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Serious-Sam style crosshair (an actual sprite in the world, with slight variation...
[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 #include "cl_collision.h"
23
24 #define MAX_PARTICLES                   16384   // default max # of particles at one time
25 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
26
27 typedef enum
28 {
29         pt_static, pt_grav, pt_blob, pt_blob2, pt_bulletsmoke, pt_smoke, pt_snow, pt_rain, pt_spark, pt_bubble, pt_fade, pt_steam, pt_splash, pt_splashpuff, pt_flame, pt_blood, pt_oneframe, pt_lavasplash, pt_raindropsplash, pt_underwaterspark, pt_explosionsplash, pt_stardust
30 }
31 ptype_t;
32
33 #define P_TEXNUM_FIRSTBIT 0
34 #define P_TEXNUM_BITS 6
35 #define P_ORIENTATION_FIRSTBIT (P_TEXNUM_FIRSTBIT + P_TEXNUM_BITS)
36 #define P_ORIENTATION_BITS 2
37 #define P_FLAGS_FIRSTBIT (P_ORIENTATION_FIRSTBIT + P_ORIENTATION_BITS)
38 #define P_DYNLIGHT (1 << (P_FLAGS_FIRSTBIT + 0))
39 #define P_ADDITIVE (1 << (P_FLAGS_FIRSTBIT + 1))
40
41 typedef struct particle_s
42 {
43         ptype_t         type;
44         unsigned int    flags; // dynamically lit, orientation, additive blending, texnum
45         vec3_t          org;
46         vec3_t          vel;
47         float           die;
48         float           scalex;
49         float           scaley;
50         float           alpha; // 0-255
51         float           time2; // used for various things (snow fluttering, for example)
52         float           bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical)
53         vec3_t          oldorg;
54         vec3_t          vel2; // used for snow fluttering (base velocity, wind for instance)
55         float           friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
56         float           pressure; // if non-zero, apply pressure to other particles
57         qbyte           color[4];
58 }
59 particle_t;
60
61 static int particlepalette[256] =
62 {
63         0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
64         0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
65         0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
66         0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
67         0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
68         0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
69         0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
70         0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
71         0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
72         0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
73         0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
74         0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
75         0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
76         0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
77         0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
78         0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
79         0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
80         0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
81         0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
82         0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
83         0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
84         0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
85         0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
86         0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
87         0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
88         0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
89         0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
90         0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
91         0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
92         0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
93         0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
94         0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
95 };
96
97 static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
98
99 // these must match r_part.c's textures
100 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
101 static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
102 static const int tex_particle = 24;
103 static const int tex_rain = 25;
104 static const int tex_bubble = 26;
105
106 static int                      cl_maxparticles;
107 static int                      cl_numparticles;
108 static particle_t       *particles;
109 static particle_t       **freeparticles; // list used only in compacting particles array
110
111 static cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
112 static cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
113 static cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
114 static cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
115 static cvar_t cl_particles_blood_size_min = {CVAR_SAVE, "cl_particles_blood_size_min", "5"};
116 static cvar_t cl_particles_blood_size_max = {CVAR_SAVE, "cl_particles_blood_size_max", "10"};
117 static cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
118 static cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
119 static cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
120 static cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
121 static cvar_t cl_particles_explosions = {CVAR_SAVE, "cl_particles_explosions", "0"};
122
123 static mempool_t *cl_part_mempool;
124
125 void CL_Particles_Clear(void)
126 {
127         cl_numparticles = 0;
128 }
129
130 /*
131 ===============
132 CL_InitParticles
133 ===============
134 */
135 void CL_ReadPointFile_f (void);
136 void CL_Particles_Init (void)
137 {
138         int             i;
139
140         i = COM_CheckParm ("-particles");
141
142         if (i)
143         {
144                 cl_maxparticles = (int)(atoi(com_argv[i+1]));
145                 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
146                         cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
147         }
148         else
149                 cl_maxparticles = MAX_PARTICLES;
150
151         Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
152
153         Cvar_RegisterVariable (&cl_particles);
154         Cvar_RegisterVariable (&cl_particles_size);
155         Cvar_RegisterVariable (&cl_particles_bloodshowers);
156         Cvar_RegisterVariable (&cl_particles_blood);
157         Cvar_RegisterVariable (&cl_particles_blood_size_min);
158         Cvar_RegisterVariable (&cl_particles_blood_size_max);
159         Cvar_RegisterVariable (&cl_particles_blood_alpha);
160         Cvar_RegisterVariable (&cl_particles_smoke);
161         Cvar_RegisterVariable (&cl_particles_sparks);
162         Cvar_RegisterVariable (&cl_particles_bubbles);
163         Cvar_RegisterVariable (&cl_particles_explosions);
164
165         cl_part_mempool = Mem_AllocPool("CL_Part");
166         particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
167         freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
168         cl_numparticles = 0;
169 }
170
171 #define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, ptime, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
172 {\
173         if (cl_numparticles >= cl_maxparticles)\
174                 return;\
175         {\
176                 particle_t      *part;\
177                 int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\
178                 unsigned int partflags;\
179                 partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
180                 if (padditive)\
181                         partflags |= P_ADDITIVE;\
182                 if (plight)\
183                         partflags |= P_DYNLIGHT;\
184                 tempcolor = (pcolor1);\
185                 tempcolor2 = (pcolor2);\
186                 cr2 = ((tempcolor2) >> 16) & 0xFF;\
187                 cg2 = ((tempcolor2) >> 8) & 0xFF;\
188                 cb2 = (tempcolor2) & 0xFF;\
189                 if (tempcolor != tempcolor2)\
190                 {\
191                         cr1 = ((tempcolor) >> 16) & 0xFF;\
