]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_particles.c
added polygonoffset as a texture property, used on submodels (such as
[xonotic/darkplaces.git] / cl_particles.c
index bdf1d44c68f469ab1cb7b03702dad0057695b0d1..06716148f2deffca1eeedb7dee56255bc4372350 100644 (file)
@@ -20,253 +20,141 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-#ifdef WORKINGLQUAKE
-#define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
-#define NUMVERTEXNORMALS       162
-siextern float r_avertexnormals[NUMVERTEXNORMALS][3];
-#define m_bytenormals r_avertexnormals
-#define VectorNormalizeFast VectorNormalize
-#define CL_PointQ1Contents(v) (Mod_PointInLeaf(v,cl.worldmodel)->contents)
-typedef unsigned char qbyte;
-#define cl_stainmaps.integer 0
-void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
-{
-}
-#define CL_EntityParticles R_EntityParticles
-#define CL_ReadPointFile_f R_ReadPointFile_f
-#define CL_ParseParticleEffect R_ParseParticleEffect
-#define CL_ParticleExplosion R_ParticleExplosion
-#define CL_ParticleExplosion2 R_ParticleExplosion2
-#define CL_BlobExplosion R_BlobExplosion
-#define CL_RunParticleEffect R_RunParticleEffect
-#define CL_LavaSplash R_LavaSplash
-void R_CalcBeam_Vertex3f (float *vert, vec3_t org1, vec3_t org2, float width)
-{
-       vec3_t right1, right2, diff, normal;
-
-       VectorSubtract (org2, org1, normal);
-       VectorNormalizeFast (normal);
-
-       // calculate 'right' vector for start
-       VectorSubtract (r_vieworigin, org1, diff);
-       VectorNormalizeFast (diff);
-       CrossProduct (normal, diff, right1);
-
-       // calculate 'right' vector for end
-       VectorSubtract (r_vieworigin, org2, diff);
-       VectorNormalizeFast (diff);
-       CrossProduct (normal, diff, right2);
-
-       vert[ 0] = org1[0] + width * right1[0];
-       vert[ 1] = org1[1] + width * right1[1];
-       vert[ 2] = org1[2] + width * right1[2];
-       vert[ 3] = org1[0] - width * right1[0];
-       vert[ 4] = org1[1] - width * right1[1];
-       vert[ 5] = org1[2] - width * right1[2];
-       vert[ 6] = org2[0] - width * right2[0];
-       vert[ 7] = org2[1] - width * right2[1];
-       vert[ 8] = org2[2] - width * right2[2];
-       vert[ 9] = org2[0] + width * right2[0];
-       vert[10] = org2[1] + width * right2[1];
-       vert[11] = org2[2] + width * right2[2];
-}
-void fractalnoise(qbyte *noise, int size, int startgrid)
-{
-       int x, y, g, g2, amplitude, min, max, size1 = size - 1, sizepower, gridpower;
-       int *noisebuf;
-#define n(x,y) noisebuf[((y)&size1)*size+((x)&size1)]
-
-       for (sizepower = 0;(1 << sizepower) < size;sizepower++);
-       if (size != (1 << sizepower))
-               Sys_Error("fractalnoise: size must be power of 2\n");
-
-       for (gridpower = 0;(1 << gridpower) < startgrid;gridpower++);
-       if (startgrid != (1 << gridpower))
-               Sys_Error("fractalnoise: grid must be power of 2\n");
-
-       startgrid = bound(0, startgrid, size);
-
-       amplitude = 0xFFFF; // this gets halved before use
-       noisebuf = malloc(size*size*sizeof(int));
-       memset(noisebuf, 0, size*size*sizeof(int));
-
-       for (g2 = startgrid;g2;g2 >>= 1)
-       {
-               // brownian motion (at every smaller level there is random behavior)
-               amplitude >>= 1;
-               for (y = 0;y < size;y += g2)
-                       for (x = 0;x < size;x += g2)
-                               n(x,y) += (rand()&amplitude);
-
-               g = g2 >> 1;
-               if (g)
-               {
-                       // subdivide, diamond-square algorithm (really this has little to do with squares)
-                       // diamond
-                       for (y = 0;y < size;y += g2)
-                               for (x = 0;x < size;x += g2)
-                                       n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
-                       // square
-                       for (y = 0;y < size;y += g2)
-                               for (x = 0;x < size;x += g2)
-                               {
-                                       n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
-                                       n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
-                               }
-               }
-       }
-       // find range of noise values
-       min = max = 0;
-       for (y = 0;y < size;y++)
-               for (x = 0;x < size;x++)
-               {
-                       if (n(x,y) < min) min = n(x,y);
-                       if (n(x,y) > max) max = n(x,y);
-               }
-       max -= min;
-       max++;
-       // normalize noise and copy to output
-       for (y = 0;y < size;y++)
-               for (x = 0;x < size;x++)
-                       *noise++ = (qbyte) (((n(x,y) - min) * 256) / max);
-       free(noisebuf);
-#undef n
-}
-void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up)
-{
-       float d;
-
-       right[0] = forward[2];
-       right[1] = -forward[0];
-       right[2] = forward[1];
-
-       d = DotProduct(forward, right);
-       right[0] -= d * forward[0];
-       right[1] -= d * forward[1];
-       right[2] -= d * forward[2];
-       VectorNormalizeFast(right);
-       CrossProduct(right, forward, up);
-}
-#if QW
-#include "pmove.h"
-extern qboolean PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace);
-#endif
-float CL_TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int hitbmodels, void **hitent, int hitsupercontentsmask)
-{
-#if QW
-       pmtrace_t trace;
-#else
-       trace_t trace;
-#endif
-       memset (&trace, 0, sizeof(trace));
-       trace.fraction = 1;
-       VectorCopy (end, trace.endpos);
-#if QW
-       PM_RecursiveHullCheck (cl.model_precache[1]->hulls, 0, 0, 1, start, end, &trace);
-#else
-       RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
-#endif
-       VectorCopy(trace.endpos, impact);
-       VectorCopy(trace.plane.normal, normal);
-       return trace.fraction;
-}
-#else
 #include "cl_collision.h"
 #include "image.h"
-#endif
-
-#define MAX_PARTICLES                  32768   // default max # of particles at one time
-#define ABSOLUTE_MIN_PARTICLES 512             // no fewer than this no matter what's on the command line
+#include "r_shadow.h"
 
-typedef enum
+// must match ptype_t values
+particletype_t particletype[pt_total] =
 {
-       pt_dead, pt_static, pt_rain, pt_bubble, pt_blood, pt_grow, pt_decal, pt_ember
-}
-ptype_t;
+       {PBLEND_ALPHA, PARTICLE_BILLBOARD, false}, //pt_alphastatic
+       {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_static
+       {PBLEND_ADD, PARTICLE_SPARK, false}, //pt_spark
+       {PBLEND_ADD, PARTICLE_BEAM, false}, //pt_beam
+       {PBLEND_ADD, PARTICLE_SPARK, false}, //pt_rain
+       {PBLEND_ADD, PARTICLE_ORIENTED_DOUBLESIDED, false}, //pt_raindecal
+       {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_snow
+       {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_bubble
+       {PBLEND_MOD, PARTICLE_BILLBOARD, false}, //pt_blood
+       {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_smoke
+       {PBLEND_MOD, PARTICLE_ORIENTED_DOUBLESIDED, false}, //pt_decal
+       {PBLEND_ALPHA, PARTICLE_BILLBOARD, false}, //pt_entityparticle
+};
 
-typedef enum
-{
-       PARTICLE_BILLBOARD = 0,
-       PARTICLE_SPARK = 1,
-       PARTICLE_ORIENTED_DOUBLESIDED = 2,
-       PARTICLE_BEAM = 3
-}
-porientation_t;
+#define PARTICLEEFFECT_UNDERWATER 1
+#define PARTICLEEFFECT_NOTUNDERWATER 2
 
-typedef enum
+typedef struct particleeffectinfo_s
 {
-       PBLEND_ALPHA = 0,
-       PBLEND_ADD = 1,
-       PBLEND_MOD = 2
+       int effectnameindex; // which effect this belongs to
+       // PARTICLEEFFECT_* bits
+       int flags;
+       // blood effects may spawn very few particles, so proper fraction-overflow
+       // handling is very important, this variable keeps track of the fraction
+       double particleaccumulator;
+       // the math is: countabsolute + requestedcount * countmultiplier * quality
+       // absolute number of particles to spawn, often used for decals
+       // (unaffected by quality and requestedcount)
+       float countabsolute;
+       // multiplier for the number of particles CL_ParticleEffect was told to
+       // spawn, most effects do not really have a count and hence use 1, so
+       // this is often the actual count to spawn, not merely a multiplier
+       float countmultiplier;
+       // if > 0 this causes the particle to spawn in an evenly spaced line from
+       // originmins to originmaxs (causing them to describe a trail, not a box)
+       float trailspacing;
+       // type of particle to spawn (defines some aspects of behavior)
+       ptype_t particletype;
+       // range of colors to choose from in hex RRGGBB (like HTML color tags),
+       // randomly interpolated at spawn
+       unsigned int color[2];
+       // a random texture is chosen in this range (note the second value is one
+       // past the last choosable, so for example 8,16 chooses any from 8 up and
+       // including 15)
+       // if start and end of the range are the same, no randomization is done
+       int tex[2];
+       // range of size values randomly chosen when spawning, plus size increase over time
+       float size[3];
+       // range of alpha values randomly chosen when spawning, plus alpha fade
+       float alpha[3];
+       // how long the particle should live (note it is also removed if alpha drops to 0)
+       float time[2];
+       // how much gravity affects this particle (negative makes it fly up!)
+       float gravity;
+       // how much bounce the particle has when it hits a surface
+       // if negative the particle is removed on impact
+       float bounce;
+       // if in air this friction is applied
+       // if negative the particle accelerates
+       float airfriction;
+       // if in liquid (water/slime/lava) this friction is applied
+       // if negative the particle accelerates
+       float liquidfriction;
+       // these offsets are added to the values given to particleeffect(), and
+       // then an ellipsoid-shaped jitter is added as defined by these
+       // (they are the 3 radii)
+       float originoffset[3];
+       float velocityoffset[3];
+       float originjitter[3];
+       float velocityjitter[3];
+       float velocitymultiplier;
+       // an effect can also spawn a dlight
+       float lightradiusstart;
+       float lightradiusfade;
+       float lighttime;
+       float lightcolor[3];
+       qboolean lightshadow;
+       int lightcubemapnum;
 }
-pblend_t;
+particleeffectinfo_t;
 
-typedef struct particle_s
-{
-       ptype_t         type;
-       int                     orientation;
-       int                     texnum;
-       int                     blendmode;
-       vec3_t          org;
-       vec3_t          vel;
-       float           die;
-       float           scalex;
-       float           scaley;
-       float           alpha; // 0-255
-       float           alphafade; // how much alpha reduces per second
-       float           time2; // used for various things (snow fluttering, for example)
-       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)
-       float           gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
-       vec3_t          oldorg;
-       vec3_t          vel2; // used for snow fluttering (base velocity, wind for instance)
-       float           friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
-       float           pressure; // if non-zero, apply pressure to other particles
-       qbyte           color[4];
-#ifndef WORKINGLQUAKE
-       entity_render_t *owner; // decal stuck to this entity
-       model_t         *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive)
-       vec3_t          relativeorigin; // decal at this location in entity's coordinate space
-       vec3_t          relativedirection; // decal oriented this way relative to entity's coordinate space
-#endif
-}
-particle_t;
+#define MAX_PARTICLEEFFECTNAME 256
+char particleeffectname[MAX_PARTICLEEFFECTNAME][64];
+
+#define MAX_PARTICLEEFFECTINFO 4096
+
+particleeffectinfo_t particleeffectinfo[MAX_PARTICLEEFFECTINFO];
 
 static int particlepalette[256] =
 {
-       0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
-       0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
-       0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
-       0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
-       0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
-       0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
-       0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
-       0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
-       0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
-       0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
-       0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
-       0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
-       0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
-       0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
-       0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
-       0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
-       0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
-       0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
-       0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
-       0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
-       0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
-       0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
-       0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
-       0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
-       0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
-       0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
-       0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
-       0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
-       0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
-       0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
-       0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
-       0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
+       0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b, // 0-7
+       0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb, // 8-15
+       0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b, // 16-23
+       0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23, // 24-31
+       0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767, // 32-39
+       0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb, // 40-47
+       0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07, // 48-55
+       0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f, // 56-63
+       0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000, // 64-71
+       0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000, // 72-79
+       0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307, // 80-87
+       0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723, // 88-95
+       0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b, // 96-103
+       0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b, // 104-111
+       0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733, // 112-119
+       0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397, // 120-127
+       0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b, // 128-135
+       0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707, // 136-143
+       0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b, // 144-151
+       0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707, // 152-159
+       0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353, // 160-167
+       0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07, // 168-175
+       0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f, // 176-183
+       0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07, // 184-191
+       0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307, // 192-199
+       0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700, // 200-207
+       0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f, // 208-215
+       0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f, // 216-223
+       0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b, // 224-231
+       0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b, // 232-239
+       0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000, // 240-247
+       0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53  // 248-255
 };
 
+int            ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
+int            ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
+int            ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
+
 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
 
 // texture numbers in particle font
@@ -274,49 +162,249 @@ static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
 static const int tex_bulletdecal[8] = {8, 9, 10, 11, 12, 13, 14, 15};
 static const int tex_blooddecal[8] = {16, 17, 18, 19, 20, 21, 22, 23};
 static const int tex_bloodparticle[8] = {24, 25, 26, 27, 28, 29, 30, 31};
-static const int tex_rainsplash[16] = {32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47};
+static const int tex_rainsplash = 32;
 static const int tex_particle = 63;
 static const int tex_bubble = 62;
 static const int tex_raindrop = 61;
 static const int tex_beam = 60;
 
