticledist_end = DotProduct(r_refdef.view.origin, r_refdef.view.forward) + r_drawparticles_nearclip_max.value;
2619         dofade = (minparticledist_start < minparticledist_end);
2620
2621         // first generate all the vertices at once
2622         for (surfacelistindex = 0, v3f = particle_vertex3f, t2f = particle_texcoord2f, c4f = particle_color4f;surfacelistindex < numsurfaces;surfacelistindex++, v3f += 3*4, t2f += 2*4, c4f += 4*4)
2623         {
2624                 p = cl.particles + surfacelist[surfacelistindex];
2625
2626                 blendmode = (pblend_t)p->blendmode;
2627                 palpha = p->alpha;
2628                 if(dofade && p->orientation != PARTICLE_VBEAM && p->orientation != PARTICLE_HBEAM)
2629                         palpha *= min(1, (DotProduct(p->org, r_refdef.view.forward)  - minparticledist_start) / (minparticledist_end - minparticledist_start));
2630                 alpha = palpha * colormultiplier[3];
2631                 // ensure alpha multiplier saturates properly
2632                 if (alpha > 1.0f)
2633                         alpha = 1.0f;
2634
2635                 switch (blendmode)
2636                 {
2637                 case PBLEND_INVALID:
2638                 case PBLEND_INVMOD:
2639                         // additive and modulate can just fade out in fog (this is correct)
2640                         if (r_refdef.fogenabled)
2641                                 alpha *= RSurf_FogVertex(p->org);
2642                         // collapse alpha into color for these blends (so that the particlefont does not need alpha on most textures)
2643                         alpha *= 1.0f / 256.0f;
2644                         c4f[0] = p->color[0] * alpha;
2645                         c4f[1] = p->color[1] * alpha;
2646                         c4f[2] = p->color[2] * alpha;
2647                         c4f[3] = 0;
2648                         break;
2649                 case PBLEND_ADD:
2650                         // additive and modulate can just fade out in fog (this is correct)
2651                         if (r_refdef.fogenabled)
2652                                 alpha *= RSurf_FogVertex(p->org);
2653                         // collapse alpha into color for these blends (so that the particlefont does not need alpha on most textures)
2654                         c4f[0] = p->color[0] * colormultiplier[0] * alpha;
2655                         c4f[1] = p->color[1] * colormultiplier[1] * alpha;
2656                         c4f[2] = p->color[2] * colormultiplier[2] * alpha;
2657                         c4f[3] = 0;
2658                         break;
2659                 case PBLEND_ALPHA:
2660                         c4f[0] = p->color[0] * colormultiplier[0];
2661                         c4f[1] = p->color[1] * colormultiplier[1];
2662                         c4f[2] = p->color[2] * colormultiplier[2];
2663                         c4f[3] = alpha;
2664                         // note: lighting is not cheap!
2665                         if (particletype[p->typeindex].lighting)
2666                         {
2667                                 vecorg[0] = p->org[0];
2668                                 vecorg[1] = p->org[1];
2669                                 vecorg[2] = p->org[2];
2670                                 R_LightPoint(c4f, vecorg, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
2671                         }
2672                         // mix in the fog color
2673                         if (r_refdef.fogenabled)
2674                         {
2675                                 fog = RSurf_FogVertex(p->org);
2676                                 ifog = 1 - fog;
2677                                 c4f[0] = c4f[0] * fog + r_refdef.fogcolor[0] * ifog;
2678                                 c4f[1] = c4f[1] * fog + r_refdef.fogcolor[1] * ifog;
2679                                 c4f[2] = c4f[2] * fog + r_refdef.fogcolor[2] * ifog;
2680                         }
2681                         // for premultiplied alpha we have to apply the alpha to the color (after fog of course)
2682                         VectorScale(c4f, alpha, c4f);
2683                         break;
2684                 }
2685                 // copy the color into the other three vertices
2686                 Vector4Copy(c4f, c4f + 4);
2687                 Vector4Copy(c4f, c4f + 8);
2688                 Vector4Copy(c4f, c4f + 12);
2689
2690                 size = p->size * cl_particles_size.value;
2691                 tex = &particletexture[p->texnum];
2692                 switch(p->orientation)
2693                 {
2694 //              case PARTICLE_INVALID:
2695                 case PARTICLE_BILLBOARD:
2696                         if (p->angle + p->spin)
2697                         {
2698                                 spinrad = (p->angle + p->spin * (spintime - p->delayedspawn)) * (float)(M_PI / 180.0f);
2699                                 spinsin = sin(spinrad) * size;
2700                                 spincos = cos(spinrad) * size;
2701                                 spinm1 = -p->stretch * spincos;
2702                                 spinm2 = -spinsin;
2703                                 spinm3 = spinsin;