192                         cg1 = ((tempcolor) >> 8) & 0xFF;\
193                         cb1 = (tempcolor) & 0xFF;\
194                         tempcolor = rand() & 0xFF;\
195                         cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\
196                         cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\
197                         cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\
198                 }\
199                 part = &particles[cl_numparticles++];\
200                 part->type = (ptype);\
201                 part->color[0] = cr2;\
202                 part->color[1] = cg2;\
203                 part->color[2] = cb2;\
204                 part->color[3] = 0xFF;\
205                 part->flags = partflags;\
206                 part->scalex = (pscalex);\
207                 part->scaley = (pscaley);\
208                 part->alpha = (palpha);\
209                 part->die = cl.time + (ptime);\
210                 part->bounce = (pbounce);\
211                 part->org[0] = (px);\
212                 part->org[1] = (py);\
213                 part->org[2] = (pz);\
214                 part->vel[0] = (pvx);\
215                 part->vel[1] = (pvy);\
216                 part->vel[2] = (pvz);\
217                 part->time2 = (ptime2);\
218                 part->vel2[0] = (pvx2);\
219                 part->vel2[1] = (pvy2);\
220                 part->vel2[2] = (pvz2);\
221                 part->friction = (pfriction);\
222                 part->pressure = (ppressure);\
223         }\
224 }
225
226 /*
227 ===============
228 CL_EntityParticles
229 ===============
230 */
231 void CL_EntityParticles (entity_t *ent)
232 {
233         int                     i;
234         float           angle;
235         float           sp, sy, cp, cy;
236         vec3_t          forward;
237         float           dist;
238         float           beamlength;
239         static vec3_t avelocities[NUMVERTEXNORMALS];
240         if (!cl_particles.integer) return;
241
242         dist = 64;
243         beamlength = 16;
244
245         if (!avelocities[0][0])
246                 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
247                         avelocities[0][i] = (rand()&255) * 0.01;
248
249         for (i=0 ; i<NUMVERTEXNORMALS ; i++)
250         {
251                 angle = cl.time * avelocities[i][0];
252                 sy = sin(angle);
253                 cy = cos(angle);
254                 angle = cl.time * avelocities[i][1];
255                 sp = sin(angle);
256                 cp = cos(angle);
257
258                 forward[0] = cp*cy;
259                 forward[1] = cp*sy;
260                 forward[2] = -sp;
261
262                 particle(pt_oneframe, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 9999, 0, ent->render.origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->render.origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->render.origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
263         }
264 }
265
266
267 void CL_ReadPointFile_f (void)
268 {
269         vec3_t  org;
270         int             r, c;
271         char    *pointfile, *pointfilepos, *t, tchar;
272
273         pointfile = COM_LoadFile(va("maps/%s.pts", sv.name), true);
274         if (!pointfile)
275         {
276                 Con_Printf ("couldn't open %s.pts\n", sv.name);
277                 return;
278         }
279
280         Con_Printf ("Reading %s.pts...\n", sv.name);
281         c = 0;
282         pointfilepos = pointfile;
283         while (*pointfilepos)
284         {
285                 while (*pointfilepos == '\n' || *pointfilepos == '\r')
286                         pointfilepos++;
287                 if (!*pointfilepos)
288                         break;
289                 t = pointfilepos;
290                 while (*t && *t != '\n' && *t != '\r')
291                         t++;
292                 tchar = *t;
293                 *t = 0;
294                 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
295                 *t = tchar;
296                 pointfilepos = t;
297                 if (r != 3)
298                         break;
299                 c++;
300
301                 if (cl_numparticles >= cl_maxparticles)
302                 {
303                         Con_Printf ("Not enough free particles\n");
304                         break;
305                 }
306                 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 99999, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
307         }
308
309         Mem_Free(pointfile);
310         Con_Printf ("%i points read\n", c);
311 }
312
313 /*
314 ===============
315 CL_ParseParticleEffect
316
317 Parse an effect out of the server message
318 ===============
319 */
320 void CL_ParseParticleEffect (void)
321 {
322         vec3_t          org, dir;
323         int                     i, count, msgcount, color;
324
325         for (i=0 ; i<3 ; i++)
326                 org[i] = MSG_ReadCoord ();
327         for (i=0 ; i<3 ; i++)
328                 dir[i] = MSG_ReadChar () * (1.0/16);
329         msgcount = MSG_ReadByte ();
330         color = MSG_ReadByte ();
331
332         if (msgcount == 255)
333                 count = 1024;
334         else
335                 count = msgcount;
336
337         CL_RunParticleEffect (org, dir, color, count);
338 }
339
340 /*
341 ===============
342 CL_ParticleExplosion
343
344 ===============
345 */
346 void CL_ParticleExplosion (vec3_t org, int smoke)
347 {
348         int i;
349         R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
350
351         i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
352         if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
353                 for (i = 0;i < 128;i++)
354                         particle(pt_bubble, PARTICLE_BILLBOARD, 0x808080, 0xFFFFFF, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, 0, 0);
355
356         if (cl_particles.integer && cl_particles_explosions.integer)
357         {
358                 int j, k;
359                 float f;
360                 vec3_t v, end, ang;
361                 qbyte noise1[32*32], noise2[32*32];
362
363                 VectorClear(end); // hush MSVC
364                 i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
365                 if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
366                 {
367                         ang[2] = lhrandom(0, 360);
368                         fractalnoisequick(noise1, 32, 4);
369                         fractalnoisequick(noise2, 32, 8);
370                         for (i = 0;i < 32;i++)
371                         {
372                                 for (j = 0;j < 32;j++)
373                                 {
374                                         VectorRandom(v);
375                                         VectorMA(org, 16, v, v);
376                                         CL_TraceLine(org, v, end, NULL, 0, true);
377                                         ang[0] = (j + 0.5f) * (360.0f / 32.0f);
378                                         ang[1] = (i + 0.5f) * (360.0f / 32.0f);
379                                         AngleVectors(ang, v, NULL, NULL);
380                                         f = noise1[j*32+i] * 1.5f;
381                                         VectorScale(v, f, v);
382                                         k = noise2[j*32+i] * 0x010101;
383                                         particle(pt_underwaterspark, PARTICLE_BILLBOARD, k, k, tex_smoke[rand()&7], false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
384                                         VectorScale(v, 0.75, v);
385                                         k = explosparkramp[(noise2[j*32+i] >> 5)];
386                                         particle(pt_underwaterspark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
387                                 }
388                         }
389                 }
390                 else
391                 {
392                         ang[2] = lhrandom(0, 360);
393                         fractalnoisequick(noise1, 32, 4);