-static int                     cl_maxparticles;
-static int                     cl_numparticles;
-static int                     cl_freeparticle;
-static particle_t      *particles;
-
-cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
-cvar_t cl_particles_quality = {CVAR_SAVE, "cl_particles_quality", "1"};
-cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
-cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
-cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
-cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
-cvar_t cl_particles_blood_bloodhack = {CVAR_SAVE, "cl_particles_blood_bloodhack", "1"};
-cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"};
-cvar_t cl_particles_explosions_bubbles = {CVAR_SAVE, "cl_particles_explosions_bubbles", "1"};
-cvar_t cl_particles_explosions_smoke = {CVAR_SAVE, "cl_particles_explosions_smokes", "0"};
-cvar_t cl_particles_explosions_sparks = {CVAR_SAVE, "cl_particles_explosions_sparks", "1"};
-cvar_t cl_particles_explosions_shell = {CVAR_SAVE, "cl_particles_explosions_shell", "0"};
-cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
-cvar_t cl_particles_smoke_alpha = {CVAR_SAVE, "cl_particles_smoke_alpha", "0.5"};
-cvar_t cl_particles_smoke_alphafade = {CVAR_SAVE, "cl_particles_smoke_alphafade", "0.55"};
-cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
-cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
-cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "0"};
-cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "0"};
-cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "20"};
-
-#ifndef WORKINGLQUAKE
-static mempool_t *cl_part_mempool;
-#endif
+cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1", "enables particle effects"};
+cvar_t cl_particles_quality = {CVAR_SAVE, "cl_particles_quality", "1", "multiplies number of particles"};
+cvar_t cl_particles_alpha = {CVAR_SAVE, "cl_particles_alpha", "1", "multiplies opacity of particles"};
+cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1", "multiplies particle size"};
+cvar_t cl_particles_quake = {CVAR_SAVE, "cl_particles_quake", "0", "makes particle effects look mostly like the ones in Quake"};
+cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1", "enables blood effects"};
+cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5", "opacity of blood"};
+cvar_t cl_particles_blood_bloodhack = {CVAR_SAVE, "cl_particles_blood_bloodhack", "1", "make certain quake particle() calls create blood effects instead"};
+cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1", "enables bulletimpact effects"};
+cvar_t cl_particles_explosions_smoke = {CVAR_SAVE, "cl_particles_explosions_smokes", "0", "enables smoke from explosions"};
+cvar_t cl_particles_explosions_sparks = {CVAR_SAVE, "cl_particles_explosions_sparks", "1", "enables sparks from explosions"};
+cvar_t cl_particles_explosions_shell = {CVAR_SAVE, "cl_particles_explosions_shell", "0", "enables polygonal shell from explosions"};
+cvar_t cl_particles_rain = {CVAR_SAVE, "cl_particles_rain", "1", "enables rain effects"};
+cvar_t cl_particles_snow = {CVAR_SAVE, "cl_particles_snow", "1", "enables snow effects"};
+cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1", "enables smoke (used by multiple effects)"};
+cvar_t cl_particles_smoke_alpha = {CVAR_SAVE, "cl_particles_smoke_alpha", "0.5", "smoke brightness"};
+cvar_t cl_particles_smoke_alphafade = {CVAR_SAVE, "cl_particles_smoke_alphafade", "0.55", "brightness fade per second"};
+cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1", "enables sparks (used by multiple effects)"};
+cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1", "enables bubbles (used by multiple effects)"};
+cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "0", "enables decals (bullet holes, blood, etc)"};
+cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "0", "how long before decals start to fade away"};
+cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "20", "how long decals take to fade away"};
+
+
+void CL_Particles_ParseEffectInfo(const char *textstart, const char *textend)
+{
+       int arrayindex;
+       int argc;
+       int effectinfoindex;
+       int linenumber;
+       particleeffectinfo_t *info = NULL;
+       const char *text = textstart;
+       char argv[16][1024];
+       effectinfoindex = -1;
+       for (linenumber = 1;;linenumber++)
+       {
+               argc = 0;
+               for (arrayindex = 0;arrayindex < 16;arrayindex++)
+                       argv[arrayindex][0] = 0;
+               for (;;)
+               {
+                       if (!COM_ParseToken_Simple(&text, true))
+                               return;
+                       if (!strcmp(com_token, "\n"))
+                               break;
+                       if (argc < 16)
+                       {
+                               strlcpy(argv[argc], com_token, sizeof(argv[argc]));
+                               argc++;
+                       }
+               }
+               if (argc < 1)
+                       continue;
+#define checkparms(n) if (argc != (n)) {Con_Printf("effectinfo.txt:%i: error while parsing: %s given %i parameters, should be %i parameters\n", linenumber, argv[0], argc, (n));break;}
+#define readints(array, n) checkparms(n+1);for (arrayindex = 0;arrayindex < argc - 1;arrayindex++) array[arrayindex] = strtol(argv[1+arrayindex], NULL, 0)
+#define readfloats(array, n) checkparms(n+1);for (arrayindex = 0;arrayindex < argc - 1;arrayindex++) array[arrayindex] = atof(argv[1+arrayindex])
+#define readint(var) checkparms(2);var = strtol(argv[1], NULL, 0)
+#define readfloat(var) checkparms(2);var = atof(argv[1])
+               if (!strcmp(argv[0], "effect"))
+               {
+                       int effectnameindex;
+                       checkparms(2);
+                       effectinfoindex++;
+                       if (effectinfoindex >= MAX_PARTICLEEFFECTINFO)
+                       {
+                               Con_Printf("effectinfo.txt:%i: too many effects!\n", linenumber);
+                               break;
+                       }
+                       for (effectnameindex = 1;effectnameindex < MAX_PARTICLEEFFECTNAME;effectnameindex++)
+                       {
+                               if (particleeffectname[effectnameindex][0])
+                               {
+                                       if (!strcmp(particleeffectname[effectnameindex], argv[1]))
+                                               break;
+                               }
+                               else
+                               {
+                                       strlcpy(particleeffectname[effectnameindex], argv[1], sizeof(particleeffectname[effectnameindex]));
+                                       break;
+                               }
+                       }
+                       // if we run out of names, abort
+                       if (effectnameindex == MAX_PARTICLEEFFECTNAME)
+                       {
+                               Con_Printf("effectinfo.txt:%i: too many effects!\n", linenumber);
+                               break;
+                       }
+                       info = particleeffectinfo + effectinfoindex;
+                       info->effectnameindex = effectnameindex;
+                       info->particletype = pt_alphastatic;
+                       info->tex[0] = tex_particle;
+                       info->tex[1] = tex_particle;
+                       info->color[0] = 0xFFFFFF;
+                       info->color[1] = 0xFFFFFF;
+                       info->size[0] = 1;
+                       info->size[1] = 1;
+                       info->alpha[0] = 0;
+                       info->alpha[1] = 256;
+                       info->alpha[2] = 256;
+                       info->time[0] = 9999;
+                       info->time[1] = 9999;
+                       VectorSet(info->lightcolor, 1, 1, 1);
+                       info->lightshadow = true;
+                       info->lighttime = 9999;
+               }
+               else if (info == NULL)
+               {
+                       Con_Printf("effectinfo.txt:%i: command %s encountered before effect\n", linenumber, argv[0]);
+                       break;
+               }
+               else if (!strcmp(argv[0], "countabsolute")) {readfloat(info->countabsolute);}
+               else if (!strcmp(argv[0], "count")) {readfloat(info->countmultiplier);}
+               else if (!strcmp(argv[0], "type"))
+               {
+                       checkparms(2);
+                       if (!strcmp(argv[1], "alphastatic")) info->particletype = pt_alphastatic;
+                       else if (!strcmp(argv[1], "static")) info->particletype = pt_static;
+                       else if (!strcmp(argv[1], "spark")) info->particletype = pt_spark;
+                       else if (!strcmp(argv[1], "beam")) info->particletype = pt_beam;
+                       else if (!strcmp(argv[1], "rain")) info->particletype = pt_rain;
+                       else if (!strcmp(argv[1], "raindecal")) info->particletype = pt_raindecal;
+                       else if (!strcmp(argv[1], "snow")) info->particletype = pt_snow;
+                       else if (!strcmp(argv[1], "bubble")) info->particletype = pt_bubble;
+                       else if (!strcmp(argv[1], "blood")) info->particletype = pt_blood;
+                       else if (!strcmp(argv[1], "smoke")) info->particletype = pt_smoke;
+                       else if (!strcmp(argv[1], "decal")) info->particletype = pt_decal;
+                       else if (!strcmp(argv[1], "entityparticle")) info->particletype = pt_entityparticle;
+                       else Con_Printf("effectinfo.txt:%i: unrecognized particle type %s\n", linenumber, argv[1]);
+               }
+               else if (!strcmp(argv[0], "color")) {readints(info->color, 2);}
+               else if (!strcmp(argv[0], "tex")) {readints(info->tex, 2);}
+               else if (!strcmp(argv[0], "size")) {readfloats(info->size, 2);}
+               else if (!strcmp(argv[0], "sizeincrease")) {readfloat(info->size[2]);}
+               else if (!strcmp(argv[0], "alpha")) {readfloats(info->alpha, 3);}
+               else if (!strcmp(argv[0], "time")) {readints(info->time, 2);}
+               else if (!strcmp(argv[0], "gravity")) {readfloat(info->gravity);}
+               else if (!strcmp(argv[0], "bounce")) {readfloat(info->bounce);}
+               else if (!strcmp(argv[0], "airfriction")) {readfloat(info->airfriction);}
+               else if (!strcmp(argv[0], "liquidfriction")) {readfloat(info->liquidfriction);}
+               else if (!strcmp(argv[0], "originoffset")) {readfloats(info->originoffset, 3);}
+               else if (!strcmp(argv[0], "velocityoffset")) {readfloats(info->velocityoffset, 3);}
+               else if (!strcmp(argv[0], "originjitter")) {readfloats(info->originjitter, 3);}
+               else if (!strcmp(argv[0], "velocityjitter")) {readfloats(info->velocityjitter, 3);}
+               else if (!strcmp(argv[0], "velocitymultiplier")) {readfloat(info->velocitymultiplier);}
+               else if (!strcmp(argv[0], "lightradius")) {readfloat(info->lightradiusstart);}
+               else if (!strcmp(argv[0], "lightradiusfade")) {readfloat(info->lightradiusfade);}
+               else if (!strcmp(argv[0], "lighttime")) {readfloat(info->lighttime);}
+               else if (!strcmp(argv[0], "lightcolor")) {readfloats(info->lightcolor, 3);}
+               else if (!strcmp(argv[0], "lightshadow")) {readint(info->lightshadow);}
+               else if (!strcmp(argv[0], "lightcubemapnum")) {readint(info->lightcubemapnum);}
+               else if (!strcmp(argv[0], "underwater")) {checkparms(1);info->flags |= PARTICLEEFFECT_UNDERWATER;}
+               else if (!strcmp(argv[0], "notunderwater")) {checkparms(1);info->flags |= PARTICLEEFFECT_NOTUNDERWATER;}
+               else if (!strcmp(argv[0], "trailspacing")) {readfloat(info->trailspacing);if (info->trailspacing > 0) info->countmultiplier = 1.0f / info->trailspacing;}
+               else
+                       Con_Printf("effectinfo.txt:%i: skipping unknown command %s\n", linenumber, argv[0]);
+#undef checkparms
+#undef readints
+#undef readfloats
+#undef readint
+#undef readfloat
+       }
+}
 
-void CL_Particles_Clear(void)
+int CL_ParticleEffectIndexForName(const char *name)
 {
-       cl_numparticles = 0;
-       cl_freeparticle = 0;
-       memset(particles, 0, sizeof(particle_t) * cl_maxparticles);
+       int i;
+       for (i = 1;i < MAX_PARTICLEEFFECTNAME && particleeffectname[i][0];i++)
+               if (!strcmp(particleeffectname[i], name))
+                       return i;
+       return 0;
+}
+
+const char *CL_ParticleEffectNameForIndex(int i)
+{
+       if (i < 1 || i >= MAX_PARTICLEEFFECTNAME)
+               return NULL;
+       return particleeffectname[i];
 }
 
+// MUST match effectnameindex_t in client.h
+static const char *standardeffectnames[EFFECT_TOTAL] =
+{
+       "",
+       "TE_GUNSHOT",
+       "TE_GUNSHOTQUAD",
+       "TE_SPIKE",
+       "TE_SPIKEQUAD",
+       "TE_SUPERSPIKE",
+       "TE_SUPERSPIKEQUAD",
+       "TE_WIZSPIKE",
+       "TE_KNIGHTSPIKE",
+       "TE_EXPLOSION",
+       "TE_EXPLOSIONQUAD",
+       "TE_TAREXPLOSION",
+       "TE_TELEPORT",
+       "TE_LAVASPLASH",
+       "TE_SMALLFLASH",
+       "TE_FLAMEJET",
+       "EF_FLAME",
+       "TE_BLOOD",
+       "TE_SPARK",
+       "TE_PLASMABURN",
+       "TE_TEI_G3",
+       "TE_TEI_SMOKE",
+       "TE_TEI_BIGEXPLOSION",
+       "TE_TEI_PLASMAHIT",
+       "EF_STARDUST",
+       "TR_ROCKET",
+       "TR_GRENADE",
+       "TR_BLOOD",
+       "TR_WIZSPIKE",
+       "TR_SLIGHTBLOOD",
+       "TR_KNIGHTSPIKE",
+       "TR_VORESPIKE",
+       "TR_NEHAHRASMOKE",
+       "TR_NEXUIZPLASMA",
+       "TR_GLOWTRAIL",
+       "SVC_PARTICLE"
+};
+
+void CL_Particles_LoadEffectInfo(void)
+{
+       int i;
+       unsigned char *filedata;
+       fs_offset_t filesize;
+       memset(particleeffectinfo, 0, sizeof(particleeffectinfo));
+       memset(particleeffectname, 0, sizeof(particleeffectname));
+       for (i = 0;i < EFFECT_TOTAL;i++)
+               strlcpy(particleeffectname[i], standardeffectnames[i], sizeof(particleeffectname[i]));
+       filedata = FS_LoadFile("effectinfo.txt", tempmempool, true, &filesize);
+       if (filedata)
+       {
+               CL_Particles_ParseEffectInfo((const char *)filedata, (const char *)filedata + filesize);
+               Mem_Free(filedata);
+       }
+};
+
 /*
 ===============
 CL_InitParticles
@@ -325,34 +413,23 @@ CL_InitParticles
 void CL_ReadPointFile_f (void);
 void CL_Particles_Init (void)
 {
-       int             i;
-
-// COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
-       i = COM_CheckParm ("-particles");
-
-       if (i && i < com_argc - 1)
-       {
-               cl_maxparticles = (int)(atoi(com_argv[i+1]));
-               if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
-                       cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
-       }
-       else
-               cl_maxparticles = MAX_PARTICLES;
-
-       Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
+       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)");
+       Cmd_AddCommand ("cl_particles_reloadeffects", CL_Particles_LoadEffectInfo, "reloads effectinfo.txt");
 
        Cvar_RegisterVariable (&cl_particles);
        Cvar_RegisterVariable (&cl_particles_quality);
+       Cvar_RegisterVariable (&cl_particles_alpha);
        Cvar_RegisterVariable (&cl_particles_size);
-       Cvar_RegisterVariable (&cl_particles_bloodshowers);
+       Cvar_RegisterVariable (&cl_particles_quake);
        Cvar_RegisterVariable (&cl_particles_blood);
        Cvar_RegisterVariable (&cl_particles_blood_alpha);
        Cvar_RegisterVariable (&cl_particles_blood_bloodhack);
-       Cvar_RegisterVariable (&cl_particles_explosions_bubbles);
        Cvar_RegisterVariable (&cl_particles_explosions_smoke);
        Cvar_RegisterVariable (&cl_particles_explosions_sparks);
        Cvar_RegisterVariable (&cl_particles_explosions_shell);
        Cvar_RegisterVariable (&cl_particles_bulletimpacts);
+       Cvar_RegisterVariable (&cl_particles_rain);
+       Cvar_RegisterVariable (&cl_particles_snow);
        Cvar_RegisterVariable (&cl_particles_smoke);
        Cvar_RegisterVariable (&cl_particles_smoke_alpha);
        Cvar_RegisterVariable (&cl_particles_smoke_alphafade);
@@ -361,24 +438,17 @@ void CL_Particles_Init (void)
        Cvar_RegisterVariable (&cl_decals);
        Cvar_RegisterVariable (&cl_decals_time);
        Cvar_RegisterVariable (&cl_decals_fadetime);
+}
 
-#ifdef WORKINGLQUAKE
-       particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles");
-#else
-       cl_part_mempool = Mem_AllocPool("CL_Part", 0, NULL);
-       particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
-#endif
-       CL_Particles_Clear();
+void CL_Particles_Shutdown (void)
+{
 }
 