2704                                 spinm4 = -p->stretch * spincos;
2705                                 VectorMAM(spinm1, r_refdef.view.left, spinm2, r_refdef.view.up, right);
2706                                 VectorMAM(spinm3, r_refdef.view.left, spinm4, r_refdef.view.up, up);
2707                         }
2708                         else
2709                         {
2710                                 VectorScale(r_refdef.view.left, -size * p->stretch, right);
2711                                 VectorScale(r_refdef.view.up, size, up);
2712                         }
2713
2714                         v3f[ 0] = p->org[0] - right[0] - up[0];
2715                         v3f[ 1] = p->org[1] - right[1] - up[1];
2716                         v3f[ 2] = p->org[2] - right[2] - up[2];
2717                         v3f[ 3] = p->org[0] - right[0] + up[0];
2718                         v3f[ 4] = p->org[1] - right[1] + up[1];
2719                         v3f[ 5] = p->org[2] - right[2] + up[2];
2720                         v3f[ 6] = p->org[0] + right[0] + up[0];
2721                         v3f[ 7] = p->org[1] + right[1] + up[1];
2722                         v3f[ 8] = p->org[2] + right[2] + up[2];
2723                         v3f[ 9] = p->org[0] + right[0] - up[0];
2724                         v3f[10] = p->org[1] + right[1] - up[1];
2725                         v3f[11] = p->org[2] + right[2] - up[2];
2726                         t2f[0] = tex->s1;t2f[1] = tex->t2;
2727                         t2f[2] = tex->s1;t2f[3] = tex->t1;
2728                         t2f[4] = tex->s2;t2f[5] = tex->t1;
2729                         t2f[6] = tex->s2;t2f[7] = tex->t2;
2730                         break;
2731                 case PARTICLE_ORIENTED_DOUBLESIDED:
2732                         vecvel[0] = p->vel[0];
2733                         vecvel[1] = p->vel[1];
2734                         vecvel[2] = p->vel[2];
2735                         VectorVectors(vecvel, baseright, baseup);
2736                         if (p->angle + p->spin)
2737                         {
2738                                 spinrad = (p->angle + p->spin * (spintime - p->delayedspawn)) * (float)(M_PI / 180.0f);
2739                                 spinsin = sin(spinrad) * size;
2740                                 spincos = cos(spinrad) * size;
2741                                 spinm1 = p->stretch * spincos;
2742                                 spinm2 = -spinsin;
2743                                 spinm3 = spinsin;
2744                                 spinm4 = p->stretch * spincos;
2745                                 VectorMAM(spinm1, baseright, spinm2, baseup, right);
2746                                 VectorMAM(spinm3, baseright, spinm4, baseup, up);
2747                         }
2748                         else
2749                         {
2750                                 VectorScale(baseright, size * p->stretch, right);
2751                                 VectorScale(baseup, size, up);
2752                         }
2753                         v3f[ 0] = p->org[0] - right[0] - up[0];
2754                         v3f[ 1] = p->org[1] - right[1] - up[1];
2755                         v3f[ 2] = p->org[2] - right[2] - up[2];
2756                         v3f[ 3] = p->org[0] - right[0] + up[0];
2757                         v3f[ 4] = p->org[1] - right[1] + up[1];
2758                         v3f[ 5] = p->org[2] - right[2] + up[2];
2759                         v3f[ 6] = p->org[0] + right[0] + up[0];
2760                         v3f[ 7] = p->org[1] + right[1] + up[1];
2761                         v3f[ 8] = p->org[2] + right[2] + up[2];
2762                         v3f[ 9] = p->org[0] + right[0] - up[0];
2763                         v3f[10] = p->org[1] + right[1] - up[1];
2764                         v3f[11] = p->org[2] + right[2] - up[2];
2765                         t2f[0] = tex->s1;t2f[1] = tex->t2;
2766                         t2f[2] = tex->s1;t2f[3] = tex->t1;
2767                         t2f[4] = tex->s2;t2f[5] = tex->t1;
2768                         t2f[6] = tex->s2;t2f[7] = tex->t2;
2769                         break;
2770                 case PARTICLE_SPARK:
2771                         len = VectorLength(p->vel);
2772                         VectorNormalize2(p->vel, up);
2773                         lenfactor = p->stretch * 0.04 * len;
2774                         if(lenfactor < size * 0.5)
2775                                 lenfactor = size * 0.5;
2776                         VectorMA(p->org, -lenfactor, up, v);
2777                         VectorMA(p->org,  lenfactor, up, up2);
2778                         R_CalcBeam_Vertex3f(v3f, v, up2, size);
2779                         t2f[0] = tex->s1;t2f[1] = tex->t2;
2780                         t2f[2] = tex->s1;t2f[3] = tex->t1;
2781                         t2f[4] = tex->s2;t2f[5] = tex->t1;
2782                         t2f[6] = tex->s2;t2f[7] = tex->t2;
2783                         break;
2784                 case PARTICLE_VBEAM:
2785                         R_CalcBeam_Vertex3f(v3f, p->org, p->vel, size);
2786                         VectorSubtract(p->vel, p->org, up);