394                         fractalnoisequick(noise2, 32, 8);
395                         for (i = 0;i < 32;i++)
396                         {
397                                 for (j = 0;j < 32;j++)
398                                 {
399                                         VectorRandom(v);
400                                         VectorMA(org, 16, v, v);
401                                         CL_TraceLine(org, v, end, NULL, 0, true);
402                                         ang[0] = (j + 0.5f) * (360.0f / 32.0f);
403                                         ang[1] = (i + 0.5f) * (360.0f / 32.0f);
404                                         AngleVectors(ang, v, NULL, NULL);
405                                         f = noise1[j*32+i] * 1.5f;
406                                         VectorScale(v, f, v);
407                                         k = noise2[j*32+i] * 0x010101;
408                                         particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_smoke[rand()&7], false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
409                                         VectorScale(v, 0.75, v);
410                                         k = explosparkramp[(noise2[j*32+i] >> 5)];
411                                         particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
412                                 }
413                         }
414                 }
415         }
416         else
417                 R_NewExplosion(org);
418 }
419
420 /*
421 ===============
422 CL_ParticleExplosion2
423
424 ===============
425 */
426 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
427 {
428         int i, k;
429         if (!cl_particles.integer) return;
430
431         for (i = 0;i < 512;i++)
432         {
433                 k = particlepalette[colorStart + (i % colorLength)];
434                 particle(pt_fade, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 0.3, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192), 384, 0, 0, 0, 1, 0);
435         }
436 }
437
438 /*
439 ===============
440 CL_BlobExplosion
441
442 ===============
443 */
444 void CL_BlobExplosion (vec3_t org)
445 {
446         if (!cl_particles.integer) return;
447
448         R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
449
450         R_NewExplosion(org);
451 }
452
453 /*
454 ===============
455 CL_RunParticleEffect
456
457 ===============
458 */
459 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
460 {
461         int k;
462         if (!cl_particles.integer) return;
463
464         if (count == 1024)
465         {
466                 CL_ParticleExplosion(org, false);
467                 return;
468         }
469         while (count--)
470         {
471                 k = particlepalette[color + (rand()&7)];
472                 particle(pt_fade, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 128, 9999, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-15, 15), lhrandom(-15, 15), lhrandom(-15, 15), 384, 0, 0, 0, 0, 0);
473         }
474 }
475
476 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
477 /*
478 ===============
479 CL_SparkShower
480 ===============
481 */
482 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
483 {
484         int k;
485         if (!cl_particles.integer) return;
486
487         R_Stain(org, 32, 96, 96, 96, 32, 128, 128, 128, 32);
488
489         // smoke puff
490         if (cl_particles_smoke.integer)
491                 particle(pt_bulletsmoke, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_smoke[rand()&7], true, true, 2, 2, 255, 9999, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
492
493         if (cl_particles_sparks.integer)
494         {
495                 // sparks
496                 while(count--)
497                 {
498                         k = particlepalette[0x68 + (rand() & 7)];
499                         particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 9999, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 480, 0, 0, 0, 1, 0);
500                 }
501         }
502 }
503
504 void CL_PlasmaBurn (vec3_t org)
505 {
506         if (!cl_particles.integer) return;
507
508         R_Stain(org, 48, 96, 96, 96, 48, 128, 128, 128, 48);
509 }
510
511 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
512 {
513         float r, s;
514         // bloodcount is used to accumulate counts too small to cause a blood particle
515         static int bloodcount = 0;
516         if (!cl_particles.integer) return;
517         if (!cl_particles_blood.integer) return;
518
519         s = count + 32.0f;
520         count *= 5.0f;
521         if (count > 1000)
522                 count = 1000;
523         bloodcount += count;
524         while(bloodcount > 0)
525         {
526                 r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
527                 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, cl_particles_blood_alpha.value * 255, 9999, -1, org[0], org[1], org[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
528                 bloodcount -= r;
529         }
530 }
531
532 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
533 {
534         float c;
535         float r;
536         vec3_t diff, center, velscale;
537         if (!cl_particles.integer) return;
538         if (!cl_particles_bloodshowers.integer) return;
539         if (!cl_particles_blood.integer) return;
540
541         VectorSubtract(maxs, mins, diff);
542         center[0] = (mins[0] + maxs[0]) * 0.5;
543         center[1] = (mins[1] + maxs[1]) * 0.5;
544         center[2] = (mins[2] + maxs[2]) * 0.5;
545         // FIXME: change velspeed back to 2.0x after fixing mod
546         velscale[0] = velspeed * 2.0 / diff[0];
547         velscale[1] = velspeed * 2.0 / diff[1];
548         velscale[2] = velspeed * 2.0 / diff[2];
549
550         c = count * 5;
551         while (c > 0)
552         {
553                 vec3_t org, vel;
554                 org[0] = lhrandom(mins[0], maxs[0]);
555                 org[1] = lhrandom(mins[1], maxs[1]);
556                 org[2] = lhrandom(mins[2], maxs[2]);
557                 vel[0] = (org[0] - center[0]) * velscale[0];
558                 vel[1] = (org[1] - center[1]) * velscale[1];
559                 vel[2] = (org[2] - center[2]) * velscale[2];
560                 r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
561                 c -= r;
562                 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, cl_particles_blood_alpha.value * 255, 9999, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
563         }
564 }
565
566 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
567 {
568         int k;
569         float t;
570         if (!cl_particles.integer) return;
571         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
572         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
573         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
574
575         while (count--)
576         {
577                 k = particlepalette[colorbase + (rand()&3)];
578                 particle(gravity ? pt_grav : pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 2, 2, 255, lhrandom(1, 2), 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel), 0, 0, 0, 0, 0, 0);
579         }
580 }
581
582 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
583 {
584         int k;
585         float t, z;
586         if (!cl_particles.integer) return;
587         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
588         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
589         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
590         if (dir[2] < 0) // falling
591         {
592                 t = (maxs[2] - mins[2]) / -dir[2];
593                 z = maxs[2];
594         }
595         else // rising??
596         {
597                 t = (maxs[2] - mins[2]) / dir[2];
598                 z = mins[2];
599         }
600         if (t < 0 || t > 2) // sanity check
601                 t = 2;
602
603         switch(type)
604         {
605         case 0:
606                 count *= 4; // ick, this should be in the mod or maps?