 // list of all 26 parameters:
 // ptype - any of the pt_ enum values (pt_static, pt_blood, etc), see ptype_t near the top of this file
-// porientation - PARTICLE_ enum values (PARTICLE_BILLBOARD, PARTICLE_SPARK, etc)
 // pcolor1,pcolor2 - minimum and maximum ranges of color, randomly interpolated to decide particle color
 // ptex - any of the tex_ values such as tex_smoke[rand()&7] or tex_particle
-// plight - no longer used (this used to turn on particle lighting)
-// pblendmode - PBLEND_ enum values (PBLEND_ALPHA, PBLEND_ADD, etc)
-// pscalex,pscaley - width and height of particle (according to orientation), these are normally the same except when making sparks and beams
+// psize - size of particle (or thickness for PARTICLE_SPARK and PARTICLE_BEAM)
 // palpha - opacity of particle as 0-255 (can be more than 255)
 // palphafade - rate of fade per second (so 256 would mean a 256 alpha particle would fade to nothing in 1 second)
 // ptime - how long the particle can live (note it is also removed if alpha drops to nothing)
@@ -386,153 +456,801 @@ void CL_Particles_Init (void)
 // 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
 // px,py,pz - starting origin of particle
 // pvx,pvy,pvz - starting velocity of particle
-// ptime2 - extra time parameter for certain particle types (pt_decal delayed fades and pt_rain snowflutter use this)
-// pvx2,pvy2,pvz2 - for PARTICLE_ORIENTED_DOUBLESIDED this is the surface normal of the orientation (forward vector), pt_rain uses this for snow fluttering
 // pfriction - how much the particle slows down per second (0-1 typically, can slowdown faster than 1)
-// ppressure - pushes other particles away if they are within 64 units distance, the force is based on scalex, this feature is supported but not currently used
-particle_t *particle(ptype_t ptype, porientation_t porientation, int pcolor1, int pcolor2, int ptex, int plight, pblend_t pblendmode, float pscalex, float pscaley, float palpha, float palphafade, float ptime, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float ptime2, float pvx2, float pvy2, float pvz2, float pfriction, float ppressure)
+static particle_t *particle(particletype_t *ptype, 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)
 {
+       int l1, l2;
        particle_t *part;
-       int ptempcolor, ptempcolor2, pcr1, pcg1, pcb1, pcr2, pcg2, pcb2;
-       ptempcolor = (pcolor1);
-       ptempcolor2 = (pcolor2);
-       pcr2 = ((ptempcolor2) >> 16) & 0xFF;
-       pcg2 = ((ptempcolor2) >> 8) & 0xFF;
-       pcb2 = (ptempcolor2) & 0xFF;
-       if (ptempcolor != ptempcolor2)
-       {
-               pcr1 = ((ptempcolor) >> 16) & 0xFF;
-               pcg1 = ((ptempcolor) >> 8) & 0xFF;
-               pcb1 = (ptempcolor) & 0xFF;
-               ptempcolor = rand() & 0xFF;
-               pcr2 = (((pcr2 - pcr1) * ptempcolor) >> 8) + pcr1;
-               pcg2 = (((pcg2 - pcg1) * ptempcolor) >> 8) + pcg1;
-               pcb2 = (((pcb2 - pcb1) * ptempcolor) >> 8) + pcb1;
-       }
-       for (;cl_freeparticle < cl_maxparticles && particles[cl_freeparticle].type;cl_freeparticle++);
-       if (cl_freeparticle >= cl_maxparticles)
+       vec3_t v;
+       for (;cl.free_particle < cl.max_particles && cl.particles[cl.free_particle].type;cl.free_particle++);
+       if (cl.free_particle >= cl.max_particles)
                return NULL;
-       part = &particles[cl_freeparticle++];
-       if (cl_numparticles < cl_freeparticle)
-               cl_numparticles = cl_freeparticle;
+       part = &cl.particles[cl.free_particle++];
+       if (cl.num_particles < cl.free_particle)
+               cl.num_particles = cl.free_particle;
        memset(part, 0, sizeof(*part));
-       part->type = (ptype);
-       part->color[0] = pcr2;
-       part->color[1] = pcg2;
-       part->color[2] = pcb2;
+       part->type = ptype;
+       l2 = (int)lhrandom(0.5, 256.5);
+       l1 = 256 - l2;
+       part->color[0] = ((((pcolor1 >> 16) & 0xFF) * l1 + ((pcolor2 >> 16) & 0xFF) * l2) >> 8) & 0xFF;
+       part->color[1] = ((((pcolor1 >>  8) & 0xFF) * l1 + ((pcolor2 >>  8) & 0xFF) * l2) >> 8) & 0xFF;
+       part->color[2] = ((((pcolor1 >>  0) & 0xFF) * l1 + ((pcolor2 >>  0) & 0xFF) * l2) >> 8) & 0xFF;
        part->color[3] = 0xFF;
-       part->orientation = porientation;
        part->texnum = ptex;
-       part->blendmode = pblendmode;
-       part->scalex = (pscalex);
-       part->scaley = (pscaley);
-       part->alpha = (palpha);
-       part->alphafade = (palphafade);
-       part->die = cl.time + (ptime);
-       part->gravity = (pgravity);
-       part->bounce = (pbounce);
-       part->org[0] = (px);
-       part->org[1] = (py);
-       part->org[2] = (pz);
-       part->vel[0] = (pvx);
-       part->vel[1] = (pvy);
-       part->vel[2] = (pvz);
-       part->time2 = (ptime2);
-       part->vel2[0] = (pvx2);
-       part->vel2[1] = (pvy2);
-       part->vel2[2] = (pvz2);
-       part->friction = (pfriction);
-       part->pressure = (ppressure);
+       part->size = psize;
+       part->sizeincrease = psizeincrease;
+       part->alpha = palpha;
+       part->alphafade = palphafade;
+       part->gravity = pgravity;
+       part->bounce = pbounce;
+       VectorRandom(v);
+       part->org[0] = px + originjitter * v[0];
+       part->org[1] = py + originjitter * v[1];
+       part->org[2] = pz + originjitter * v[2];
+       part->vel[0] = pvx + velocityjitter * v[0];
+       part->vel[1] = pvy + velocityjitter * v[1];
+       part->vel[2] = pvz + velocityjitter * v[2];
+       part->time2 = 0;
+       part->airfriction = pairfriction;
+       part->liquidfriction = pliquidfriction;
+       part->die = cl.time + part->alpha / (part->alphafade ? part->alphafade : 1);
+       part->delayedcollisions = 0;
+       // if it is rain or snow, trace ahead and shut off collisions until an actual collision event needs to occur to improve performance
+       if (part->type == particletype + pt_rain)
+       {
+               int i;
+               particle_t *part2;
+               float lifetime = part->die - cl.time;
+               vec3_t endvec;
+               trace_t trace;
+               // turn raindrop into simple spark and create delayedspawn splash effect
+               part->type = particletype + pt_spark;
+               part->bounce = 0;
+               VectorMA(part->org, lifetime, part->vel, endvec);
+               trace = CL_Move(part->org, vec3_origin, vec3_origin, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | ((part->type == particletype + pt_rain || part->type == particletype + pt_snow) ? SUPERCONTENTS_LIQUIDSMASK : 0), true, false, NULL, false);
+               part->die = cl.time + lifetime * trace.fraction;
+               part2 = particle(particletype + 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);
+               if (part2)
+               {
+                       part2->delayedspawn = part->die;
+                       part2->die += part->die - cl.time;
+                       for (i = rand() & 7;i < 10;i++)
+                       {
+                               part2 = particle(particletype + 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);
+                               if (part2)
+                               {
+                                       part2->delayedspawn = part->die;
+                                       part2->die += part->die - cl.time;
+                               }
+                       }
+               }
+       }
+       else if (part->bounce != 0 && part->gravity == 0)
+       {
+               float lifetime = part->alpha / (part->alphafade ? part->alphafade : 1);
+               vec3_t endvec;
+               trace_t trace;
+               VectorMA(part->org, lifetime, part->vel, endvec);
+               trace = CL_Move(part->org, vec3_origin, vec3_origin, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | ((part->type == particletype + pt_rain || part->type == particletype + pt_snow) ? SUPERCONTENTS_LIQUIDSMASK : 0), true, false, NULL, false);
+               part->delayedcollisions = cl.time + lifetime * trace.fraction;
+       }
        return part;
 }
 
-void CL_SpawnDecalParticleForSurface(void *hitent, const vec3_t org, const vec3_t normal, int color1, int color2, int texnum, float size, float alpha)
+void CL_SpawnDecalParticleForSurface(int hitent, const vec3_t org, const vec3_t normal, int color1, int color2, int texnum, float size, float alpha)
 {
        particle_t *p;
        if (!cl_decals.integer)
                return;
-       p = particle(pt_decal, PARTICLE_ORIENTED_DOUBLESIDED, color1, color2, texnum, false, PBLEND_MOD, size, size, alpha, 0, cl_decals_time.value + cl_decals_fadetime.value, 0, 0, org[0] + normal[0], org[1] + normal[1], org[2] + normal[2], 0, 0, 0, cl.time + cl_decals_time.value, normal[0], normal[1], normal[2], 0, 0);
-#ifndef WORKINGLQUAKE
+       p = particle(particletype + pt_decal, color1, color2, texnum, size, 0, alpha, 0, 0, 0, org[0] + normal[0], org[1] + normal[1], org[2] + normal[2], normal[0], normal[1], normal[2], 0, 0, 0, 0);
        if (p)
        {
+               p->time2 = cl.time;
                p->owner = hitent;
-               p->ownermodel = p->owner->model;
-               Matrix4x4_Transform(&p->owner->inversematrix, org, p->relativeorigin);
-               Matrix4x4_Transform3x3(&p->owner->inversematrix, normal, p->relativedirection);
-               VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin);
+               p->ownermodel = cl.entities[p->owner].render.model;
+               VectorAdd(org, normal, p->org);
+               VectorCopy(normal, p->vel);
+               // these relative things are only used to regenerate p->org and p->vel if p->owner is not world (0)
+               Matrix4x4_Transform(&cl.entities[p->owner].render.inversematrix, org, p->relativeorigin);
+               Matrix4x4_Transform3x3(&cl.entities[p->owner].render.inversematrix, normal, p->relativedirection);
        }
-#endif
 }
 
 void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size, float alpha, int texnum, int color1, int color2)
 {
        int i;
        float bestfrac, bestorg[3], bestnormal[3];
-       float frac, v[3], normal[3], org2[3];
-#ifdef WORKINGLQUAKE
-       void *besthitent = NULL, *hitent;
-#else
-       entity_render_t *besthitent = NULL, *hitent;
-#endif
+       float org2[3];
+       int besthitent = 0, hitent;
+       trace_t trace;
        bestfrac = 10;
        for (i = 0;i < 32;i++)
        {
                VectorRandom(org2);
                VectorMA(org, maxdist, org2, org2);
-               frac = CL_TraceLine(org, org2, v, normal, true, &hitent, SUPERCONTENTS_SOLID);
-               if (bestfrac > frac)
+               trace = CL_Move(org, vec3_origin, vec3_origin, org2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, &hitent, false);
+               // take the closest trace result that doesn't end up hitting a NOMARKS
+               // surface (sky for example)
+               if (bestfrac > trace.fraction && !(trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS))
                {
-                       bestfrac = frac;
+                       bestfrac = trace.fraction;
                        besthitent = hitent;
-                       VectorCopy(v, bestorg);
-                       VectorCopy(normal, bestnormal);
+                       VectorCopy(trace.endpos, bestorg);
+                       VectorCopy(trace.plane.normal, bestnormal);
                }
        }
        if (bestfrac < 1)
                CL_SpawnDecalParticleForSurface(besthitent, bestorg, bestnormal, color1, color2, texnum, size, alpha);
 }
 