2787                         VectorNormalize(up);
2788                         v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) * p->stretch;
2789                         v[1] = DotProduct(p->vel, up) * (1.0f / 64.0f) * p->stretch;
2790                         t2f[0] = tex->s2;t2f[1] = v[0];
2791                         t2f[2] = tex->s1;t2f[3] = v[0];
2792                         t2f[4] = tex->s1;t2f[5] = v[1];
2793                         t2f[6] = tex->s2;t2f[7] = v[1];
2794                         break;
2795                 case PARTICLE_HBEAM:
2796                         R_CalcBeam_Vertex3f(v3f, p->org, p->vel, size);
2797                         VectorSubtract(p->vel, p->org, up);
2798                         VectorNormalize(up);
2799                         v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) * p->stretch;
2800                         v[1] = DotProduct(p->vel, up) * (1.0f / 64.0f) * p->stretch;
2801                         t2f[0] = v[0];t2f[1] = tex->t1;
2802                         t2f[2] = v[0];t2f[3] = tex->t2;
2803                         t2f[4] = v[1];t2f[5] = tex->t2;
2804                         t2f[6] = v[1];t2f[7] = tex->t1;
2805                         break;
2806                 }
2807         }
2808
2809         // now render batches of particles based on blendmode and texture
2810         blendmode = PBLEND_INVALID;
2811         texture = NULL;
2812         batchstart = 0;
2813         batchcount = 0;
2814         R_Mesh_PrepareVertices_Generic_Arrays(numsurfaces * 4, particle_vertex3f, particle_color4f, particle_texcoord2f);
2815         for (surfacelistindex = 0;surfacelistindex < numsurfaces;)
2816         {
2817                 p = cl.particles + surfacelist[surfacelistindex];
2818
2819                 if (texture != particletexture[p->texnum].texture)
2820                 {
2821                         texture = particletexture[p->texnum].texture;
2822                         R_SetupShader_Generic(texture, NULL, GL_MODULATE, 1, false, false, false);
2823                 }
2824
2825                 if (p->blendmode == PBLEND_INVMOD)
2826                 {
2827                         // inverse modulate blend - group these
2828                         GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
2829                         // iterate until we find a change in settings
2830                         batchstart = surfacelistindex++;
2831                         for (;surfacelistindex < numsurfaces;surfacelistindex++)
2832                         {
2833                                 p = cl.particles + surfacelist[surfacelistindex];
2834                                 if (p->blendmode != PBLEND_INVMOD || texture != particletexture[p->texnum].texture)
2835                                         break;
2836                         }
2837                 }
2838                 else
2839                 {
2840                         // additive or alpha blend - group these
2841                         // (we can group these because we premultiplied the texture alpha)
2842                         GL_BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
2843                         // iterate until we find a change in settings
2844                         batchstart = surfacelistindex++;
2845                         for (;surfacelistindex < numsurfaces;surfacelistindex++)
2846                         {
2847                                 p = cl.particles + surfacelist[surfacelistindex];
2848                                 if (p->blendmode == PBLEND_INVMOD || texture != particletexture[p->texnum].texture)
2849                                         break;
2850                         }
2851                 }
2852
2853                 batchcount = surfacelistindex - batchstart;
2854                 R_Mesh_Draw(batchstart * 4, batchcount * 4, batchstart * 2, batchcount * 2, NULL, NULL, 0, particle_elements, NULL, 0);
2855         }
2856 }
2857
2858 void R_DrawParticles (void)
2859 {
2860         int i, a;
2861         int drawparticles = r_drawparticles.integer;
2862         float minparticledist_start;
2863         particle_t *p;
2864         float gravity, frametime, f, dist, oldorg[3], decaldir[3];
2865         float drawdist2;
2866         int hitent;
2867         trace_t trace;
2868         qboolean update;
2869
2870         frametime = bound(0, cl.time - cl.particles_updatetime, 1);
2871         cl.particles_updatetime = bound(cl.time - 1, cl.particles_updatetime + frametime, cl.time + 1);
2872
2873         // LordHavoc: early out conditions
2874         if (!cl.num_particles)
2875                 return;
2876
2877         minparticledist_start = DotProduct(r_refdef.view.origin, r_refdef.view.forward) + r_drawparticles_nearclip_min.value;
2878         gravity = frametime * cl.movevars_gravity;
2879         update = frametime > 0;
2880         drawdist2 = r_drawparticles_drawdistance.value * r_refdef.view.quality;
2881         drawdist2 = drawdist2*drawdist2;
2882
2883         for (i = 0, p = cl.particles;i < cl.num_particles;i++, p++)
2884         {
2885                 if (!p->typeindex)
2886                 {
2887                         if (cl.free_particle > i)