607
608                 while(count--)
609                 {
610                         k = particlepalette[colorbase + (rand()&3)];
611                         particle(pt_rain, PARTICLE_UPRIGHT_FACING, k, k, tex_particle, true, true, 1, 64, 64, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
612                 }
613                 break;
614         case 1:
615                 while(count--)
616                 {
617                         k = particlepalette[colorbase + (rand()&3)];
618                         particle(pt_snow, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
619                 }
620                 break;
621         default:
622                 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
623         }
624 }
625
626 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
627 {
628         int k;
629         float t;
630         vec3_t o, v, center;
631         if (!cl_particles.integer) return;
632
633         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
634         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
635         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
636
637         center[0] = (mins[0] + maxs[0]) * 0.5f;
638         center[1] = (mins[1] + maxs[1]) * 0.5f;
639         center[2] = (mins[2] + maxs[2]) * 0.5f;
640
641         while (count--)
642         {
643                 k = particlepalette[224 + (rand()&15)];
644                 o[0] = lhrandom(mins[0], maxs[0]);
645                 o[1] = lhrandom(mins[1], maxs[1]);
646                 o[2] = lhrandom(mins[2], maxs[2]);
647                 VectorSubtract(o, center, v);
648                 VectorNormalizeFast(v);
649                 VectorScale(v, 100, v);
650                 v[2] += sv_gravity.value * 0.15f;
651                 particle(pt_stardust, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 9999, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
652         }
653 }
654
655 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
656 {
657         int k;
658         float t;
659         if (!cl_particles.integer) return;
660         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
661         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
662         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
663
664         while (count--)
665         {
666                 k = particlepalette[224 + (rand()&15)];
667                 particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 9999, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0);
668                 if (count & 1)
669                         particle(pt_fade, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, 6, 6, lhrandom(48, 96), 9999, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 32), 64.0f, 0, 0, 0, 0, 0);
670         }
671 }
672
673 void CL_Flames (vec3_t org, vec3_t vel, int count)
674 {
675         int k;
676         if (!cl_particles.integer) return;
677
678         while (count--)
679         {
680                 k = particlepalette[224 + (rand()&15)];
681                 particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 9999, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0);
682         }
683 }
684
685
686
687 /*
688 ===============
689 CL_LavaSplash
690
691 ===============
692 */
693 void CL_LavaSplash (vec3_t origin)
694 {
695         int                     i, j, k;
696         float           vel;
697         vec3_t          dir, org;
698         if (!cl_particles.integer) return;
699
700         for (i=-128 ; i<128 ; i+=16)
701         {
702                 for (j=-128 ; j<128 ; j+=16)
703                 {
704                         dir[0] = j + lhrandom(0, 8);
705                         dir[1] = i + lhrandom(0, 8);
706                         dir[2] = 256;
707                         org[0] = origin[0] + dir[0];
708                         org[1] = origin[1] + dir[1];
709                         org[2] = origin[2] + lhrandom(0, 64);
710                         vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
711                         k = particlepalette[224 + (rand()&7)];
712                         particle(pt_lavasplash, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 9999, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
713                 }
714         }
715 }
716
717 /*
718 ===============
719 CL_TeleportSplash
720
721 ===============
722 */
723 void CL_TeleportSplash (vec3_t org)
724 {
725         int                     i, j, k;
726         if (!cl_particles.integer) return;
727
728         for (i=-16 ; i<16 ; i+=8)
729                 for (j=-16 ; j<16 ; j+=8)
730                         for (k=-24 ; k<32 ; k+=8)
731                                 particle(pt_fade, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 9999, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 256.0f, 0, 0, 0, 1, 0);
732 }
733
734 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
735 {
736         vec3_t          vec, dir, vel, pos;
737         float           len, dec, speed;
738         int                     contents, bubbles;
739         if (!cl_particles.integer) return;
740
741         VectorSubtract(end, start, dir);
742         VectorNormalize(dir);
743
744         VectorSubtract (end, start, vec);
745         len = VectorNormalizeLength (vec);
746         dec = -ent->persistent.trail_time;
747         ent->persistent.trail_time += len;
748         if (ent->persistent.trail_time < 0.01f)
749                 return;
750
751         speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
752         VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
753         VectorScale(vel, speed, vel);
754
755         // advance into this frame to reach the first puff location
756         VectorMA(start, dec, vec, pos);
757         len -= dec;
758
759         // if we skip out, leave it reset
760         ent->persistent.trail_time = 0.0f;
761
762         contents = Mod_PointInLeaf(pos, cl.worldmodel)->contents;
763         if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
764                 return;
765
766         bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
767
768         while (len >= 0)
769         {
770                 switch (type)
771                 {
772                         case 0: // rocket trail
773                                 if (!cl_particles_smoke.integer)
774                                         return;
775                                 dec = 3;
776                                 particle(pt_fade, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 64.0f, 0, 0, 0, 0, 0);
777                                 particle(pt_fade, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 768.0f, 0, 0, 0, 0, 0);
778                                 if (bubbles && cl_particles_bubbles.integer)
779                                 {
780                                         particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
781                                 }
782                                 break;
783
784                         case 1: // grenade trail
785                                 // FIXME: make it gradually stop smoking
786                                 if (!cl_particles_smoke.integer)
787                                         return;
788                                 dec = 3;
789                                 particle(pt_fade, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 96.0f, 0, 0, 0, 0, 0);
790                                 if (bubbles && cl_particles_bubbles.integer)
791                                 {
792                                         particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
793                                 }
794                                 break;
795
796
797                         case 2: // blood
798                                 if (!cl_particles_blood.integer)
799                                         return;
800                                 dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
801                                 particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
802                                 break;
803
804                         case 4: // slight blood
805                                 if (!cl_particles_blood.integer)
806                                         return;
807                                 dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
808                                 particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
809                                 break;
810
811                         case 3: // green tracer
812                                 dec = 6;
813                                 particle(pt_fade, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
814                                 break;
815
816                         case 5: // flame tracer
817                                 dec = 6;
818                                 particle(pt_fade, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
819                                 break;
820
821                         case 6: // voor trail
822                                 dec = 6;
823                                 particle(pt_fade, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
824                                 break;
825
826                         case 7: // Nehahra smoke tracer
827                                 if (!cl_particles_smoke.integer)
828                                         return;
829                                 dec = 7;
830                                 particle(pt_smoke, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, false, dec, dec, 64, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
831                                 break;
832                 }
833
834                 // advance to next time and position
835                 len -= dec;
836                 VectorMA (pos, dec, vec, pos);
837         }
838         ent->persistent.trail_time = len;
839 }
840
841 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
842 {
843         vec3_t          vec, pos;
844         int                     len;
845         if (!cl_particles.integer) return;
846         if (!cl_particles_smoke.integer) return;
847
848         VectorCopy(start, pos);
849         VectorSubtract (end, start, vec);
850         len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
851         VectorScale(vec, 3, vec);
852         color = particlepalette[color];
853         while (len--)
854         {
855                 particle(pt_smoke, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
856                 VectorAdd (pos, vec, pos);
857         }
858 }
859
860
861 /*
862 ===============
863 CL_MoveParticles
864 ===============
865 */
866 void CL_MoveParticles (void)
867 {
868         particle_t *p;
869         int i, activeparticles, maxparticle, j, a, pressureused = false, content;
870         float gravity, dvel, frametime, f, dist, normal[3], v[3], org[3];
871
872         // LordHavoc: early out condition
873         if (!cl_numparticles)
874                 return;
875
876         frametime = cl.time - cl.oldtime;
877         if (!frametime)
878                 return; // if absolutely still, don't update particles
879         gravity = frametime * sv_gravity.value;
880         dvel = 1+4*frametime;
881
882         activeparticles = 0;
883         maxparticle = -1;
884         j = 0;
885         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
886         {
887                 if (p->die < cl.time)
888                 {
889                         freeparticles[j++] = p;
890                         continue;
891                 }
892
893                 content = 0;
894                 VectorCopy(p->org, p->oldorg);
895                 VectorMA(p->org, frametime, p->vel, p->org);
896                 VectorCopy(p->org, org);
897                 if (p->bounce)
898                 {
899                         if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true) < 1)
900                         {
901                                 VectorCopy(v, p->org);
902                                 if (p->bounce < 0)
903                                 {
904                                         // assume it's blood (lame, but...)