+static void CL_Sparks(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float sparkcount);
+static void CL_Smoke(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float smokecount);
+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)
+{
+       vec3_t center;
+       matrix4x4_t tempmatrix;
+       VectorLerp(originmins, 0.5, originmaxs, center);
+       Matrix4x4_CreateTranslate(&tempmatrix, center[0], center[1], center[2]);
+       if (effectnameindex == EFFECT_SVC_PARTICLE)
+       {
+               if (cl_particles.integer)
+               {
+                       // bloodhack checks if this effect's color matches regular or lightning blood and if so spawns a blood effect instead
+                       if (count == 1024)
+                               CL_ParticleExplosion(center);
+                       else if (cl_particles_blood_bloodhack.integer && !cl_particles_quake.integer && (palettecolor == 73 || palettecolor == 225))
+                               CL_ParticleEffect(EFFECT_TE_BLOOD, count / 6.0f, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
+                       else
+                       {
+                               count *= cl_particles_quality.value;
+                               for (;count > 0;count--)
+                               {
+                                       int k = particlepalette[palettecolor + (rand()&7)];
+                                       if (cl_particles_quake.integer)
+                                               particle(particletype + pt_alphastatic, k, k, tex_particle, 1.5, 0, lhrandom(51, 255), 512, 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);
+                                       else if (gamemode == GAME_GOODVSBAD2)
+                                               particle(particletype + pt_alphastatic, k, k, tex_particle, 5, 0, 255, 300, 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, 8, 10);
+                                       else
+                                               particle(particletype + pt_alphastatic, k, k, tex_particle, 1.5, 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, 8, 15);
+                               }
+                       }
+               }
+       }
+       else if (effectnameindex == EFFECT_TE_WIZSPIKE)
+               CL_ParticleEffect(EFFECT_SVC_PARTICLE, 30*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 20);
+       else if (effectnameindex == EFFECT_TE_KNIGHTSPIKE)
+               CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 226);
+       else if (effectnameindex == EFFECT_TE_SPIKE)
+       {
+               if (cl_particles_bulletimpacts.integer)
+               {
+                       if (cl_particles_quake.integer)
+                       {
+                               if (cl_particles_smoke.integer)
+                                       CL_ParticleEffect(EFFECT_SVC_PARTICLE, 10*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
+                       }
+                       else
+                       {
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 15*count);
+                       }
+               }
+               // bullet hole
+               if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+       }
+       else if (effectnameindex == EFFECT_TE_SPIKEQUAD)
+       {
+               if (cl_particles_bulletimpacts.integer)
+               {
+                       if (cl_particles_quake.integer)
+                       {
+                               if (cl_particles_smoke.integer)
+                                       CL_ParticleEffect(EFFECT_SVC_PARTICLE, 10*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
+                       }
+                       else
+                       {
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 15*count);
+                       }
+               }
+               // bullet hole
+               if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+               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);
+       }
+       else if (effectnameindex == EFFECT_TE_SUPERSPIKE)
+       {
+               if (cl_particles_bulletimpacts.integer)
+               {
+                       if (cl_particles_quake.integer)
+                       {
+                               if (cl_particles_smoke.integer)
+                                       CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
+                       }
+                       else
+                       {
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 8*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 30*count);
+                       }
+               }
+               // bullet hole
+               if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+       }
+       else if (effectnameindex == EFFECT_TE_SUPERSPIKEQUAD)
+       {
+               if (cl_particles_bulletimpacts.integer)
+               {
+                       if (cl_particles_quake.integer)
+                       {
+                               if (cl_particles_smoke.integer)
+                                       CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
+                       }
+                       else
+                       {
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 8*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 30*count);
+                       }
+               }
+               // bullet hole
+               if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+               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);
+       }
+       else if (effectnameindex == EFFECT_TE_BLOOD)
+       {
+               if (!cl_particles_blood.integer)
+                       return;
+               if (cl_particles_quake.integer)
+                       CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 73);
+               else
+               {
+                       static double bloodaccumulator = 0;
+                       bloodaccumulator += count * 0.333 * cl_particles_quality.value;
+                       for (;bloodaccumulator > 0;bloodaccumulator--)
+                               particle(particletype + pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, cl_particles_blood_alpha.value * 768, cl_particles_blood_alpha.value * 384, 0, -1, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64);
+               }
+       }
+       else if (effectnameindex == EFFECT_TE_SPARK)
+               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, count);
+       else if (effectnameindex == EFFECT_TE_PLASMABURN)
+       {
+               // plasma scorch mark
+               if (cl_stainmaps.integer) R_Stain(center, 48, 96, 96, 96, 32, 128, 128, 128, 32);
+               CL_SpawnDecalParticleForPoint(center, 6, 6, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+               CL_AllocLightFlash(NULL, &tempmatrix, 200, 1, 1, 1, 1000, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       else if (effectnameindex == EFFECT_TE_GUNSHOT)
+       {
+               if (cl_particles_bulletimpacts.integer)
+               {
+                       if (cl_particles_quake.integer)
+                               CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
+                       else
+                       {
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 20*count);
+                       }
+               }
+               // bullet hole
+               if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+       }
+       else if (effectnameindex == EFFECT_TE_GUNSHOTQUAD)
+       {
+               if (cl_particles_bulletimpacts.integer)
+               {
+                       if (cl_particles_quake.integer)
+                               CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
+                       else
+                       {
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 20*count);
+                       }
+               }
+               // bullet hole
+               if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+               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);
+       }
+       else if (effectnameindex == EFFECT_TE_EXPLOSION)
+       {
+               CL_ParticleExplosion(center);
+               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);
+       }
+       else if (effectnameindex == EFFECT_TE_EXPLOSIONQUAD)
+       {
+               CL_ParticleExplosion(center);
+               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);
+       }
+       else if (effectnameindex == EFFECT_TE_TAREXPLOSION)
+       {
+               if (cl_particles_quake.integer)
+               {
+                       int i;
+                       for (i = 0;i < 1024 * cl_particles_quality.value;i++)
+                       {
+                               if (i & 1)
+                                       particle(particletype + pt_static, particlepalette[66], particlepalette[71], tex_particle, 1.5f, 0, lhrandom(182, 255), 182, 0, 0, center[0], center[1], center[2], 0, 0, 0, -4, -4, 16, 256);
+                               else
+                                       particle(particletype + pt_static, particlepalette[150], particlepalette[155], tex_particle, 1.5f, 0, lhrandom(182, 255), 182, 0, 0, center[0], center[1], center[2], 0, 0, lhrandom(-256, 256), 0, 0, 16, 0);
+                       }
+               }
+               else
+                       CL_ParticleExplosion(center);
+               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);
+       }
+       else if (effectnameindex == EFFECT_TE_SMALLFLASH)
+               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);
+       else if (effectnameindex == EFFECT_TE_FLAMEJET)
+       {
+               count *= cl_particles_quality.value;
+               while (count-- > 0)
+                       particle(particletype + 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);
+       }
+       else if (effectnameindex == EFFECT_TE_LAVASPLASH)
+       {
+               float i, j, inc, vel;
+               vec3_t dir, org;
+
+               inc = 8 / cl_particles_quality.value;
+               for (i = -128;i < 128;i += inc)
+               {
+                       for (j = -128;j < 128;j += inc)
+                       {
+                               dir[0] = j + lhrandom(0, inc);
+                               dir[1] = i + lhrandom(0, inc);
+                               dir[2] = 256;
+                               org[0] = center[0] + dir[0];
+                               org[1] = center[1] + dir[1];
+                               org[2] = center[2] + lhrandom(0, 64);
+                               vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
+                               particle(particletype + pt_alphastatic, particlepalette[224], particlepalette[231], tex_particle, 1.5f, 0, inc * lhrandom(24, 32), inc * 12, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0);
+                       }
+               }
+       }
+       else if (effectnameindex == EFFECT_TE_TELEPORT)
+       {
+               float i, j, k, inc, vel;
+               vec3_t dir;
+
+               inc = 8 / cl_particles_quality.value;
+               for (i = -16;i < 16;i += inc)
+               {
+                       for (j = -16;j < 16;j += inc)
+                       {
+                               for (k = -24;k < 32;k += inc)
+                               {
+                                       VectorSet(dir, i*8, j*8, k*8);
+                                       VectorNormalize(dir);
+                                       vel = lhrandom(50, 113);
+                                       particle(particletype + 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);
+                               }
+                       }
+               }
+               particle(particletype + pt_static, particlepalette[14], particlepalette[14], tex_particle, 30, 0, 256, 512, 0, 0, center[0], center[1], center[2], 0, 0, 0, 0, 0, 0, 0);
+               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);
+       }
+       else if (effectnameindex == EFFECT_TE_TEI_G3)
+               particle(particletype + 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);
+       else if (effectnameindex == EFFECT_TE_TEI_SMOKE)
+       {
+               if (cl_particles_smoke.integer)
+               {
+                       count *= 0.25f * cl_particles_quality.value;
+                       while (count-- > 0)
+                               particle(particletype + 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);
+               }
+       }
+       else if (effectnameindex == EFFECT_TE_TEI_BIGEXPLOSION)
+       {
+               CL_ParticleExplosion(center);
+               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);
+       }
+       else if (effectnameindex == EFFECT_TE_TEI_PLASMAHIT)
+       {
+               float f;
+               if (cl_stainmaps.integer)
+                       R_Stain(center, 40, 96, 96, 96, 40, 128, 128, 128, 40);
+               CL_SpawnDecalParticleForPoint(center, 6, 8, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+               if (cl_particles_smoke.integer)
+                       for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
+                               particle(particletype + 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);
+               if (cl_particles_sparks.integer)
+                       for (f = 0;f < count;f += 1.0f / cl_particles_quality.value)
+                               particle(particletype + 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);
+               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);
+       }
+       else if (effectnameindex == EFFECT_EF_FLAME)
+       {
+               count *= 300 * cl_particles_quality.value;
+               while (count-- > 0)
+                       particle(particletype + 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);
+               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);
+       }
+       else if (effectnameindex == EFFECT_EF_STARDUST)
+       {
+               count *= 200 * cl_particles_quality.value;
+               while (count-- > 0)
+                       particle(particletype + 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);
+               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);
+       }
+       else if (!strncmp(particleeffectname[effectnameindex], "TR_", 3))
+       {
+               vec3_t dir, pos;
+               float len, dec, qd;
+               int smoke, blood, bubbles, r, color;
+
+               if (spawndlight && r_refdef.numlights < MAX_DLIGHTS)
+               {
+                       vec4_t light;
+                       Vector4Set(light, 0, 0, 0, 0);
+
+                       if (effectnameindex == EFFECT_TR_ROCKET)
+                               Vector4Set(light, 3.0f, 1.5f, 0.5f, 200);
+                       else if (effectnameindex == EFFECT_TR_VORESPIKE)
+                       {
+                               if (gamemode == GAME_PRYDON && !cl_particles_quake.integer)
+                                       Vector4Set(light, 0.3f, 0.6f, 1.2f, 100);
+                               else
+                                       Vector4Set(light, 1.2f, 0.5f, 1.0f, 200);
+                       }
+                       else if (effectnameindex == EFFECT_TR_NEXUIZPLASMA)
+                               Vector4Set(light, 0.75f, 1.5f, 3.0f, 200);
+
+                       if (light[3])
+                       {
+                               matrix4x4_t tempmatrix;
+                               Matrix4x4_CreateFromQuakeEntity(&tempmatrix, originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, light[3]);
+                               R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, light, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       }
+               }
+
+               if (!spawnparticles)
+                       return;
+
+               if (originmaxs[0] == originmins[0] && originmaxs[1] == originmins[1] && originmaxs[2] == originmins[2])
+                       return;
+
+               VectorSubtract(originmaxs, originmins, dir);
+               len = VectorNormalizeLength(dir);
+               if (ent)
+               {
+                       dec = -ent->persistent.trail_time;
+                       ent->persistent.trail_time += len;
+                       if (ent->persistent.trail_time < 0.01f)
+                               return;
+
+                       // if we skip out, leave it reset
+                       ent->persistent.trail_time = 0.0f;
+               }
+               else
+                       dec = 0;
+
+               // advance into this frame to reach the first puff location
+               VectorMA(originmins, dec, dir, pos);
+               len -= dec;
+
+               smoke = cl_particles.integer && cl_particles_smoke.integer;
+               blood = cl_particles.integer && cl_particles_blood.integer;
+               bubbles = cl_particles.integer && cl_particles_bubbles.integer && !cl_particles_quake.integer && (CL_PointSuperContents(pos) & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME));
+               qd = 1.0f / cl_particles_quality.value;
+
+               while (len >= 0)
+               {
+                       dec = 3;
+                       if (blood)
+                       {
+                               if (effectnameindex == EFFECT_TR_BLOOD)
+                               {
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               color = particlepalette[67 + (rand()&3)];
+                                               particle(particletype + pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 128, 0, -0.05, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0);
+                                       }
+                                       else
+                                       {
+                                               dec = 16;
+                                               particle(particletype + pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 0, -1, pos[0], pos[1], pos[2], lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64);
+                                       }
+                               }
+                               else if (effectnameindex == EFFECT_TR_SLIGHTBLOOD)
+                               {
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               dec = 6;
+                                               color = particlepalette[67 + (rand()&3)];
+                                               particle(particletype + pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 128, 0, -0.05, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0);
+                                       }
+                                       else
+                                       {
+                                               dec = 32;
+                                               particle(particletype + pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 0, -1, pos[0], pos[1], pos[2], lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64);
+                                       }
+                               }
+                       }
+                       if (smoke)
+                       {
+                               if (effectnameindex == EFFECT_TR_ROCKET)
+                               {
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               r = rand()&3;
+                                               color = particlepalette[ramp3[r]];
+                                               particle(particletype + pt_alphastatic, color, color, tex_particle, 1.5f, 0, 42*(6-r), 306, 0, -0.05, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0);
+                                       }
+                                       else
+                                       {
+                                               particle(particletype + 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);
+                                               particle(particletype + 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);
+                                       }
+                               }
+                               else if (effectnameindex == EFFECT_TR_GRENADE)
+                               {
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               r = 2 + (rand()%5);
+                                               color = particlepalette[ramp3[r]];
+                                               particle(particletype + pt_alphastatic, color, color, tex_particle, 1.5f, 0, 42*(6-r), 306, 0, -0.05, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0);
+                                       }
+                                       else
+                                       {
+                                               particle(particletype + 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);
+                                       }
+                               }
+                               else if (effectnameindex == EFFECT_TR_WIZSPIKE)
+                               {
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               dec = 6;
+                                               color = particlepalette[52 + (rand()&7)];
+                                               particle(particletype + pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 512, 0, 0, pos[0], pos[1], pos[2], 30*dir[1], 30*-dir[0], 0, 0, 0, 0, 0);
+                                               particle(particletype + pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 512, 0, 0, pos[0], pos[1], pos[2], 30*-dir[1], 30*dir[0], 0, 0, 0, 0, 0);
+                                       }
+                                       else if (gamemode == GAME_GOODVSBAD2)
+                                       {
+                                               dec = 6;
+                                               particle(particletype + 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);
+                                       }
+                                       else
+                                       {
+                                               color = particlepalette[20 + (rand()&7)];
+                                               particle(particletype + 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);
+                                       }
+                               }
+                               else if (effectnameindex == EFFECT_TR_KNIGHTSPIKE)
+                               {
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               dec = 6;
+                                               color = particlepalette[230 + (rand()&7)];
+                                               particle(particletype + pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 512, 0, 0, pos[0], pos[1], pos[2], 30*dir[1], 30*-dir[0], 0, 0, 0, 0, 0);
+                                               particle(particletype + pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 512, 0, 0, pos[0], pos[1], pos[2], 30*-dir[1], 30*dir[0], 0, 0, 0, 0, 0);
+                                       }
+                                       else
+                                       {
+                                               color = particlepalette[226 + (rand()&7)];
+                                               particle(particletype + 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);
+                                       }
+                               }
+                               else if (effectnameindex == EFFECT_TR_VORESPIKE)
+                               {
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               color = particlepalette[152 + (rand()&3)];
+                                               particle(particletype + pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 850, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 8, 0);
+                                       }
+                                       else if (gamemode == GAME_GOODVSBAD2)
+                                       {
+                                               dec = 6;
+                                               particle(particletype + 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);
+                                       }
+                                       else if (gamemode == GAME_PRYDON)
+                                       {
+                                               dec = 6;
+                                               particle(particletype + 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);
+                                       }
+                                       else
+                                               particle(particletype + 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);
+                               }
+                               else if (effectnameindex == EFFECT_TR_NEHAHRASMOKE)
+                               {
+                                       dec = 7;
+                                       particle(particletype + 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);
+                               }
+                               else if (effectnameindex == EFFECT_TR_NEXUIZPLASMA)
+                               {
+                                       dec = 4;
+                                       particle(particletype + 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);
+                               }
+                               else if (effectnameindex == EFFECT_TR_GLOWTRAIL)
+                                       particle(particletype + 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);
+                       }
+                       if (bubbles)
+                       {
+                               if (effectnameindex == EFFECT_TR_ROCKET)
+                                       particle(particletype + pt_bubble, 0x404040, 0x808080, tex_bubble, 2, 0, lhrandom(64, 255), 256, -0.25, 1.5, pos[0], pos[1], pos[2], 0, 0, 0, 0.0625, 0.25, 0, 16);
+                               else if (effectnameindex == EFFECT_TR_GRENADE)
+                                       particle(particletype + pt_bubble, 0x404040, 0x808080, tex_bubble, 2, 0, lhrandom(64, 255), 256, -0.25, 1.5, pos[0], pos[1], pos[2], 0, 0, 0, 0.0625, 0.25, 0, 16);
+                       }
+                       // advance to next time and position
+                       dec *= qd;
+                       len -= dec;
+                       VectorMA (pos, dec, dir, pos);
+               }
+               if (ent)
+                       ent->persistent.trail_time = len;
+       }
+       else if (developer.integer >= 1)
+               Con_Printf("CL_ParticleEffect_Fallback: no fallback found for effect %s\n", particleeffectname[effectnameindex]);
+}
+
+// this is also called on point effects with spawndlight = true and
+// spawnparticles = true
+// it is called CL_ParticleTrail because most code does not want to supply
+// these parameters, only trail handling does
+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)
+{
+       vec3_t center;
+       qboolean found = false;
+       if (effectnameindex < 1 || effectnameindex >= MAX_PARTICLEEFFECTNAME)
+               return; // invalid effect index
+       if (!particleeffectname[effectnameindex][0])
+               return; // no such effect
+       VectorLerp(originmins, 0.5, originmaxs, center);
+       if (!cl_particles_quake.integer && particleeffectinfo[0].effectnameindex)
+       {
+               int effectinfoindex;
+               int supercontents;
+               int tex;
+               particleeffectinfo_t *info;
+               vec3_t center;
+               vec3_t centervelocity;
+               vec3_t traildir;
+               vec3_t trailpos;
+               vec3_t rvec;
+               vec_t traillen;
+               vec_t trailstep;
+               qboolean underwater;
+               // note this runs multiple effects with the same name, each one spawns only one kind of particle, so some effects need more than one
+               VectorLerp(originmins, 0.5, originmaxs, center);
+               VectorLerp(velocitymins, 0.5, velocitymaxs, centervelocity);
+               supercontents = CL_PointSuperContents(center);
+               underwater = (supercontents & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)) != 0;
+               VectorSubtract(originmaxs, originmins, traildir);
+               traillen = VectorLength(traildir);
+               VectorNormalize(traildir);
+               for (effectinfoindex = 0, info = particleeffectinfo;effectinfoindex < MAX_PARTICLEEFFECTINFO && info->effectnameindex;effectinfoindex++, info++)
+               {
+                       if (info->effectnameindex == effectnameindex)
+                       {
+                               found = true;
+                               if ((info->flags & PARTICLEEFFECT_UNDERWATER) && !underwater)
+                                       continue;
+                               if ((info->flags & PARTICLEEFFECT_NOTUNDERWATER) && underwater)
+                                       continue;
+
+                               // spawn a dlight if requested
+                               if (info->lightradiusstart > 0 && spawndlight)
+                               {
+                                       matrix4x4_t tempmatrix;
+                                       if (info->trailspacing > 0)
+                                               Matrix4x4_CreateTranslate(&tempmatrix, originmaxs[0], originmaxs[1], originmaxs[2]);
+                                       else
+                                               Matrix4x4_CreateTranslate(&tempmatrix, center[0], center[1], center[2]);
+                                       if (info->lighttime > 0 && info->lightradiusfade > 0)
+                                       {
+                                               // light flash (explosion, etc)
+                                               // called when effect starts
+                                               CL_AllocLightFlash(NULL, &tempmatrix, info->lightradiusstart, info->lightcolor[0], info->lightcolor[1], info->lightcolor[2], info->lightradiusfade, info->lighttime, info->lightcubemapnum, -1, info->lightshadow, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                                       }
+                                       else
+                                       {
+                                               // glowing entity
+                                               // called by CL_LinkNetworkEntity
+                                               Matrix4x4_Scale(&tempmatrix, info->lightradiusstart, 1);
+                                               R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, info->lightcolor, -1, info->lightcubemapnum > 0 ? va("cubemaps/%i", info->lightcubemapnum) : NULL, info->lightshadow, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                                       }
+                               }
+
+                               if (!spawnparticles)
+                                       continue;
+
+                               // spawn particles
+                               tex = info->tex[0];
+                               if (info->tex[1] > info->tex[0])
+                               {
+                                       tex = (int)lhrandom(info->tex[0], info->tex[1]);
+                                       tex = min(tex, info->tex[1] - 1);
+                               }
+                               if (info->particletype == pt_decal)
+                                       CL_SpawnDecalParticleForPoint(center, info->originjitter[0], lhrandom(info->size[0], info->size[1]), lhrandom(info->alpha[0], info->alpha[1]), tex, info->color[0], info->color[1]);
+                               else if (info->particletype == pt_beam)
+                                       particle(particletype + info->particletype, info->color[0], info->color[1], tex, lhrandom(info->size[0], info->size[1]), info->size[2], lhrandom(info->alpha[0], info->alpha[1]), info->alpha[2], 0, 0, originmins[0], originmins[1], originmins[2], originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, 0);
+                               else
+                               {
+                                       if (!cl_particles.integer)
+                                               continue;
+                                       switch (info->particletype)
+                                       {
+                                       case pt_smoke: if (!cl_particles_smoke.integer) continue;break;
+                                       case pt_spark: if (!cl_particles_sparks.integer) continue;break;
+                                       case pt_bubble: if (!cl_particles_bubbles.integer) continue;break;
+                                       case pt_blood: if (!cl_particles_blood.integer) continue;break;
+                                       case pt_rain: if (!cl_particles_rain.integer) continue;break;
+                                       case pt_snow: if (!cl_particles_snow.integer) continue;break;
+                                       default: break;
+                                       }
+                                       VectorCopy(originmins, trailpos);
+                                       if (info->trailspacing > 0)
+                                       {
+                                               info->particleaccumulator += traillen / info->trailspacing * cl_particles_quality.value;
+                                               trailstep = info->trailspacing / cl_particles_quality.value;
+                                       }
+                                       else
+                                       {
+                                               info->particleaccumulator += info->countabsolute + pcount * info->countmultiplier * cl_particles_quality.value;
+                                               trailstep = 0;
+                                       }
+                                       info->particleaccumulator = bound(0, info->particleaccumulator, 16384);
+                                       for (;info->particleaccumulator >= 1;info->particleaccumulator--)
+                                       {
+                                               if (info->tex[1] > info->tex[0])
+                                               {
+                                                       tex = (int)lhrandom(info->tex[0], info->tex[1]);
+                                                       tex = min(tex, info->tex[1] - 1);
+                                               }
+                                               if (!trailstep)
+                                               {
+                                                       trailpos[0] = lhrandom(originmins[0], originmaxs[0]);
+                                                       trailpos[1] = lhrandom(originmins[1], originmaxs[1]);
+                                                       trailpos[2] = lhrandom(originmins[2], originmaxs[2]);
+                                               }
+                                               VectorRandom(rvec);
+                                               particle(particletype + info->particletype, info->color[0], info->color[1], tex, lhrandom(info->size[0], info->size[1]), info->size[2], lhrandom(info->alpha[0], info->alpha[1]), info->alpha[2], info->gravity, info->bounce, trailpos[0] + info->originoffset[0] + info->originjitter[0] * rvec[0], trailpos[1] + info->originoffset[1] + info->originjitter[1] * rvec[1], trailpos[2] + info->originoffset[2] + info->originjitter[2] * rvec[2], lhrandom(velocitymins[0], velocitymaxs[0]) * info->velocitymultiplier + info->velocityoffset[0] + info->velocityjitter[0] * rvec[0], lhrandom(velocitymins[1], velocitymaxs[1]) * info->velocitymultiplier + info->velocityoffset[1] + info->velocityjitter[1] * rvec[1], lhrandom(velocitymins[2], velocitymaxs[2]) * info->velocitymultiplier + info->velocityoffset[2] + info->velocityjitter[2] * rvec[2], info->airfriction, info->liquidfriction, 0, 0);
+                                               if (trailstep)
+                                                       VectorMA(trailpos, trailstep, traildir, trailpos);
+                                       }
+                               }
+                       }
+               }
+       }
+       if (!found)
+               CL_ParticleEffect_Fallback(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, spawndlight, spawnparticles);
+}
+
+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)
+{
+       CL_ParticleTrail(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, true, true);
+}
+
 /*
 ===============
 CL_EntityParticles
 ===============
 */
-void CL_EntityParticles (entity_t *ent)
+void CL_EntityParticles (const entity_t *ent)
 {
-       int                     i;
-       float           angle;
-       float           sp, sy, cp, cy;
-       vec3_t          forward;
-       float           dist;
-       float           beamlength;
+       int i;
+       float pitch, yaw, dist = 64, beamlength = 16, org[3], v[3];
        static vec3_t avelocities[NUMVERTEXNORMALS];
        if (!cl_particles.integer) return;
 