2888                                 cl.free_particle = i;
2889                         continue;
2890                 }
2891
2892                 if (update)
2893                 {
2894                         if (p->delayedspawn > cl.time)
2895                                 continue;
2896
2897                         p->size += p->sizeincrease * frametime;
2898                         p->alpha -= p->alphafade * frametime;
2899
2900                         if (p->alpha <= 0 || p->die <= cl.time)
2901                                 goto killparticle;
2902
2903                         if (p->orientation != PARTICLE_VBEAM && p->orientation != PARTICLE_HBEAM && frametime > 0)
2904                         {
2905                                 if (p->liquidfriction && cl_particles_collisions.integer && (CL_PointSuperContents(p->org) & SUPERCONTENTS_LIQUIDSMASK))
2906                                 {
2907                                         if (p->typeindex == pt_blood)
2908                                                 p->size += frametime * 8;
2909                                         else
2910                                                 p->vel[2] -= p->gravity * gravity;
2911                                         f = 1.0f - min(p->liquidfriction * frametime, 1);
2912                                         VectorScale(p->vel, f, p->vel);
2913                                 }
2914                                 else
2915                                 {
2916                                         p->vel[2] -= p->gravity * gravity;
2917                                         if (p->airfriction)
2918                                         {
2919                                                 f = 1.0f - min(p->airfriction * frametime, 1);
2920                                                 VectorScale(p->vel, f, p->vel);
2921                                         }
2922                                 }
2923
2924                                 VectorCopy(p->org, oldorg);
2925                                 VectorMA(p->org, frametime, p->vel, p->org);
2926 //                              if (p->bounce && cl.time >= p->delayedcollisions)
2927                                 if (p->bounce && cl_particles_collisions.integer && VectorLength(p->vel))
2928                                 {
2929                                         trace = CL_TraceLine(oldorg, p->org, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | ((p->typeindex == pt_rain || p->typeindex == pt_snow) ? SUPERCONTENTS_LIQUIDSMASK : 0), true, false, &hitent, false, false);
2930                                         // if the trace started in or hit something of SUPERCONTENTS_NODROP
2931                                         // or if the trace hit something flagged as NOIMPACT
2932                                         // then remove the particle
2933                                         if (trace.hitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT || ((trace.startsupercontents | trace.hitsupercontents) & SUPERCONTENTS_NODROP) || (trace.startsupercontents & SUPERCONTENTS_SOLID))
2934                                                 goto killparticle;
2935                                         VectorCopy(trace.endpos, p->org);
2936                                         // react if the particle hit something
2937                                         if (trace.fraction < 1)
2938                                         {
2939                                                 VectorCopy(trace.endpos, p->org);
2940
2941                                                 if (p->staintexnum >= 0)
2942                                                 {
2943                                                         // blood - splash on solid
2944                                                         if (!(trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS))
2945                                                         {
2946                                                                 R_Stain(p->org, 16,
2947                                                                         p->staincolor[0], p->staincolor[1], p->staincolor[2], (int)(p->stainalpha * p->stainsize * (1.0f / 160.0f)),
2948                                                                         p->staincolor[0], p->staincolor[1], p->staincolor[2], (int)(p->stainalpha * p->stainsize * (1.0f / 160.0f)));
2949                                                                 if (cl_decals.integer)
2950                                                                 {
2951                                                                         // create a decal for the blood splat
2952                                                                         a = 0xFFFFFF ^ (p->staincolor[0]*65536+p->staincolor[1]*256+p->staincolor[2]);
2953                                                                         if (cl_decals_newsystem_bloodsmears.integer)
2954                                                                         {
2955                                                                                 VectorCopy(p->vel, decaldir);