905                                         R_Stain(v, 64, 32, 16, 16, p->alpha * p->scalex * (1.0f / 100.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 100.0f));
906                                         p->die = -1;
907                                         freeparticles[j++] = p;
908                                         continue;
909                                 }
910                                 else
911                                 {
912                                         dist = DotProduct(p->vel, normal) * -p->bounce;
913                                         VectorMA(p->vel, dist, normal, p->vel);
914                                         if (DotProduct(p->vel, p->vel) < 0.03)
915                                                 VectorClear(p->vel);
916                                 }
917                         }
918                 }
919                 if (p->friction)
920                 {
921                         f = p->friction * frametime;
922                         if (!content)
923                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
924                         if (content != CONTENTS_EMPTY)
925                                 f *= 4;
926                         f = 1.0f - f;
927                         VectorScale(p->vel, f, p->vel);
928                 }
929
930                 switch (p->type)
931                 {
932                 case pt_static:
933                         break;
934
935                         // LordHavoc: drop-through because of shared code
936                 case pt_blob:
937                         p->vel[2] *= dvel;
938                 case pt_blob2:
939                         p->vel[0] *= dvel;
940                         p->vel[1] *= dvel;
941                         p->alpha -= frametime * 256;
942                         if (p->alpha < 1)
943                                 p->die = -1;
944                         break;
945
946                 case pt_grav:
947                         p->vel[2] -= gravity;
948                         break;
949                 case pt_lavasplash:
950                         p->vel[2] -= gravity * 0.05;
951                         p->alpha -= frametime * 192;
952                         if (p->alpha < 1)
953                                 p->die = -1;
954                         break;
955                 case pt_snow:
956                         if (cl.time > p->time2)
957                         {
958                                 p->time2 = cl.time + (rand() & 3) * 0.1;
959                                 p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
960                                 p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
961                                 p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
962                         }
963                         if (!content)
964                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
965                         a = content;
966                         if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
967                         {
968                                 p->die = -1;
969                         }
970                         break;
971                 case pt_blood:
972                         p->friction = 1;
973                         if (!content)
974                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
975                         a = content;
976                         if (a != CONTENTS_EMPTY)
977                         {
978                                 if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
979                                 {
980                                         p->scalex += frametime * (cl_particles_blood_size_min.value + cl_particles_blood_size_max.value);
981                                         p->scaley += frametime * (cl_particles_blood_size_min.value + cl_particles_blood_size_max.value);
982                                         p->alpha -= frametime * max(cl_particles_blood_alpha.value, 0.01f) * 128.0f;
983                                         if (p->alpha < 1)
984                                                 p->die = -1;
985                                 }
986                                 else
987                                         p->die = -1;
988                         }
989                         else
990                                 p->vel[2] -= gravity;
991                         break;
992                 case pt_spark:
993                         p->alpha -= frametime * p->time2;
994                         p->vel[2] -= gravity;
995                         if (p->alpha < 1)
996                                 p->die = -1;
997                         else
998                         {
999                                 if (!content)
1000                                         content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1001                                 if (content != CONTENTS_EMPTY)
1002                                         p->die = -1;
1003                         }
1004                         break;
1005                 case pt_explosionsplash:
1006                         if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
1007                                 p->vel[2] -= gravity;
1008                         else
1009                                 p->alpha = 0;
1010                         p->scalex += frametime * 64.0f;
1011                         p->scaley += frametime * 64.0f;
1012                         p->alpha -= frametime * 1024.0f;
1013                         if (p->alpha < 1)
1014                                 p->die = -1;
1015                         break;
1016                 case pt_fade:
1017                         p->alpha -= frametime * p->time2;
1018                         if (p->alpha < 1)
1019                                 p->die = -1;
1020                         break;
1021                 case pt_bubble:
1022                         if (!content)
1023                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1024                         if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
1025                         {
1026                                 p->die = -1;
1027                                 break;
1028                         }
1029                         p->vel[0] *= (1 - (frametime * 0.0625));
1030                         p->vel[1] *= (1 - (frametime * 0.0625));
1031                         p->vel[2] = (p->vel[2] + gravity * 0.25) * (1 - (frametime * 0.0625));
1032                         if (cl.time > p->time2)
1033                         {
1034                                 p->time2 = cl.time + lhrandom(0, 0.5);
1035                                 p->vel[0] += lhrandom(-32,32);
1036                                 p->vel[1] += lhrandom(-32,32);
1037                                 p->vel[2] += lhrandom(-32,32);
1038                         }
1039                         p->alpha -= frametime * 256;
1040                         if (p->alpha < 1)
1041                                 p->die = -1;
1042                         break;
1043                 case pt_bulletsmoke:
1044                         p->scalex += frametime * 16;
1045                         p->scaley += frametime * 16;
1046                         p->alpha -= frametime * 1024;
1047                         p->vel[2] += gravity * 0.2;
1048                         if (p->alpha < 1)
1049                                 p->die = -1;
1050                         break;
1051                 case pt_smoke:
1052                         p->scalex += frametime * 16;
1053                         p->scaley += frametime * 16;
1054                         p->alpha -= frametime * 320;
1055                         if (p->alpha < 1)
1056                                 p->die = -1;
1057                         break;
1058                 case pt_steam:
1059                         p->scalex += frametime * 48;
1060                         p->scaley += frametime * 48;
1061                         p->alpha -= frametime * 512;
1062                         p->vel[2] += gravity * 0.05;
1063                         if (p->alpha < 1)
1064                                 p->die = -1;
1065                         break;
1066                 case pt_splashpuff:
1067                         p->alpha -= frametime * 1024;
1068                         if (p->alpha < 1)
1069                                 p->die = -1;
1070                         break;
1071                 case pt_rain:
1072                         if (!content)
1073                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1074                         a = content;
1075                         if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1076                                 p->die = -1;
1077                         break;
1078                 case pt_flame:
1079                         p->alpha -= frametime * 384;
1080                         p->vel[2] += gravity;
1081                         if (p->alpha < 16)
1082                                 p->die = -1;
1083                         break;
1084                 case pt_oneframe:
1085                         if (p->time2)
1086                                 p->die = -1;
1087                         p->time2 = 1;
1088                         break;
1089                 case pt_stardust:
1090                         p->alpha -= frametime * 128;
1091                         p->vel[2] -= gravity;
1092                         if (p->alpha < 16)
1093                                 p->die = -1;
1094                         break;
1095                 default:
1096                         printf("unknown particle type %i\n", p->type);
1097                         p->die = -1;
1098                         break;
1099                 }
1100
1101                 // LordHavoc: immediate removal of unnecessary particles (must be done to ensure compactor below operates properly in all cases)
1102                 if (p->die < cl.time)
1103                         freeparticles[j++] = p;
1104                 else
1105                 {
1106                         maxparticle = i;
1107                         activeparticles++;
1108                         if (p->pressure)
1109                                 pressureused = true;
1110                 }
1111         }
1112         // fill in gaps to compact the array
1113         i = 0;
1114         while (maxparticle >= activeparticles)
1115         {
1116                 *freeparticles[i++] = particles[maxparticle--];
1117                 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
1118                         maxparticle--;
1119         }
1120         cl_numparticles = activeparticles;
1121
1122         if (pressureused)
1123         {
1124                 activeparticles = 0;
1125                 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1126                         if (p->pressure)
1127                                 freeparticles[activeparticles++] = p;
1128
1129                 if (activeparticles)
1130                 {
1131                         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1132                         {
1133                                 for (j = 0;j < activeparticles;j++)
1134                                 {
1135                                         if (freeparticles[j] != p)
1136                                         {
1137                                                 float dist, diff[3];
1138                                                 VectorSubtract(p->org, freeparticles[j]->org, diff);
1139                                                 dist = DotProduct(diff, diff);
1140                                                 if (dist < 4096 && dist >= 1)
1141                                                 {
1142                                                         dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
1143                                                         VectorMA(p->vel, dist, diff, p->vel);
1144                                                 }
1145                                         }
1146                                 }
1147                         }
1148                 }
1149         }
1150 }
1151
1152 static rtexturepool_t *particletexturepool;
1153
1154 static rtexture_t *particlefonttexture;
1155 // [0] is normal, [1] is fog, they may be the same
1156 static particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
1157
1158 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1159 static cvar_t r_particles_lighting = {0, "r_particles_lighting", "0"};
1160
1161 static qbyte shadebubble(float dx, float dy, vec3_t light)
1162 {
1163         float   dz, f, dot;
1164         vec3_t  normal;
1165         dz = 1 - (dx*dx+dy*dy);
1166         if (dz > 0) // it does hit the sphere
1167         {
1168                 f = 0;
1169                 // back side
1170                 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1171                 VectorNormalize(normal);
1172                 dot = DotProduct(normal, light);
1173                 if (dot > 0.5) // interior reflection
1174                         f += ((dot *  2) - 1);
1175                 else if (dot < -0.5) // exterior reflection
1176                         f += ((dot * -2) - 1);
1177                 // front side
1178                 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1179                 VectorNormalize(normal);
1180                 dot = DotProduct(normal, light);
1181                 if (dot > 0.5) // interior reflection
1182                         f += ((dot *  2) - 1);
1183                 else if (dot < -0.5) // exterior reflection
1184                         f += ((dot * -2) - 1);
1185                 f *= 128;
1186                 f += 16; // just to give it a haze so you can see the outline
1187                 f = bound(0, f, 255);
1188                 return (qbyte) f;
1189         }
1190         else
1191                 return 0;
1192 }
1193
1194 static void setuptex(int cltexnum, int fog, int rtexnum, qbyte *data, qbyte *particletexturedata)
1195 {
1196         int basex, basey, y;
1197         basex = ((rtexnum >> 0) & 7) * 32;
1198         basey = ((rtexnum >> 3) & 7) * 32;
1199         particletexture[cltexnum][fog].s1 = (basex + 1) / 256.0f;
1200         particletexture[cltexnum][fog].t1 = (basey + 1) / 256.0f;
1201         particletexture[cltexnum][fog].s2 = (basex + 31) / 256.0f;
1202         particletexture[cltexnum][fog].t2 = (basey + 31) / 256.0f;
1203         for (y = 0;y < 32;y++)
1204                 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1205 }
1206
1207 static void R_InitParticleTexture (void)
1208 {
1209         int             x,y,d,i,m;
1210         float   dx, dy, radius, f, f2;
1211         qbyte   data[32][32][4], noise1[64][64], noise2[64][64];
1212         vec3_t  light;
1213         qbyte   particletexturedata[256*256*4];
1214
1215         memset(particletexturedata, 255, sizeof(particletexturedata));
1216
1217         // the particletexture[][] array numbers must match the cl_part.c textures
1218         // smoke/blood
1219         for (i = 0;i < 8;i++)
1220         {
1221                 do
1222                 {
1223                         fractalnoise(&noise1[0][0], 64, 4);
1224                         fractalnoise(&noise2[0][0], 64, 8);
1225                         m = 0;
1226                         for (y = 0;y < 32;y++)
1227                         {
1228                                 dy = y - 16;
1229                                 for (x = 0;x < 32;x++)
1230                                 {
1231                                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1232                                         dx = x - 16;