-       dist = 64;
-       beamlength = 16;
+       Matrix4x4_OriginFromMatrix(&ent->render.matrix, org);
 
        if (!avelocities[0][0])
-               for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
-                       avelocities[0][i] = (rand()&255) * 0.01;
+               for (i = 0;i < NUMVERTEXNORMALS * 3;i++)
+                       avelocities[0][i] = lhrandom(0, 2.55);
 
-       for (i=0 ; i<NUMVERTEXNORMALS ; i++)
+       for (i = 0;i < NUMVERTEXNORMALS;i++)
        {
-               angle = cl.time * avelocities[i][0];
-               sy = sin(angle);
-               cy = cos(angle);
-               angle = cl.time * avelocities[i][1];
-               sp = sin(angle);
-               cp = cos(angle);
-
-               forward[0] = cp*cy;
-               forward[1] = cp*sy;
-               forward[2] = -sp;
-
-#ifdef WORKINGLQUAKE
-               particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, PBLEND_ADD, 2, 2, 255, 0, 0, 0, 0, ent->origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
-#else
-               particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, PBLEND_ADD, 2, 2, 255, 0, 0, 0, 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);
-#endif
+               yaw = cl.time * avelocities[i][0];
+               pitch = cl.time * avelocities[i][1];
+               v[0] = org[0] + m_bytenormals[i][0] * dist + (cos(pitch)*cos(yaw)) * beamlength;
+               v[1] = org[1] + m_bytenormals[i][1] * dist + (cos(pitch)*sin(yaw)) * beamlength;
+               v[2] = org[2] + m_bytenormals[i][2] * dist + (-sin(pitch)) * beamlength;
+               particle(particletype + 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);
        }
 }
 
@@ -549,11 +1267,7 @@ void CL_ReadPointFile_f (void)
 
        FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
        strlcat (name, ".pts", sizeof (name));
-#if WORKINGLQUAKE
-       pointfile = COM_LoadTempFile (name);
-#else
-       pointfile = FS_LoadFile(name, tempmempool, true);
-#endif
+       pointfile = (char *)FS_LoadFile(name, tempmempool, true, NULL);
        if (!pointfile)
        {
                Con_Printf("Could not open %s\n", name);
@@ -561,6 +1275,7 @@ void CL_ReadPointFile_f (void)
        }
 
        Con_Printf("Reading %s...\n", name);
+       VectorClear(leakorg);
        c = 0;
        s = 0;
        pointfilepos = pointfile;
@@ -584,21 +1299,19 @@ void CL_ReadPointFile_f (void)
                        VectorCopy(org, leakorg);
                c++;
 
-               if (cl_numparticles < cl_maxparticles - 3)
+               if (cl.num_particles < cl.max_particles - 3)
                {
                        s++;
-                       particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, PBLEND_ALPHA, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+                       particle(particletype + pt_static, 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);
                }
        }
-#ifndef WORKINGLQUAKE
        Mem_Free(pointfile);
-#endif
        VectorCopy(leakorg, org);
        Con_Printf("%i points read (%i particles spawned)\nLeak at %f %f %f\n", c, s, org[0], org[1], org[2]);
 
-       particle(pt_static, PARTICLE_BEAM, 0xFF0000, 0xFF0000, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0] - 4096, org[1], org[2], 0, 0, 0, 0, org[0] + 4096, org[1], org[2], 0, 0);
-       particle(pt_static, PARTICLE_BEAM, 0x00FF00, 0x00FF00, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0], org[1] - 4096, org[2], 0, 0, 0, 0, org[0], org[1] + 4096, org[2], 0, 0);
-       particle(pt_static, PARTICLE_BEAM, 0x0000FF, 0x0000FF, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0], org[1], org[2] - 4096, 0, 0, 0, 0, org[0], org[1], org[2] + 4096, 0, 0);
+       particle(particletype + 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);
+       particle(particletype + 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);
+       particle(particletype + 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);
 }
 
 /*
@@ -613,9 +1326,9 @@ void CL_ParseParticleEffect (void)
        vec3_t org, dir;
        int i, count, msgcount, color;
 
-       MSG_ReadVector(org, cl.protocol);
+       MSG_ReadVector(org, cls.protocol);
        for (i=0 ; i<3 ; i++)
-               dir[i] = MSG_ReadChar () * (1.0/16);
+               dir[i] = MSG_ReadChar ();
        msgcount = MSG_ReadByte ();
        color = MSG_ReadByte ();
 
@@ -624,22 +1337,7 @@ void CL_ParseParticleEffect (void)
        else
                count = msgcount;
 
-       if (cl_particles_blood_bloodhack.integer)
-       {
-               if (color == 73)
-               {
-                       // regular blood
-                       CL_BloodPuff(org, dir, count / 2);
-                       return;
-               }
-               if (color == 225)
-               {
-                       // lightning blood
-                       CL_BloodPuff(org, dir, count / 2);
-                       return;
-               }
-       }
-       CL_RunParticleEffect (org, dir, color, count);
+       CL_ParticleEffect(EFFECT_SVC_PARTICLE, count, org, org, dir, dir, NULL, color);
 }
 
 /*
@@ -648,65 +1346,88 @@ CL_ParticleExplosion
 
 ===============
 */
-void CL_ParticleExplosion (vec3_t org)
+void CL_ParticleExplosion (const vec3_t org)
 {
        int i;
+       trace_t trace;
        //vec3_t v;
        //vec3_t v2;
        if (cl_stainmaps.integer)
                R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
        CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
 
-       i = CL_PointQ1Contents(org);
-       if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
+       if (cl_particles_quake.integer)
        {
-               if (cl_particles.integer && cl_particles_bubbles.integer && cl_particles_explosions_bubbles.integer)
-                       for (i = 0;i < 128 * cl_particles_quality.value;i++)
-                               particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 2, 2, (1.0f / cl_particles_quality.value) * lhrandom(128, 255), (1.0f / cl_particles_quality.value) * 256, 9999, -0.25, 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, (1.0 / 16.0), 0);
+               for (i = 0;i < 1024;i++)
+               {
+                       int r, color;
+                       r = rand()&3;
+                       if (i & 1)
+                       {
+                               color = particlepalette[ramp1[r]];
+                               particle(particletype + pt_alphastatic, color, color, tex_particle, 1.5f, 0, 32 * (8 - r), 318, 0, 0, org[0], org[1], org[2], 0, 0, 0, -4, -4, 16, 256);
+                       }
+                       else
+                       {
+                               color = particlepalette[ramp2[r]];
+                               particle(particletype + pt_alphastatic, color, color, tex_particle, 1.5f, 0, 32 * (8 - r), 478, 0, 0, org[0], org[1], org[2], 0, 0, 0, 1, 1, 16, 256);
+                       }
+               }
        }
        else
        {
-               // LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close
-               // smoke puff
-               if (cl_particles.integer && cl_particles_smoke.integer && cl_particles_explosions_smoke.integer)
+               i = CL_PointSuperContents(org);
+               if (i & (SUPERCONTENTS_SLIME | SUPERCONTENTS_WATER))
+               {
+                       if (cl_particles.integer && cl_particles_bubbles.integer)
+                               for (i = 0;i < 128 * cl_particles_quality.value;i++)
+                                       particle(particletype + 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);
+               }
+               else
                {
-                       for (i = 0;i < 32;i++)
+                       // LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close
+                       // smoke puff
+                       if (cl_particles.integer && cl_particles_smoke.integer && cl_particles_explosions_smoke.integer)
                        {
-                               int k;
-                               vec3_t v, v2;
-#ifdef WORKINGLQUAKE
-                               v2[0] = lhrandom(-48, 48);
-                               v2[1] = lhrandom(-48, 48);
-                               v2[2] = lhrandom(-48, 48);
-#else
-                               for (k = 0;k < 16;k++)
+                               for (i = 0;i < 32;i++)
                                {
-                                       v[0] = org[0] + lhrandom(-48, 48);
-                                       v[1] = org[1] + lhrandom(-48, 48);
-                                       v[2] = org[2] + lhrandom(-48, 48);
-                                       if (CL_TraceLine(org, v, v2, NULL, true, NULL, SUPERCONTENTS_SOLID) >= 0.1)
-                                               break;
+                                       int k;
+                                       vec3_t v, v2;
+                                       for (k = 0;k < 16;k++)
+                                       {
+                                               v[0] = org[0] + lhrandom(-48, 48);
+                                               v[1] = org[1] + lhrandom(-48, 48);
+                                               v[2] = org[2] + lhrandom(-48, 48);
+                                               trace = CL_Move(org, vec3_origin, vec3_origin, v, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
+                                               if (trace.fraction >= 0.1)
+                                                       break;
+                                       }
+                                       VectorSubtract(trace.endpos, org, v2);
+                                       VectorScale(v2, 2.0f, v2);
+                                       particle(particletype + pt_smoke, 0x202020, 0x404040, tex_smoke[rand()&7], 12, 0, 32, 64, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0);
                                }
-                               VectorSubtract(v2, org, v2);
-#endif
-                               VectorScale(v2, 2.0f, v2);
-                               particle(pt_static, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_smoke[rand()&7], true, PBLEND_ADD, 12, 12, 32, 64, 9999, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, 0, 0);
                        }
-               }
 
-#if 1
-               if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
-                       for (i = 0;i < 128 * cl_particles_quality.value;i++)
-                               particle(pt_static, PARTICLE_SPARK, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.0f, 0.02f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-256, 256), lhrandom(-256, 256), lhrandom(-256, 256) + 80, 0, 0, 0, 0, 0.2, 0);
-#elif 1
-               if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
-                       for (i = 0;i < 64 * cl_particles_quality.value;i++)
-                               particle(pt_ember, PARTICLE_SPARK, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.0f, 0.01f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 256, 9999, 0.7, 0, org[0], org[1], org[2], lhrandom(-256, 256), lhrandom(-256, 256), lhrandom(-256, 256) + 80, cl.time, 0, 0, 0, 0, 0);
-#else
-               if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
-                       for (i = 0;i < 256 * cl_particles_quality.value;i++)
-                               particle(pt_static, PARTICLE_SPARK, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.5f, 0.05f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 160, 0, 0, 0, 0, 0.2, 0);
-#endif
+                       if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
+                       {
+                               for (i = 0;i < 512 * cl_particles_quality.value;i++)
+                               {
+                                       int k;
+                                       vec3_t v, v2;
+                                       for (k = 0;k < 16;k++)
+                                       {
+                                               VectorRandom(v2);
+                                               VectorMA(org, 128, v2, v);
+                                               trace = CL_Move(org, vec3_origin, vec3_origin, v, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
+                                               if (trace.fraction >= 0.1)
+                                                       break;
+                                       }
+                                       VectorSubtract(trace.endpos, org, v2);
+                                       VectorScale(v2, 2.0f, v2);
+                                       particle(particletype + 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);
+                               }
+                       }
+               }
        }
 
        if (cl_particles_explosions_shell.integer)
@@ -719,562 +1440,103 @@ CL_ParticleExplosion2
 
 ===============
 */
-void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
+void CL_ParticleExplosion2 (const vec3_t org, int colorStart, int colorLength)
 {
-       vec3_t vel;
-       vec3_t offset;
        int i, k;
-       float pscale;
        if (!cl_particles.integer) return;
 
        for (i = 0;i < 512 * cl_particles_quality.value;i++)
        {
-               VectorRandom (offset);
-               VectorScale (offset, 192, vel);
-               VectorScale (offset, 8, offset);
                k = particlepalette[colorStart + (i % colorLength)];
-               pscale = lhrandom(0.5, 1.5);
-               particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, pscale, pscale, (1.0f / cl_particles_quality.value) * 255, (1.0f/cl_particles_quality.value)*512, 9999, 0, 0, org[0] + offset[0], org[1] + offset[1], org[2] + offset[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, lhrandom(1.5, 3), 0);
-       }
-}
-
-/*
-===============
-CL_BlobExplosion
-
-===============
-*/
-void CL_BlobExplosion (vec3_t org)
-{
-       CL_ParticleExplosion(org);
-}
-
-/*
-===============
-CL_RunParticleEffect
-
-===============
-*/
-void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
-{
-       int k;
-
-       if (count == 1024)
-       {
-               CL_ParticleExplosion(org);
-               return;
-       }
-       if (!cl_particles.integer) return;
-       count *= cl_particles_quality.value;
-       while (count--)
-       {
-               k = particlepalette[color + (rand()&7)];
-               if (gamemode == GAME_GOODVSBAD2)
-                       particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 5, 5, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 300, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-10, 10), lhrandom(-10, 10), lhrandom(-10, 10), 0, 0, 0, 0, 0, 0);
+               if (cl_particles_quake.integer)
+                       particle(particletype + pt_static, k, k, tex_particle, 1, 0, 255, 850, 0, 0, org[0], org[1], org[2], 0, 0, 0, -4, -4, 8, 256);
                else
-                       particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 1, 1, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 512, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), dir[0] + lhrandom(-15, 15), dir[1] + lhrandom(-15, 15), dir[2] + lhrandom(-15, 15), 0, 0, 0, 0, 0, 0);
+                       particle(particletype + pt_static, 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);
        }
 }
 
-// LordHavoc: added this for spawning sparks/dust (which have strong gravity)
-/*
-===============
-CL_SparkShower
-===============
-*/
-void CL_SparkShower (vec3_t org, vec3_t dir, int count, vec_t gravityscale)
+static void CL_Sparks(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float sparkcount)
 {
-       int k;
-
-       if (!cl_particles.integer) return;
-
        if (cl_particles_sparks.integer)
        {
-               // sparks
-               count *= cl_particles_quality.value;
-               while(count--)
-               {
-                       k = particlepalette[0x68 + (rand() & 7)];
-                       particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 0.4f, 0.015f, (1.0f / cl_particles_quality.value) * lhrandom(64, 255), (1.0f / cl_particles_quality.value) * 512, 9999, gravityscale, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 0, 0, 0, 0, 0, 0);
-               }
+               sparkcount *= cl_particles_quality.value;
+               while(sparkcount-- > 0)
+                       particle(particletype + 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);
        }
 }
 