2956                                                                                 VectorNormalize(decaldir);
2957                                                                         }
2958                                                                         else
2959                                                                                 VectorCopy(trace.plane.normal, decaldir);
2960                                                                         CL_SpawnDecalParticleForSurface(hitent, p->org, decaldir, a, a, p->staintexnum, p->stainsize, p->stainalpha); // staincolor needs to be inverted for decals!
2961                                                                 }
2962                                                         }
2963                                                 }
2964
2965                                                 if (p->typeindex == pt_blood)
2966                                                 {
2967                                                         // blood - splash on solid
2968                                                         if (trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS)
2969                                                                 goto killparticle;
2970                                                         if(p->staintexnum == -1) // staintex < -1 means no stains at all
2971                                                         {
2972                                                                 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)));
2973                                                                 if (cl_decals.integer)
2974                                                                 {
2975                                                                         // create a decal for the blood splat
2976                                                                         if (cl_decals_newsystem_bloodsmears.integer)
2977                                                                         {
2978                                                                                 VectorCopy(p->vel, decaldir);
2979                                                                                 VectorNormalize(decaldir);
2980                                                                         }
2981                                                                         else
2982                                                                                 VectorCopy(trace.plane.normal, decaldir);
2983                                                                         CL_SpawnDecalParticleForSurface(hitent, p->org, decaldir, p->color[0] * 65536 + p->color[1] * 256 + p->color[2], p->color[0] * 65536 + p->color[1] * 256 + p->color[2], tex_blooddecal[rand()&7], p->size * lhrandom(cl_particles_blood_decal_scalemin.value, cl_particles_blood_decal_scalemax.value), cl_particles_blood_decal_alpha.value * 768);
2984                                                                 }
2985                                                         }
2986                                                         goto killparticle;
2987                                                 }
2988                                                 else if (p->bounce < 0)
2989                                                 {
2990                                                         // bounce -1 means remove on impact
2991                                                         goto killparticle;
2992                                                 }
2993                                                 else
2994                                                 {
2995                                                         // anything else - bounce off solid
2996                                                         dist = DotProduct(p->vel, trace.plane.normal) * -p->bounce;
2997                                                         VectorMA(p->vel, dist, trace.plane.normal, p->vel);
2998                                                 }
2999                                         }
3000                                 }
3001
3002                                 if (VectorLength2(p->vel) < 0.03)
3003                                 {
3004                                         if(p->orientation == PARTICLE_SPARK) // sparks are virtually invisible if very slow, so rather let them go off
3005                                                 goto killparticle;
3006                                         VectorClear(p->vel);
3007                                 }
3008                         }
3009
3010                         if (p->typeindex != pt_static)
3011                         {
3012                                 switch (p->typeindex)
3013                                 {
3014                                 case pt_entityparticle:
3015                                         // particle that removes itself after one rendered frame
3016                                         if (p->time2)
3017                                                 goto killparticle;
3018                                         else
3019                                                 p->time2 = 1;