1233                                         d = (noise2[y][x] - 128) * 3 + 192;
1234                                         if (d > 0)
1235                                                 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1236                                         d = (d * noise1[y][x]) >> 7;
1237                                         d = bound(0, d, 255);
1238                                         data[y][x][3] = (qbyte) d;
1239                                         if (m < d)
1240                                                 m = d;
1241                                 }
1242                         }
1243                 }
1244                 while (m < 224);
1245
1246                 setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
1247                 setuptex(i + 0, 1, i + 0, &data[0][0][0], particletexturedata);
1248         }
1249
1250         // rain splash
1251         for (i = 0;i < 16;i++)
1252         {
1253                 radius = i * 3.0f / 16.0f;
1254                 f2 = 255.0f * ((15.0f - i) / 15.0f);
1255                 for (y = 0;y < 32;y++)
1256                 {
1257                         dy = (y - 16) * 0.25f;
1258                         for (x = 0;x < 32;x++)
1259                         {
1260                                 dx = (x - 16) * 0.25f;
1261                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1262                                 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1263                                 f = bound(0.0f, f, 255.0f);
1264                                 data[y][x][3] = (int) f;
1265                         }
1266                 }
1267                 setuptex(i + 8, 0, i + 16, &data[0][0][0], particletexturedata);
1268                 setuptex(i + 8, 1, i + 16, &data[0][0][0], particletexturedata);
1269         }
1270
1271         // normal particle
1272         for (y = 0;y < 32;y++)
1273         {
1274                 dy = y - 16;
1275                 for (x = 0;x < 32;x++)
1276                 {
1277                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1278                         dx = x - 16;
1279                         d = (256 - (dx*dx+dy*dy));
1280                         d = bound(0, d, 255);
1281                         data[y][x][3] = (qbyte) d;
1282                 }
1283         }
1284         setuptex(24, 0, 32, &data[0][0][0], particletexturedata);
1285         setuptex(24, 1, 32, &data[0][0][0], particletexturedata);
1286
1287         // rain
1288         light[0] = 1;light[1] = 1;light[2] = 1;
1289         VectorNormalize(light);
1290         for (y = 0;y < 32;y++)
1291         {
1292                 for (x = 0;x < 32;x++)
1293                 {
1294                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1295                         data[y][x][3] = shadebubble((x - 16) * (1.0 / 8.0), y < 24 ? (y - 24) * (1.0 / 24.0) : (y - 24) * (1.0 / 8.0), light);
1296                 }
1297         }
1298         setuptex(25, 0, 33, &data[0][0][0], particletexturedata);
1299         setuptex(25, 1, 33, &data[0][0][0], particletexturedata);
1300
1301         // bubble
1302         light[0] = 1;light[1] = 1;light[2] = 1;
1303         VectorNormalize(light);
1304         for (y = 0;y < 32;y++)
1305         {
1306                 for (x = 0;x < 32;x++)
1307                 {
1308                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1309                         data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1310                 }
1311         }
1312         setuptex(26, 0, 34, &data[0][0][0], particletexturedata);
1313         setuptex(26, 1, 34, &data[0][0][0], particletexturedata);
1314
1315         particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
1316 }
1317
1318 static void r_part_start(void)
1319 {
1320         particletexturepool = R_AllocTexturePool();
1321         R_InitParticleTexture ();
1322 }
1323
1324 static void r_part_shutdown(void)
1325 {
1326         R_FreeTexturePool(&particletexturepool);
1327 }
1328
1329 static void r_part_newmap(void)
1330 {
1331 }
1332
1333 void R_Particles_Init (void)
1334 {
1335         Cvar_RegisterVariable(&r_drawparticles);
1336         Cvar_RegisterVariable(&r_particles_lighting);
1337         R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1338 }
1339
1340 int partindexarray[6] = {0, 1, 2, 0, 2, 3};
1341
1342 void R_DrawParticles (void)
1343 {
1344         int i, lighting, dynlight, additive, texnum, orientation;
1345         float minparticledist, org[3], uprightangles[3], up2[3], right2[3], v[3], right[3], up[3], tvxyz[4][4], tvst[4][2], fog, ifog, fogvec[3];
1346         mleaf_t *leaf;
1347         particletexture_t *tex, *texfog;
1348         rmeshinfo_t m;
1349         particle_t *p;
1350
1351         // LordHavoc: early out conditions
1352         if ((!cl_numparticles) || (!r_drawparticles.integer))
1353                 return;
1354
1355         lighting = r_particles_lighting.integer;
1356         if (!r_dynamic.integer)
1357                 lighting = 0;
1358
1359         c_particles += cl_numparticles;
1360
1361         uprightangles[0] = 0;
1362         uprightangles[1] = r_refdef.viewangles[1];
1363         uprightangles[2] = 0;
1364         AngleVectors (uprightangles, NULL, right2, up2);
1365
1366         minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1367
1368         // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal
1369         // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal
1370         memset(&m, 0, sizeof(m));
1371         m.transparent = true;
1372         m.blendfunc1 = GL_SRC_ALPHA;
1373         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1374         m.numtriangles = 2;
1375         m.index = partindexarray;
1376         m.numverts = 4;
1377         m.vertex = &tvxyz[0][0];
1378         m.vertexstep = sizeof(float[4]);
1379         m.tex[0] = R_GetTexture(particlefonttexture);
1380         m.texcoords[0] = &tvst[0][0];
1381         m.texcoordstep[0] = sizeof(float[2]);
1382
1383         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1384         {
1385                 // LordHavoc: only render if not too close
1386                 if (DotProduct(p->org, vpn) < minparticledist)
1387                         continue;
1388
1389                 // LordHavoc: check if it's in a visible leaf
1390                 leaf = Mod_PointInLeaf(p->org, cl.worldmodel);
1391                 if (leaf->visframe != r_framecount)
1392                         continue;
1393
1394                 VectorCopy(p->org, org);
1395                 orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
1396                 texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
1397                 dynlight = p->flags & P_DYNLIGHT;
1398                 additive = p->flags & P_ADDITIVE;
1399                 if (orientation == PARTICLE_BILLBOARD)
1400                 {
1401                         VectorScale(vright, p->scalex, right);
1402                         VectorScale(vup, p->scaley, up);
1403                 }
1404                 else if (orientation == PARTICLE_UPRIGHT_FACING)
1405                 {
1406                         VectorScale(right2, p->scalex, right);
1407                         VectorScale(up2, p->scaley, up);
1408                 }
1409                 else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1410                 {
1411                         // double-sided
1412                         if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1413                         {
1414                                 VectorNegate(p->vel2, v);
1415                                 VectorVectors(v, right, up);
1416                         }
1417                         else
1418                                 VectorVectors(p->vel2, right, up);
1419                         VectorScale(right, p->scalex, right);
1420                         VectorScale(up, p->scaley, up);