-void CL_Smoke (vec3_t org, vec3_t dir, int count)
+static void CL_Smoke(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float smokecount)
 {
-       vec3_t org2, org3;
-       int k;
-
-       if (!cl_particles.integer) return;
-
-       // smoke puff
        if (cl_particles_smoke.integer)
        {
-               k = count * 0.25 * cl_particles_quality.value;
-               while(k--)
-               {
-                       org2[0] = org[0] + 0.125f * lhrandom(-count, count);
-                       org2[1] = org[1] + 0.125f * lhrandom(-count, count);
-                       org2[2] = org[2] + 0.125f * lhrandom(-count, count);
-                       CL_TraceLine(org, org2, org3, NULL, true, NULL, SUPERCONTENTS_SOLID);
-                       particle(pt_grow, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 3, 3, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 1024, 9999, 0, 0, org3[0], org3[1], org3[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 15, 0, 0, 0, 0, 0);
-               }
-       }
-}
-
-void CL_BulletMark (vec3_t org)
-{
-       if (cl_stainmaps.integer)
-               R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24);
-       CL_SpawnDecalParticleForPoint(org, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
-}
-
-void CL_PlasmaBurn (vec3_t org)
-{
-       if (cl_stainmaps.integer)
-               R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32);
-       CL_SpawnDecalParticleForPoint(org, 6, 6, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
-}
-
-static float bloodcount = 0;
-void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
-{
-       float s;
-       vec3_t org2, org3;
-       // bloodcount is used to accumulate counts too small to cause a blood particle
-       if (!cl_particles.integer) return;
-       if (!cl_particles_blood.integer) return;
-
-       s = count + 64.0f;
-       count *= 5.0f;
-       if (count > 1000)
-               count = 1000;
-       bloodcount += count;
-       while(bloodcount > 0)
-       {
-               org2[0] = org[0] + 0.125f * lhrandom(-bloodcount, bloodcount);
-               org2[1] = org[1] + 0.125f * lhrandom(-bloodcount, bloodcount);
-               org2[2] = org[2] + 0.125f * lhrandom(-bloodcount, bloodcount);
-               CL_TraceLine(org, org2, org3, NULL, true, NULL, SUPERCONTENTS_SOLID);
-               particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 9999, 0, -1, org3[0], org3[1], org3[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
-               bloodcount -= 16 / cl_particles_quality.value;
-       }
-}
-
-void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
-{
-       vec3_t org, vel, diff, center, velscale;
-       if (!cl_particles.integer) return;
-       if (!cl_particles_bloodshowers.integer) return;
-       if (!cl_particles_blood.integer) return;
-
-       VectorSubtract(maxs, mins, diff);
-       center[0] = (mins[0] + maxs[0]) * 0.5;
-       center[1] = (mins[1] + maxs[1]) * 0.5;
-       center[2] = (mins[2] + maxs[2]) * 0.5;
-       velscale[0] = velspeed * 2.0 / diff[0];
-       velscale[1] = velspeed * 2.0 / diff[1];
-       velscale[2] = velspeed * 2.0 / diff[2];
-
-       bloodcount += count * 5.0f;
-       while (bloodcount > 0)
-       {
-               org[0] = lhrandom(mins[0], maxs[0]);
-               org[1] = lhrandom(mins[1], maxs[1]);
-               org[2] = lhrandom(mins[2], maxs[2]);
-               vel[0] = (org[0] - center[0]) * velscale[0];
-               vel[1] = (org[1] - center[1]) * velscale[1];
-               vel[2] = (org[2] - center[2]) * velscale[2];
-               bloodcount -= 16 / cl_particles_quality.value;
-               particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
+               smokecount *= cl_particles_quality.value;
+               while(smokecount-- > 0)
+                       particle(particletype + 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);
        }
 }
 
-void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
+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)
 {
        int k;
-       float t;
        if (!cl_particles.integer) return;
-       if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
-       if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
-       if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
 
-       count *= cl_particles_quality.value;
+       count = (int)(count * cl_particles_quality.value);
        while (count--)
        {
                k = particlepalette[colorbase + (rand()&3)];
-               particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 2, 2, 255 / cl_particles_quality.value, 0, lhrandom(1, 2), gravity ? 1 : 0, 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);
+               particle(particletype + 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);
        }
 }
 
-void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
+void CL_ParticleRain (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, int type)
 {
        int k;
-       float t, z, minz, maxz;
+       float z, minz, maxz;
+       particle_t *p;
        if (!cl_particles.integer) return;
-       if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
-       if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
-       if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
        if (dir[2] < 0) // falling
-       {
-               t = (maxs[2] - mins[2]) / -dir[2];
                z = maxs[2];
-       }
        else // rising??
-       {
-               t = (maxs[2] - mins[2]) / dir[2];
                z = mins[2];
-       }
-       if (t < 0 || t > 2) // sanity check
-               t = 2;
 
        minz = z - fabs(dir[2]) * 0.1;
        maxz = z + fabs(dir[2]) * 0.1;
        minz = bound(mins[2], minz, maxs[2]);
        maxz = bound(mins[2], maxz, maxs[2]);
 
-       count *= cl_particles_quality.value;
+       count = (int)(count * cl_particles_quality.value);
 
        switch(type)
        {
        case 0:
+               if (!cl_particles_rain.integer) break;
                count *= 4; // ick, this should be in the mod or maps?
 
-               while(count--)
-               {
-                       k = particlepalette[colorbase + (rand()&3)];
-                       if (gamemode == GAME_GOODVSBAD2)
-                       {
-                               particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 20, 20, lhrandom(8, 16) / cl_particles_quality.value, 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
-                       }
-                       else
-                       {
-                               particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 0.5, 0.02, lhrandom(8, 16) / cl_particles_quality.value, 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
-                       }
-               }
-               break;
-       case 1:
-               while(count--)
-               {
-                       k = particlepalette[colorbase + (rand()&3)];
-                       if (gamemode == GAME_GOODVSBAD2)
-                       {
-                               particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 20, 20, lhrandom(64, 128) / cl_particles_quality.value, 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
-                       }
-                       else
-                       {
-                               particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 1, 1, lhrandom(64, 128) / cl_particles_quality.value, 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
-                       }
-               }
-               break;
-       default:
-               Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
-       }
-}
-
-void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
-{
-       int k;
-       float t;
-       vec3_t o, v, center;
-       if (!cl_particles.integer) return;
-
-       if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
-       if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
-       if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
-
-       center[0] = (mins[0] + maxs[0]) * 0.5f;
-       center[1] = (mins[1] + maxs[1]) * 0.5f;
-       center[2] = (mins[2] + maxs[2]) * 0.5f;
-
-       count *= cl_particles_quality.value;
-       while (count--)
-       {
-               k = particlepalette[224 + (rand()&15)];
-               o[0] = lhrandom(mins[0], maxs[0]);
-               o[1] = lhrandom(mins[1], maxs[1]);
-               o[2] = lhrandom(mins[2], maxs[2]);
-               VectorSubtract(o, center, v);
-               VectorNormalizeFast(v);
-               VectorScale(v, 100, v);
-               v[2] += sv_gravity.value * 0.15f;
-               particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.5, 1.5, lhrandom(64, 128) / cl_particles_quality.value, 128 / cl_particles_quality.value, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0.2, 0);
-       }
-}
-
-void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
-{
-       int k;
-       float t;
-       if (!cl_particles.integer) return;
-       if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
-       if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
-       if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
-
-       count *= cl_particles_quality.value;
-       while (count--)
-       {
-               k = particlepalette[224 + (rand()&15)];
-               particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 4, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, 9999, -1, 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);
-               if (count & 1)
-                       particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 6, 6, lhrandom(48, 96) / cl_particles_quality.value, 64 / cl_particles_quality.value, 9999, 0, 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), 0, 0, 0, 0, 0, 0);
-       }
-}
-
-void CL_Flames (vec3_t org, vec3_t vel, int count)
-{
-       int k;
-       if (!cl_particles.integer) return;
-
-       count *= cl_particles_quality.value;
-       while (count--)
-       {
-               k = particlepalette[224 + (rand()&15)];
-               particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 4, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, 9999, -1, 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);
-       }
-}
-
-
-
-/*
-===============
-CL_LavaSplash
-
-===============
-*/
-void CL_LavaSplash (vec3_t origin)
-{
-       float i, j, inc, vel;
-       int k, l;
-       vec3_t          dir, org;
-       if (!cl_particles.integer) return;
-
-       inc = 32 / cl_particles_quality.value;
-       for (i = -128;i < 128;i += inc)
-       {
-               for (j = -128;j < 128;j += inc)
-               {
-                       dir[0] = j + lhrandom(0, 8);
-                       dir[1] = i + lhrandom(0, 8);
-                       dir[2] = 256;
-                       org[0] = origin[0] + dir[0];
-                       org[1] = origin[1] + dir[1];
-                       org[2] = origin[2] + lhrandom(0, 64);
-                       vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
-                       if (gamemode == GAME_GOODVSBAD2)
-                       {
-                               k = particlepalette[0 + (rand()&255)];
-                               l = particlepalette[0 + (rand()&255)];
-                               particle(pt_static, PARTICLE_BILLBOARD, k, l, tex_particle, false, PBLEND_ADD, 12, 12, inc * 8, inc * 8, 9999, 0.05, 1, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
-                       }
-                       else
-                       {
-                               k = l = particlepalette[224 + (rand()&7)];
-                               particle(pt_static, PARTICLE_BILLBOARD, k, l, tex_particle, false, PBLEND_ADD, 12, 12, inc * 8, inc * 8, 9999, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
-                       }
-               }
-       }
-}
-
-/*
-===============
-CL_TeleportSplash
-
-===============
-*/
-#if WORKINGLQUAKE
-void R_TeleportSplash (vec3_t org)
-{
-       float i, j, k, inc;
-       if (!cl_particles.integer) return;
-
-       inc = 8 / cl_particles_quality.value;
-       for (i = -16;i < 16;i += inc)
-               for (j = -16;j < 16;j += inc)
-                       for (k = -24;k < 32;k += inc)
-                               particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, PBLEND_ADD, 10, 10, inc * 32, inc * lhrandom(8, 16), inc * 32, 9999, 0, 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), 0, 0, 0, 0, 1, 0);
-}
-#endif
-
-#ifdef WORKINGLQUAKE
-void R_RocketTrail (vec3_t start, vec3_t end, int type)
-#else
-void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent)
-#endif
-{
-       vec3_t vec, dir, vel, pos;
-       float len, dec, speed, qd;
-       int contents, smoke, blood, bubbles;
-
-       if (end[0] == start[0] && end[1] == start[1] && end[2] == start[2])
-               return;
-
-       VectorSubtract(end, start, dir);
-       VectorNormalize(dir);
-
-       VectorSubtract (end, start, vec);
-#ifdef WORKINGLQUAKE
-       len = VectorNormalize (vec);
-       dec = 0;
-       speed = 1.0f / cl.frametime;
-       VectorSubtract(end, start, vel);
-#else
-       len = VectorNormalizeLength (vec);
-       dec = -ent->persistent.trail_time;
-       ent->persistent.trail_time += len;
-       if (ent->persistent.trail_time < 0.01f)
-               return;
-
-       // if we skip out, leave it reset
-       ent->persistent.trail_time = 0.0f;
-
-       speed = ent->state_current.time - ent->state_previous.time;
-       if (speed)
-               speed = 1.0f / speed;
-       VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
-       color = particlepalette[color];
-#endif
-       VectorScale(vel, speed, vel);
-
-       // advance into this frame to reach the first puff location
-       VectorMA(start, dec, vec, pos);
-       len -= dec;
-
-       contents = CL_PointQ1Contents(pos);
-       if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
-               return;
-
-       smoke = cl_particles.integer && cl_particles_smoke.integer;
-       blood = cl_particles.integer && cl_particles_blood.integer;
-       bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
-       qd = 1.0f / cl_particles_quality.value;
-
-       while (len >= 0)
-       {
-               switch (type)
-               {
-                       case 0: // rocket trail
-                               dec = qd*3;
-                               if (smoke)
-                               {
-                                       particle(pt_grow,   PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*125, qd*cl_particles_smoke_alphafade.value*125, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 7, 0, 0, 0, 0, 0);
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*288, qd*cl_particles_smoke_alphafade.value*1400, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
-                               }
-                               if (bubbles)
-                                       particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 2, 2, qd*lhrandom(64, 255), qd*256, 9999, -0.25, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, (1.0 / 16.0), 0);
-                               break;
-
-                       case 1: // grenade trail
-                               // FIXME: make it gradually stop smoking
-                               dec = qd*3;
-                               if (smoke)
-                                       particle(pt_grow, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*100, qd*cl_particles_smoke_alphafade.value*100, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 7, 0, 0, 0, 0, 0);
-                               break;
-
-
-                       case 2: // blood
-                       case 4: // slight blood
-                               dec = qd*16;
-                               if (blood)
-                                       particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 9999, 0, -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);
-                               break;
-
-                       case 3: // green tracer
-                               dec = qd*6;
-                               if (smoke)
-                               {
-                                       if (gamemode == GAME_GOODVSBAD2)
-                                               particle(pt_static, PARTICLE_BILLBOARD, 0x00002E, 0x000030, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
-                                       else
-                                               particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
-                               }
-                               break;
-
-                       case 5: // flame tracer
-                               dec = qd*6;
-                               if (smoke)
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
-                               break;
-
-                       case 6: // voor trail
-                               dec = qd*6;
-                               if (smoke)
-                               {
-                                       if (gamemode == GAME_GOODVSBAD2)
-                                               particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0 + (rand()&255)], particlepalette[0 + (rand()&255)], tex_particle, false, PBLEND_ALPHA, 6, 6, qd*255, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
-                                       else if (gamemode == GAME_PRYDON)
-                                               particle(pt_static, PARTICLE_BILLBOARD, 0x103040, 0x204050, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
-                                       else
-                                               particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
-                               }
-                               break;
-#ifndef WORKINGLQUAKE
-                       case 7: // Nehahra smoke tracer
-                               dec = qd*7;
-                               if (smoke)
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, PBLEND_ALPHA, 7, 7, qd*64, qd*320, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
-                               break;
-                       case 8: // Nexuiz plasma trail
-                               dec = qd*4;
-                               if (smoke)
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x283880, 0x283880, tex_particle, false, PBLEND_ADD, 4, 4, qd*255, qd*1024, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
-                               break;
-                       case 9: // glow trail
-                               dec = qd*3;
-                               if (smoke)
-                                       particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, PBLEND_ALPHA, 5, 5, qd*128, qd*320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
-                               break;
-#endif
-               }
-
-               // advance to next time and position
-               len -= dec;
-               VectorMA (pos, dec, vec, pos);
-       }
-#ifndef WORKINGLQUAKE
-       ent->persistent.trail_time = len;
-#endif
-}
-
-void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime)
-{
-       int tempcolor2, cr, cg, cb;
-       cr = red * 255;
-       cg = green * 255;
-       cb = blue * 255;
-       tempcolor2 = (bound(0, cr, 255) << 16) | (bound(0, cg, 255) << 8) | bound(0, cb, 255);
-       particle(pt_static, PARTICLE_BEAM, tempcolor2, tempcolor2, tex_beam, false, PBLEND_ADD, radius, radius, alpha * 255, alpha * 255 / lifetime, 9999, 0, 0, start[0], start[1], start[2], 0, 0, 0, 0, end[0], end[1], end[2], 0, 0);
-}
-
-void CL_Tei_Smoke(const vec3_t org, const vec3_t dir, int count)
-{
-       float f;
-       if (!cl_particles.integer) return;
-
-       // smoke puff
-       if (cl_particles_smoke.integer)
-               for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
-                       particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 5, 5, 255 / cl_particles_quality.value, 512 / cl_particles_quality.value, 9999, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count) * 0.5f, dir[1] + lhrandom(-count, count) * 0.5f, dir[2] + lhrandom(-count, count) * 0.5f, 15, 0, 0, 0, 0, 0);
-}
-
-void CL_Tei_PlasmaHit(const vec3_t org, const vec3_t dir, int count)
-{
-       float f;
-       if (!cl_particles.integer) return;
-
-       if (cl_stainmaps.integer)
-               R_Stain(org, 40, 96, 96, 96, 40, 128, 128, 128, 40);
-       CL_SpawnDecalParticleForPoint(org, 6, 8, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
-
-       // smoke puff
-       if (cl_particles_smoke.integer)
-               for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
-                       particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 5, 5, 255 / cl_particles_quality.value, 512 / cl_particles_quality.value, 9999, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count), dir[1] + lhrandom(-count, count), dir[2] + lhrandom(-count, count), 15, 0, 0, 0, 0, 0);
-
-       // sparks
-       if (cl_particles_sparks.integer)
-               for (f = 0;f < count;f += 1.0f / cl_particles_quality.value)
-                       particle(pt_static, PARTICLE_SPARK, 0x2030FF, 0x80C0FF, tex_particle, false, PBLEND_ADD, 2.0f, 0.1f, lhrandom(64, 255) / cl_particles_quality.value, 512 / cl_particles_quality.value, 9999, 0, 0, org[0], org[1], org[2], lhrandom(-count, count) * 3.0f + dir[0], lhrandom(-count, count) * 3.0f + dir[1], lhrandom(-count, count) * 3.0f + dir[2], 0, 0, 0, 0, 0, 0);
+               while(count--)
+               {
+                       k = particlepalette[colorbase + (rand()&3)];
+                       if (gamemode == GAME_GOODVSBAD2)
+                               particle(particletype + pt_rain, k, k, tex_particle, 20, 0, lhrandom(8, 16), 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0, 0);
+                       else
+                               particle(particletype + pt_rain, k, k, tex_particle, 0.5, 0, lhrandom(8, 16), 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0, 0);
+               }
+               break;
+       case 1:
+               if (!cl_particles_snow.integer) break;
+               while(count--)
+               {
+                       k = particlepalette[colorbase + (rand()&3)];
+                       if (gamemode == GAME_GOODVSBAD2)
+                               p = particle(particletype + pt_snow, k, k, tex_particle, 20, 0, lhrandom(64, 128), 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0, 0);
+                       else
+                               p = particle(particletype + pt_snow, k, k, tex_particle, 1, 0, lhrandom(64, 128), 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0, 0);
+                       if (p)
+                               VectorCopy(p->vel, p->relativedirection);
+               }
+               break;
+       default:
+               Con_Printf ("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
+       }
 }
 