3020                                         break;
3021                                 case pt_blood:
3022                                         a = CL_PointSuperContents(p->org);
3023                                         if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_LAVA | SUPERCONTENTS_NODROP))
3024                                                 goto killparticle;
3025                                         break;
3026                                 case pt_bubble:
3027                                         a = CL_PointSuperContents(p->org);
3028                                         if (!(a & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)))
3029                                                 goto killparticle;
3030                                         break;
3031                                 case pt_rain:
3032                                         a = CL_PointSuperContents(p->org);
3033                                         if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK))
3034                                                 goto killparticle;
3035                                         break;
3036                                 case pt_snow:
3037                                         if (cl.time > p->time2)
3038                                         {
3039                                                 // snow flutter
3040                                                 p->time2 = cl.time + (rand() & 3) * 0.1;
3041                                                 p->vel[0] = p->vel[0] * 0.9f + lhrandom(-32, 32);
3042                                                 p->vel[1] = p->vel[0] * 0.9f + lhrandom(-32, 32);
3043                                         }
3044                                         a = CL_PointSuperContents(p->org);
3045                                         if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK))
3046                                                 goto killparticle;
3047                                         break;
3048                                 default:
3049                                         break;
3050                                 }
3051                         }
3052                 }
3053                 else if (p->delayedspawn > cl.time)
3054                         continue;
3055                 if (!drawparticles)
3056                         continue;
3057                 // don't render particles too close to the view (they chew fillrate)
3058                 // also don't render particles behind the view (useless)
3059                 // further checks to cull to the frustum would be too slow here
3060                 switch(p->typeindex)
3061                 {
3062                 case pt_beam:
3063                         // beams have no culling
3064                         R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, p->sortorigin, R_DrawParticle_TransparentCallback, NULL, i, NULL);
3065                         break;
3066                 default:
3067                         if(cl_particles_visculling.integer)
3068                                 if (!r_refdef.viewcache.world_novis)
3069                                         if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.PointInLeaf)
3070                                         {
3071                                                 mleaf_t *leaf = r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, p->org);
3072                                                 if(leaf)
3073                                                         if(!CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex))
3074                                                                 continue;
3075                                         }
3076                         // anything else just has to be in front of the viewer and visible at this distance
3077                         if (DotProduct(p->org, r_refdef.view.forward) >= minparticledist_start && VectorDistance2(p->org, r_refdef.view.origin) < drawdist2 * (p->size * p->size))
3078                                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, p->sortorigin, R_DrawParticle_TransparentCallback, NULL, i, NULL);
3079                         break;
3080                 }
3081
3082                 continue;
3083 killparticle:
3084                 p->typeindex = 0;
3085                 if (cl.free_particle > i)
3086                         cl.free_particle = i;
3087         }
3088
3089         // reduce cl.num_particles if possible
3090         while (cl.num_particles > 0 && cl.particles[cl.num_particles - 1].typeindex == 0)
3091                 cl.num_particles--;
3092
3093         if (cl.num_particles == cl.max_particles && cl.max_particles < MAX_PARTICLES)
3094         {
3095                 particle_t *oldparticles = cl.particles;
3096                 cl.max_particles = min(cl.max_particles * 2, MAX_PARTICLES);
3097                 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
3098                 memcpy(cl.particles, oldparticles, cl.num_particles * sizeof(particle_t));
3099                 Mem_Free(oldparticles);
3100         }
3101 }