1421                 }
1422                 else
1423                         Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
1424
1425                 m.cr = p->color[0] * (1.0f / 255.0f);
1426                 m.cg = p->color[1] * (1.0f / 255.0f);
1427                 m.cb = p->color[2] * (1.0f / 255.0f);
1428                 m.ca = p->alpha * (1.0f / 255.0f);
1429                 if (lighting >= 1 && (dynlight || lighting >= 2))
1430                 {
1431                         R_CompleteLightPoint(v, org, true, leaf);
1432                         m.cr *= v[0];
1433                         m.cg *= v[1];
1434                         m.cb *= v[2];
1435                 }
1436
1437                 tex = &particletexture[texnum][0];
1438
1439                 tvxyz[0][0] = org[0] - right[0] - up[0];
1440                 tvxyz[0][1] = org[1] - right[1] - up[1];
1441                 tvxyz[0][2] = org[2] - right[2] - up[2];
1442                 tvxyz[1][0] = org[0] - right[0] + up[0];
1443                 tvxyz[1][1] = org[1] - right[1] + up[1];
1444                 tvxyz[1][2] = org[2] - right[2] + up[2];
1445                 tvxyz[2][0] = org[0] + right[0] + up[0];
1446                 tvxyz[2][1] = org[1] + right[1] + up[1];
1447                 tvxyz[2][2] = org[2] + right[2] + up[2];
1448                 tvxyz[3][0] = org[0] + right[0] - up[0];
1449                 tvxyz[3][1] = org[1] + right[1] - up[1];
1450                 tvxyz[3][2] = org[2] + right[2] - up[2];
1451                 tvst[0][0] = tex->s1;
1452                 tvst[0][1] = tex->t1;
1453                 tvst[1][0] = tex->s1;
1454                 tvst[1][1] = tex->t2;
1455                 tvst[2][0] = tex->s2;
1456                 tvst[2][1] = tex->t2;
1457                 tvst[3][0] = tex->s2;
1458                 tvst[3][1] = tex->t1;
1459
1460                 if (additive)
1461                 {
1462                         m.blendfunc2 = GL_ONE;
1463                         fog = 0;
1464                         if (fogenabled)
1465                         {
1466                                 texfog = &particletexture[texnum][1];
1467                                 VectorSubtract(org, r_origin, fogvec);
1468                                 ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
1469                                 if (ifog < (1.0f - (1.0f / 64.0f)))
1470                                 {
1471                                         if (ifog >= (1.0f / 64.0f))
1472                                         {
1473                                                 // partially fogged, darken it
1474                                                 m.cr *= ifog;
1475                                                 m.cg *= ifog;
1476                                                 m.cb *= ifog;
1477                                                 R_Mesh_Draw(&m);
1478                                         }
1479                                 }
1480                                 else
1481                                         R_Mesh_Draw(&m);
1482                         }
1483                         else
1484                                 R_Mesh_Draw(&m);
1485                 }
1486                 else
1487                 {
1488                         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1489                         fog = 0;
1490                         if (fogenabled)
1491                         {
1492                                 texfog = &particletexture[texnum][1];
1493                                 VectorSubtract(org, r_origin, fogvec);
1494                                 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1495                                 if (fog >= (1.0f / 64.0f))
1496                                 {
1497                                         if (fog >= (1.0f - (1.0f / 64.0f)))
1498                                         {
1499                                                 // fully fogged, just use the fog texture and render as alpha
1500                                                 m.cr = fogcolor[0];
1501                                                 m.cg = fogcolor[1];
1502                                                 m.cb = fogcolor[2];
1503                                                 tvst[0][0] = texfog->s1;
1504                                                 tvst[0][1] = texfog->t1;
1505                                                 tvst[1][0] = texfog->s1;
1506                                                 tvst[1][1] = texfog->t2;
1507                                                 tvst[2][0] = texfog->s2;
1508                                                 tvst[2][1] = texfog->t2;
1509                                                 tvst[3][0] = texfog->s2;
1510                                                 tvst[3][1] = texfog->t1;
1511                                                 R_Mesh_Draw(&m);
1512                                         }
1513                                         else
1514                                         {
1515                                                 // partially fogged, darken the first pass
1516                                                 ifog = 1 - fog;
1517                                                 m.cr *= ifog;
1518                                                 m.cg *= ifog;
1519                                                 m.cb *= ifog;
1520                                                 if (tex->s1 == texfog->s1 && tex->t1 == texfog->t1)
1521                                                 {
1522                                                         // fog texture is the same as the base, just change the color
1523                                                         m.cr += fogcolor[0] * fog;
1524                                                         m.cg += fogcolor[1] * fog;
1525                                                         m.cb += fogcolor[2] * fog;
1526                                                         R_Mesh_Draw(&m);
1527                                                 }
1528                                                 else
1529                                                 {
1530                                                         // render the first pass (alpha), then do additive fog
1531                                                         R_Mesh_Draw(&m);
1532
1533                                                         m.blendfunc2 = GL_ONE;
1534                                                         m.cr = fogcolor[0] * fog;
1535                                                         m.cg = fogcolor[1] * fog;
1536                                                         m.cb = fogcolor[2] * fog;
1537                                                         tvst[0][0] = texfog->s1;
1538                                                         tvst[0][1] = texfog->t1;
1539                                                         tvst[1][0] = texfog->s1;
1540                                                         tvst[1][1] = texfog->t2;
1541                                                         tvst[2][0] = texfog->s2;
1542                                                         tvst[2][1] = texfog->t2;
1543                                                         tvst[3][0] = texfog->s2;
1544                                                         tvst[3][1] = texfog->t1;
1545                                                         R_Mesh_Draw(&m);
1546                                                 }
1547                                         }
1548                                 }
1549                                 else
1550                                         R_Mesh_Draw(&m);
1551                         }
1552                         else
1553                                 R_Mesh_Draw(&m);
1554                 }
1555         }
1556 }
1557