 /*
@@ -1286,215 +1548,270 @@ void CL_MoveParticles (void)
 {
        particle_t *p;
        int i, maxparticle, j, a, content;
-       float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
-#ifdef WORKINGLQUAKE
-       void *hitent;
-#else
-       entity_render_t *hitent;
-#endif
+       float gravity, dvel, decalfade, frametime, f, dist, org[3], oldorg[3];
+       particletype_t *decaltype, *bloodtype;
+       int hitent;
+       trace_t trace;
 
        // LordHavoc: early out condition
-       if (!cl_numparticles)
+       if (!cl.num_particles)
        {
-               cl_freeparticle = 0;
+               cl.free_particle = 0;
                return;
        }
 
-#ifdef WORKINGLQUAKE
-       frametime = cl.frametime;
-#else
-       frametime = cl.time - cl.oldtime;
-#endif
-       gravity = frametime * sv_gravity.value;
+       frametime = bound(0, cl.time - cl.oldtime, 0.1);
+       gravity = frametime * cl.movevars_gravity;
        dvel = 1+4*frametime;
-       bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
+       decalfade = frametime * 255 / cl_decals_fadetime.value;
+       decaltype = particletype + pt_decal;
+       bloodtype = particletype + pt_blood;
 
        maxparticle = -1;
        j = 0;
-       for (i = 0, p = particles;i < cl_numparticles;i++, p++)
+       for (i = 0, p = cl.particles;i < cl.num_particles;i++, p++)
        {
                if (!p->type)
+               {
+                       if (cl.free_particle > i)
+                               cl.free_particle = i;
                        continue;
+               }
                maxparticle = i;
-               content = 0;
-               VectorCopy(p->org, p->oldorg);
-               VectorMA(p->org, frametime, p->vel, p->org);
-               VectorCopy(p->org, org);
-               if (p->bounce)
+
+               // heavily optimized decal case
+               if (p->type == decaltype)
                {
-                       if (CL_TraceLine(p->oldorg, p->org, v, normal, true, &hitent, SUPERCONTENTS_SOLID) < 1)
+                       // FIXME: this has fairly wacky handling of alpha
+                       if (cl.time > p->time2 + cl_decals_time.value)
                        {
-                               VectorCopy(v, p->org);
-                               if (p->bounce < 0)
+                               p->alpha -= decalfade;
+                               if (p->alpha <= 0)
                                {
-                                       // assume it's blood (lame, but...)
-#ifndef WORKINGLQUAKE
-                                       if (cl_stainmaps.integer)
-                                               R_Stain(v, 32, 32, 16, 16, p->alpha * p->scalex * (1.0f / 40.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 40.0f));
-#endif
-                                       if (!cl_decals.integer)
-                                       {
-                                               p->type = pt_dead;
-                                               continue;
-                                       }
-
-                                       p->type = pt_decal;
-                                       p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
-                                       // convert from a blood particle to a blood decal
-                                       p->texnum = tex_blooddecal[rand()&7];
-#ifndef WORKINGLQUAKE
-                                       p->owner = hitent;
-                                       p->ownermodel = hitent->model;
-                                       Matrix4x4_Transform(&hitent->inversematrix, v, p->relativeorigin);
-                                       Matrix4x4_Transform3x3(&hitent->inversematrix, normal, p->relativedirection);
-                                       VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin);
-#endif
-                                       p->time2 = cl.time;
-                                       p->die = p->time2 + cl_decals_time.value + cl_decals_fadetime.value;
-                                       p->alphafade = 0;
-                                       VectorCopy(normal, p->vel2);
-                                       VectorClear(p->vel);
-                                       VectorAdd(p->org, normal, p->org);
-                                       p->bounce = 0;
-                                       p->friction = 0;
-                                       p->gravity = 0;
-                                       p->scalex *= 2.0f;
-                                       p->scaley *= 2.0f;
+                                       p->type = NULL;
+                                       if (cl.free_particle > i)
+                                               cl.free_particle = i;
+                                       continue;
+                               }
+                       }
+                       if (p->owner)
+                       {
+                               if (cl.entities[p->owner].render.model == p->ownermodel)
+                               {
+                                       Matrix4x4_Transform(&cl.entities[p->owner].render.matrix, p->relativeorigin, p->org);
+                                       Matrix4x4_Transform3x3(&cl.entities[p->owner].render.matrix, p->relativedirection, p->vel);
                                }
                                else
                                {
-                                       dist = DotProduct(p->vel, normal) * -p->bounce;
-                                       VectorMA(p->vel, dist, normal, p->vel);
-                                       if (DotProduct(p->vel, p->vel) < 0.03)
-                                               VectorClear(p->vel);
+                                       p->type = NULL;
+                                       if (cl.free_particle > i)
+                                               cl.free_particle = i;
                                }
                        }
+                       continue;
+               }
+
+               if (p->delayedspawn)
+               {
+                       if (p->delayedspawn > cl.time)
+                               continue;
+                       p->delayedspawn = 0;
                }
 
-               p->vel[2] -= p->gravity * gravity;
+               content = 0;
 
+               p->size += p->sizeincrease * frametime;
                p->alpha -= p->alphafade * frametime;
 
-               if (p->alpha <= 0 || cl.time > p->die)
+               if (p->alpha <= 0 || p->die <= cl.time)
                {
-                       p->type = pt_dead;
+                       p->type = NULL;
+                       if (cl.free_particle > i)
+                               cl.free_particle = i;
                        continue;
                }
 
-               if (p->friction)
+               if (p->type->orientation != PARTICLE_BEAM)
                {
-                       f = p->friction * frametime;
-                       if (!content)
-                               content = CL_PointQ1Contents(p->org);
-                       if (content != CONTENTS_EMPTY)
-                               f *= 4;
-                       f = 1.0f - f;
-                       VectorScale(p->vel, f, p->vel);
+                       VectorCopy(p->org, oldorg);
+                       VectorMA(p->org, frametime, p->vel, p->org);
+                       VectorCopy(p->org, org);
+                       if (p->bounce && cl.time >= p->delayedcollisions)
+                       {
+                               trace = CL_Move(oldorg, vec3_origin, vec3_origin, p->org, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | (p->type == particletype + pt_rain ? SUPERCONTENTS_LIQUIDSMASK : 0), true, false, &hitent, false);
+                               // if the trace started in or hit something of SUPERCONTENTS_NODROP
+                               // or if the trace hit something flagged as NOIMPACT
+                               // then remove the particle
+                               if (trace.hitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT || ((trace.startsupercontents | trace.hitsupercontents) & SUPERCONTENTS_NODROP))
+                               {
+                                       p->type = NULL;
+                                       continue;
+                               }
+                               // react if the particle hit something
+                               if (trace.fraction < 1)
+                               {
+                                       VectorCopy(trace.endpos, p->org);
+                                       if (p->type == particletype + pt_rain)
+                                       {
+                                               // raindrop - splash on solid/water/slime/lava
+                                               int count;
+                                               // convert from a raindrop particle to a rainsplash decal
+                                               VectorCopy(trace.plane.normal, p->vel);
+                                               VectorAdd(p->org, p->vel, p->org);
+                                               p->type = particletype + pt_raindecal;
+                                               p->texnum = tex_rainsplash;
+                                               p->time2 = cl.time;
+                                               p->alphafade = p->alpha / 0.4;
+                                               p->bounce = 0;
+                                               p->airfriction = 0;
+                                               p->liquidfriction = 0;
+                                               p->gravity = 0;
+                                               p->size *= 1.0f;
+                                               p->sizeincrease = p->size * 20;
+                                               count = (int)lhrandom(1, 10);
+                                               while(count--)
+                                                       particle(particletype + pt_spark, 0x000000, 0x707070, tex_particle, 0.25f, 0, lhrandom(64, 255), 512, 1, 0, p->org[0], p->org[1], p->org[2], p->vel[0]*16, p->vel[1]*16, cl.movevars_gravity * 0.04 + p->vel[2]*16, 0, 0, 0, 32);
+                                       }
+                                       else if (p->type == bloodtype)
+                                       {
+                                               // blood - splash on solid
+                                               if (trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS)
+                                               {
+                                                       p->type = NULL;
+                                                       continue;
+                                               }
+                                               if (cl_stainmaps.integer)
+                                                       R_Stain(p->org, 32, 32, 16, 16, (int)(p->alpha * p->size * (1.0f / 40.0f)), 192, 48, 48, (int)(p->alpha * p->size * (1.0f / 40.0f)));
+                                               if (!cl_decals.integer)
+                                               {
+                                                       p->type = NULL;
+                                                       continue;
+                                               }
+                                               // convert from a blood particle to a blood decal
+                                               VectorCopy(trace.plane.normal, p->vel);
+                                               VectorAdd(p->org, p->vel, p->org);
+
+                                               p->type = particletype + pt_decal;
+                                               p->texnum = tex_blooddecal[rand()&7];
+                                               p->owner = hitent;
+                                               p->ownermodel = cl.entities[hitent].render.model;
+                                               // these relative things are only used to regenerate p->org and p->vel if p->owner is not world (0)
+                                               Matrix4x4_Transform(&cl.entities[hitent].render.inversematrix, p->org, p->relativeorigin);
+                                               Matrix4x4_Transform3x3(&cl.entities[hitent].render.inversematrix, p->vel, p->relativedirection);
+                                               p->time2 = cl.time;
+                                               p->alphafade = 0;
+                                               p->bounce = 0;
+                                               p->airfriction = 0;
+                                               p->liquidfriction = 0;
+                                               p->gravity = 0;
+                                               p->size *= 2.0f;
+                                       }
+                                       else if (p->bounce < 0)
+                                       {
+                                               // bounce -1 means remove on impact
+                                               p->type = NULL;
+                                               continue;
+                                       }
+                                       else
+                                       {
+                                               // anything else - bounce off solid
+                                               dist = DotProduct(p->vel, trace.plane.normal) * -p->bounce;
+                                               VectorMA(p->vel, dist, trace.plane.normal, p->vel);
+                                               if (DotProduct(p->vel, p->vel) < 0.03)
+                                                       VectorClear(p->vel);
+                                       }
+                               }
+                       }
+                       p->vel[2] -= p->gravity * gravity;
+
+                       if (p->liquidfriction && CL_PointSuperContents(p->org) & SUPERCONTENTS_LIQUIDSMASK)
+                       {
+                               f = 1.0f - min(p->liquidfriction * frametime, 1);
+                               VectorScale(p->vel, f, p->vel);
+                       }
+                       else if (p->airfriction)
+                       {
+                               f = 1.0f - min(p->airfriction * frametime, 1);
+                               VectorScale(p->vel, f, p->vel);
+                       }
                }
 
-               if (p->type != pt_static)
+               if (p->type != particletype + pt_static)
                {
-                       switch (p->type)
+                       switch (p->type - particletype)
                        {
+                       case pt_entityparticle:
+                               // particle that removes itself after one rendered frame
+                               if (p->time2)
+                                       p->type = NULL;
+                               else
+                                       p->time2 = 1;
+                               break;
                        case pt_blood:
-                               if (!content)
-                                       content = CL_PointQ1Contents(p->org);
-                               a = content;
-                               if (a != CONTENTS_EMPTY)
+                               a = CL_PointSuperContents(p->org);
+                               if (a & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME))
                                {
-                                       if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
-                                       {
-                                               p->scalex += frametime * 8;
-                                               p->scaley += frametime * 8;
-                                               //p->alpha -= bloodwaterfade;
-                                       }
-                                       else
-                                               p->type = pt_dead;
+                                       p->size += frametime * 8;
+                                       //p->alpha -= bloodwaterfade;
                                }
                                else
                                        p->vel[2] -= gravity;
+                               if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_LAVA | SUPERCONTENTS_NODROP))
+                                       p->type = NULL;
                                break;
                        case pt_bubble:
-                               if (!content)
-                                       content = CL_PointQ1Contents(p->org);
-                               if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
+                               a = CL_PointSuperContents(p->org);
+                               if (!(a & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)))
                                {
-                                       p->type = pt_dead;
+                                       p->type = NULL;
                                        break;
                                }
                                break;
                        case pt_rain:
+                               a = CL_PointSuperContents(p->org);
+                               if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK))
+                                       p->type = NULL;
+                               break;
+                       case pt_snow:
                                if (cl.time > p->time2)
                                {
                                        // snow flutter
                                        p->time2 = cl.time + (rand() & 3) * 0.1;
-                                       p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
-                                       p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
-                                       p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
-                               }
-                               if (!content)
-                                       content = CL_PointQ1Contents(p->org);
-                               a = content;
-                               if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
-                                       p->type = pt_dead;
-                               break;
-                       case pt_grow:
-                               p->scalex += frametime * p->time2;
-                               p->scaley += frametime * p->time2;
-                               break;
-                       case pt_decal:
-                               p->alphafade = cl.time > (p->time2 + cl_decals_time.value) ? (p->alpha / cl_decals_fadetime.value) : 0;
-#ifndef WORKINGLQUAKE
-                               if (p->owner->model == p->ownermodel)
-                               {
-                                       Matrix4x4_Transform(&p->owner->matrix, p->relativeorigin, p->org);
-                                       Matrix4x4_Transform3x3(&p->owner->matrix, p->relativedirection, p->vel2);
-                               }
-                               else
-                                       p->type = pt_dead;
-#endif
-                               break;
-                       case pt_ember:
-                               while (cl.time > p->time2)
-                               {
-                                       p->time2 += 0.025;
-                                       particle(pt_static, PARTICLE_SPARK, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, p->scalex * 0.75, p->scaley * 0.75, p->alpha, p->alphafade, 9999, 0.5, 0, p->org[0], p->org[1], p->org[2], p->vel[0] * lhrandom(0.4, 0.6), p->vel[1] * lhrandom(0.4, 0.6), p->vel[2] * lhrandom(0.4, 0.6), 0, 0, 0, 0, 0, 0);
+                                       p->vel[0] = p->relativedirection[0] + lhrandom(-32, 32);
+                                       p->vel[1] = p->relativedirection[1] + lhrandom(-32, 32);
+                                       //p->vel[2] = p->relativedirection[2] + lhrandom(-32, 32);
                                }
+                               a = CL_PointSuperContents(p->org);
+                               if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK))
+                                       p->type = NULL;
                                break;
                        default:
-                               Con_Printf("unknown particle type %i\n", p->type);
-                               p->type = pt_dead;
                                break;
                        }
                }
        }
-       cl_numparticles = maxparticle + 1;
-       cl_freeparticle = 0;
+       cl.num_particles = maxparticle + 1;
 }
 
 #define MAX_PARTICLETEXTURES 64
 // particletexture_t is a rectangle in the particlefonttexture
-typedef struct
+typedef struct particletexture_s
 {
        rtexture_t *texture;
        float s1, t1, s2, t2;
 }
 particletexture_t;
 
-#if WORKINGLQUAKE
-static int particlefonttexture;
-#else
 static rtexturepool_t *particletexturepool;
 static rtexture_t *particlefonttexture;
-#endif
 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
 
-static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
+static cvar_t r_drawparticles = {0, "r_drawparticles", "1", "enables drawing of particles"};
 
 #define PARTICLETEXTURESIZE 64
 #define PARTICLEFONTSIZE (PARTICLETEXTURESIZE*8)
 
-static qbyte shadebubble(float dx, float dy, vec3_t light)
+static unsigned char shadebubble(float dx, float dy, vec3_t light)
 {
        float dz, f, dot;
        vec3_t normal;
@@ -1521,30 +1838,26 @@ static qbyte shadebubble(float dx, float dy, vec3_t light)
                f *= 128;
                f += 16; // just to give it a haze so you can see the outline
                f = bound(0, f, 255);
-               return (qbyte) f;
+               return (unsigned char) f;
        }
        else
                return 0;
 }
 
-static void setuptex(int texnum, qbyte *data, qbyte *particletexturedata)
+static void setuptex(int texnum, unsigned char *data, unsigned char *particletexturedata)
 {
        int basex, basey, y;
        basex = ((texnum >> 0) & 7) * PARTICLETEXTURESIZE;
        basey = ((texnum >> 3) & 7) * PARTICLETEXTURESIZE;
-       particletexture[texnum].s1 = (basex + 1) / (float)PARTICLEFONTSIZE;
-       particletexture[texnum].t1 = (basey + 1) / (float)PARTICLEFONTSIZE;
-       particletexture[texnum].s2 = (basex + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
-       particletexture[texnum].t2 = (basey + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
        for (y = 0;y < PARTICLETEXTURESIZE;y++)
                memcpy(particletexturedata + ((basey + y) * PARTICLEFONTSIZE + basex) * 4, data + y * PARTICLETEXTURESIZE * 4, PARTICLETEXTURESIZE * 4);
 }
 
-void particletextureblotch(qbyte *data, float radius, float red, float green, float blue, float alpha)
+void particletextureblotch(unsigned char *data, float radius, float red, float green, float blue, float alpha)
 {
        int x, y;
        float cx, cy, dx, dy, f, iradius;
-       qbyte *d;
+       unsigned char *d;
        cx = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
        cy = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
        iradius = 1.0f / radius;
@@ -1559,15 +1872,15 @@ void particletextureblotch(qbyte *data, float radius, float red, float green, fl
                        if (f > 0)
                        {
                                d = data + (y * PARTICLETEXTURESIZE + x) * 4;
-                               d[0] += f * (red   - d[0]);
-                               d[1] += f * (green - d[1]);
-                               d[2] += f * (blue  - d[2]);
+                               d[0] += (int)(f * (red   - d[0]));
+                               d[1] += (int)(f * (green - d[1]));
+                               d[2] += (int)(f * (blue  - d[2]));
                        }
                }
        }
 }
 
-void particletextureclamp(qbyte *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
+void particletextureclamp(unsigned char *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
 {
        int i;
        for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
@@ -1578,7 +1891,7 @@ void particletextureclamp(qbyte *data, int minr, int ming, int minb, int maxr, i
        }
 }
 
-void particletextureinvert(qbyte *data)
+void particletextureinvert(unsigned char *data)
 {
        int i;
        for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
@@ -1589,13 +1902,46 @@ void particletextureinvert(qbyte *data)
        }
 }
 
+// Those loops are in a separate function to work around an optimization bug in Mac OS X's GCC
+static void R_InitBloodTextures (unsigned char *particletexturedata)
+{
+       int i, j, k, m;
+       unsigned char data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4];
+
+       // blood particles
+       for (i = 0;i < 8;i++)
+       {
+               memset(&data[0][0][0], 255, sizeof(data));
+               for (k = 0;k < 24;k++)
+                       particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 96, 0, 0, 160);
+               //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
+               particletextureinvert(&data[0][0][0]);
+               setuptex(tex_bloodparticle[i], &data[0][0][0], particletexturedata);
+       }
+
+       // blood decals
+       for (i = 0;i < 8;i++)
+       {
+               memset(&data[0][0][0], 255, sizeof(data));
+               m = 8;
+               for (j = 1;j < 10;j++)
+                       for (k = min(j, m - 1);k < m;k++)
+                               particletextureblotch(&data[0][0][0], (float)j*PARTICLETEXTURESIZE/64.0f, 96, 0, 0, 192 - j * 8);
+               //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
+               particletextureinvert(&data[0][0][0]);
+               setuptex(tex_blooddecal[i], &data[0][0][0], particletexturedata);
+       }
+
+}
+
+//uncomment this to make engine save out particle font to a tga file when run
+//#define DUMPPARTICLEFONT
+
 static void R_InitParticleTexture (void)
 {
-       int x, y, d, i, j, k, m;
-       float dx, dy, radius, f, f2;
-       qbyte data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4], noise1[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise2[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise3[64][64], data2[64][16][4];
+       int x, y, d, i, k, m;
+       float dx, dy, f;
        vec3_t light;
-       qbyte *particletexturedata;
 
        // a note: decals need to modulate (multiply) the background color to
        // properly darken it (stain), and they need to be able to alpha fade,
@@ -1606,194 +1952,186 @@ static void R_InitParticleTexture (void)
        // and white on black background) so we can alpha fade it to black, then
        // we invert it again during the blendfunc to make it work...
 
-       particletexturedata = Mem_Alloc(tempmempool, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
-       memset(particletexturedata, 255, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
-
-       // smoke
-       for (i = 0;i < 8;i++)
+#ifndef DUMPPARTICLEFONT
+       particlefonttexture = loadtextureimage(particletexturepool, "particles/particlefont.tga", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
+       if (!particlefonttexture)
+#endif
        {
-               memset(&data[0][0][0], 255, sizeof(data));
-               do
+               unsigned char *particletexturedata = (unsigned char *)Mem_Alloc(tempmempool, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
+               unsigned char data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4];
+               memset(particletexturedata, 255, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
+
+               // smoke
+               for (i = 0;i < 8;i++)
                {
-                       fractalnoise(&noise1[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8);
-                       fractalnoise(&noise2[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4);
-                       m = 0;
-                       for (y = 0;y < PARTICLETEXTURESIZE;y++)
+                       memset(&data[0][0][0], 255, sizeof(data));
+                       do
                        {
-                               dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
-                               for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                               unsigned char noise1[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise2[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2];
+
+                               fractalnoise(&noise1[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8);
+                               fractalnoise(&noise2[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4);
+                               m = 0;
+                               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                                {
-                                       dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
-                                       d = (noise2[y][x] - 128) * 3 + 192;
-                                       if (d > 0)
-                                               d = d * (1-(dx*dx+dy*dy));
-                                       d = (d * noise1[y][x]) >> 7;
-                                       d = bound(0, d, 255);
-                                       data[y][x][3] = (qbyte) d;
-                                       if (m < d)
-                                               m = d;
+                                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                                       {
+                                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                                               d = (noise2[y][x] - 128) * 3 + 192;
+                                               if (d > 0)
+                                                       d = (int)(d * (1-(dx*dx+dy*dy)));
+                                               d = (d * noise1[y][x]) >> 7;
+                                               d = bound(0, d, 255);
+                                               data[y][x][3] = (unsigned char) d;
+                                               if (m < d)
+                                                       m = d;
+                                       }
                                }
                        }
+                       while (m < 224);
+                       setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
                }
-               while (m < 224);
-               setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
-       }
 
-       // rain splash
-       for (i = 0;i < 16;i++)
-       {
+               // rain splash
                memset(&data[0][0][0], 255, sizeof(data));
-               radius = i * 3.0f / 4.0f / 16.0f;
-               f2 = 255.0f * ((15.0f - i) / 15.0f);
                for (y = 0;y < PARTICLETEXTURESIZE;y++)
                {
-                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
                        for (x = 0;x < PARTICLETEXTURESIZE;x++)
                        {
-                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
-                               f = f2 * (1.0 - 4.0f * fabs(radius - sqrt(dx*dx+dy*dy)));
+                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                               f = 255.0f * (1.0 - 4.0f * fabs(10.0f - sqrt(dx*dx+dy*dy)));
                                data[y][x][3] = (int) (bound(0.0f, f, 255.0f));
                        }
                }
-               setuptex(tex_rainsplash[i], &data[0][0][0], particletexturedata);
-       }
+               setuptex(tex_rainsplash, &data[0][0][0], particletexturedata);
 
-       // normal particle
-       memset(&data[0][0][0], 255, sizeof(data));
-       for (y = 0;y < PARTICLETEXTURESIZE;y++)
-       {
-               dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
-               for (x = 0;x < PARTICLETEXTURESIZE;x++)
+               // normal particle
+               memset(&data[0][0][0], 255, sizeof(data));
+               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                {
-                       dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
-                       d = 256 * (1 - (dx*dx+dy*dy));
-                       d = bound(0, d, 255);
-                       data[y][x][3] = (qbyte) d;
+                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                       {
+                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                               d = (int)(256 * (1 - (dx*dx+dy*dy)));
+                               d = bound(0, d, 255);
+                               data[y][x][3] = (unsigned char) d;
+                       }
                }
-       }
-       setuptex(tex_particle, &data[0][0][0], particletexturedata);
+               setuptex(tex_particle, &data[0][0][0], particletexturedata);
 
-       // rain
-       memset(&data[0][0][0], 255, sizeof(data));
-       light[0] = 1;light[1] = 1;light[2] = 1;
-       VectorNormalize(light);
-       for (y = 0;y < PARTICLETEXTURESIZE;y++)
-       {
-               dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
-               // stretch upper half of bubble by +50% and shrink lower half by -50%
-               // (this gives an elongated teardrop shape)
-               if (dy > 0.5f)
-                       dy = (dy - 0.5f) * 2.0f;
-               else
-                       dy = (dy - 0.5f) / 1.5f;
-               for (x = 0;x < PARTICLETEXTURESIZE;x++)
+               // rain
+               memset(&data[0][0][0], 255, sizeof(data));
+               light[0] = 1;light[1] = 1;light[2] = 1;
+               VectorNormalize(light);
+               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                {
-                       dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
-                       // shrink bubble width to half
-                       dx *= 2.0f;
-                       data[y][x][3] = shadebubble(dx, dy, light);
+                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                       // stretch upper half of bubble by +50% and shrink lower half by -50%
+                       // (this gives an elongated teardrop shape)
+                       if (dy > 0.5f)
+                               dy = (dy - 0.5f) * 2.0f;
+                       else
+                               dy = (dy - 0.5f) / 1.5f;
+                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                       {
+                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                               // shrink bubble width to half
+                               dx *= 2.0f;
+                               data[y][x][3] = shadebubble(dx, dy, light);
+                       }
                }
-       }
-       setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
+               setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
 
-       // bubble
-       memset(&data[0][0][0], 255, sizeof(data));
-       light[0] = 1;light[1] = 1;light[2] = 1;
-       VectorNormalize(light);
-       for (y = 0;y < PARTICLETEXTURESIZE;y++)
-       {
-               dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
-               for (x = 0;x < PARTICLETEXTURESIZE;x++)
+               // bubble
+               memset(&data[0][0][0], 255, sizeof(data));
+               light[0] = 1;light[1] = 1;light[2] = 1;
+               VectorNormalize(light);
+               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                {
-                       dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
-                       data[y][x][3] = shadebubble(dx, dy, light);
+                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                       {
+                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                               data[y][x][3] = shadebubble(dx, dy, light);
+                       }
                }
-       }
-       setuptex(tex_bubble, &data[0][0][0], particletexturedata);
-
-       // blood particles
-       for (i = 0;i < 8;i++)
-       {
-               memset(&data[0][0][0], 255, sizeof(data));
-               for (k = 0;k < 24;k++)
-                       particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 96, 0, 0, 160);
-               //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
-               particletextureinvert(&data[0][0][0]);
-               setuptex(tex_bloodparticle[i], &data[0][0][0], particletexturedata);
-       }
-
-       // blood decals
-       for (i = 0;i < 8;i++)
-       {
-               memset(&data[0][0][0], 255, sizeof(data));
-               m = 8;
-               for (j = 1;j < 10;j++)
-                       for (k = min(j, m - 1);k < m;k++)
-                               particletextureblotch(&data[0][0][0], (float)j*PARTICLETEXTURESIZE/64.0f, 96, 0, 0, 192 - j * 8);
-               //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
-               particletextureinvert(&data[0][0][0]);
-               setuptex(tex_blooddecal[i], &data[0][0][0], particletexturedata);
-       }
+               setuptex(tex_bubble, &data[0][0][0], particletexturedata);
 
-       // bullet decals
-       for (i = 0;i < 8;i++)
-       {
-               memset(&data[0][0][0], 255, sizeof(data));
-               for (k = 0;k < 12;k++)
-                       particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 0, 0, 0, 128);
-               for (k = 0;k < 3;k++)
-                       particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/2, 0, 0, 0, 160);
-               //particletextureclamp(&data[0][0][0], 64, 64, 64, 255, 255, 255);
-               particletextureinvert(&data[0][0][0]);
-               setuptex(tex_bulletdecal[i], &data[0][0][0], particletexturedata);
-       }
+               // Blood particles and blood decals
+               R_InitBloodTextures (particletexturedata);
 
-#if WORKINGLQUAKE
-       glBindTexture(GL_TEXTURE_2D, (particlefonttexture = gl_extension_number++));
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-#else
+               // bullet decals
+               for (i = 0;i < 8;i++)
+               {
+                       memset(&data[0][0][0], 255, sizeof(data));
+                       for (k = 0;k < 12;k++)
+                               particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 0, 0, 0, 128);
+                       for (k = 0;k < 3;k++)
+                               particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/2, 0, 0, 0, 160);
+                       //particletextureclamp(&data[0][0][0], 64, 64, 64, 255, 255, 255);
+                       particletextureinvert(&data[0][0][0]);
+                       setuptex(tex_bulletdecal[i], &data[0][0][0], particletexturedata);
+               }
 
-#if 0
-       Image_WriteTGARGBA ("particles/particlefont.tga", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata);
+#ifdef DUMPPARTICLEFONT
+               Image_WriteTGARGBA ("particles/particlefont.tga", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata);
 #endif
 
-       particlefonttexture = loadtextureimage(particletexturepool, "particles/particlefont.tga", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
-       if (!particlefonttexture)
                particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
+
+               Mem_Free(particletexturedata);
+       }
        for (i = 0;i < MAX_PARTICLETEXTURES;i++)
+       {
+               int basex = ((i >> 0) & 7) * PARTICLETEXTURESIZE;
+               int basey = ((i >> 3) & 7) * PARTICLETEXTURESIZE;
                particletexture[i].texture = particlefonttexture;
+               particletexture[i].s1 = (basex + 1) / (float)PARTICLEFONTSIZE;
+               particletexture[i].t1 = (basey + 1) / (float)PARTICLEFONTSIZE;
+               particletexture[i].s2 = (basex + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
+               particletexture[i].t2 = (basey + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
+       }
 
-       // nexbeam
-       fractalnoise(&noise3[0][0], 64, 4);
-       m = 0;
-       for (y = 0;y < 64;y++)
+#ifndef DUMPPARTICLEFONT
+       particletexture[tex_beam].texture = loadtextureimage(particletexturepool, "particles/nexbeam.tga", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
+       if (!particletexture[tex_beam].texture)
+#endif
        {
-               dy = (y - 0.5f*64) / (64*0.5f+1);
-               for (x = 0;x < 16;x++)
+               unsigned char noise3[64][64], data2[64][16][4];
+               // nexbeam
+               fractalnoise(&noise3[0][0], 64, 4);
+               m = 0;
+               for (y = 0;y < 64;y++)
                {
-                       dx = (x - 0.5f*16) / (16*0.5f+1);
-                       d = (1 - (dx*dx)) * noise3[y][x];
-                       data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (qbyte) bound(0, d, 255);
-                       data2[y][x][3] = 255;
+                       dy = (y - 0.5f*64) / (64*0.5f-1);
+                       for (x = 0;x < 16;x++)
+                       {
+                               dx = (x - 0.5f*16) / (16*0.5f-2);
+                               d = (int)((1 - sqrt(fabs(dx))) * noise3[y][x]);
+                               data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (unsigned char) bound(0, d, 255);
+                               data2[y][x][3] = 255;
+                       }
                }
-       }
 
-       particletexture[tex_beam].texture = loadtextureimage(particletexturepool, "particles/nexbeam.tga", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
-       if (!particletexture[tex_beam].texture)
+#ifdef DUMPPARTICLEFONT
+               Image_WriteTGARGBA ("particles/nexbeam.tga", 64, 64, &data2[0][0][0]);
+#endif
                particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "nexbeam", 16, 64, &data2[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       }
        particletexture[tex_beam].s1 = 0;
        particletexture[tex_beam].t1 = 0;
        particletexture[tex_beam].s2 = 1;
        particletexture[tex_beam].t2 = 1;
-#endif
-       Mem_Free(particletexturedata);
 }
 
 static void r_part_start(void)
 {
        particletexturepool = R_AllocTexturePool();
        R_InitParticleTexture ();
+       CL_Particles_LoadEffectInfo();
 }
 
 static void r_part_shutdown(void)
@@ -1803,175 +2141,225 @@ static void r_part_shutdown(void)
 
 static void r_part_newmap(void)
 {
-       cl_numparticles = 0;
-       cl_freeparticle = 0;
 }
 
+#define BATCHSIZE 256
+int particle_element3i[BATCHSIZE*6];
+float particle_vertex3f[BATCHSIZE*12], particle_texcoord2f[BATCHSIZE*8], particle_color4f[BATCHSIZE*16];
+
 void R_Particles_Init (void)
 {
+       int i;
+       for (i = 0;i < BATCHSIZE;i++)
+       {
+               particle_element3i[i*6+0] = i*4+0;
+               particle_element3i[i*6+1] = i*4+1;
+               particle_element3i[i*6+2] = i*4+2;
+               particle_element3i[i*6+3] = i*4+0;
+               particle_element3i[i*6+4] = i*4+2;
+               particle_element3i[i*6+5] = i*4+3;
+       }
+
        Cvar_RegisterVariable(&r_drawparticles);
-#ifdef WORKINGLQUAKE
-       r_part_start();
-#else
        R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
-#endif
 }
 
-#ifdef WORKINGLQUAKE
-void R_InitParticles(void)
+void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       CL_Particles_Init();
-       R_Particles_Init();
-}
-#endif
+       int surfacelistindex;
+       int batchstart, batchcount;
+       const particle_t *p;
+       pblend_t blendmode;
+       rtexture_t *texture;
+       float *v3f, *t2f, *c4f;
 
-float particle_vertex3f[12], particle_texcoord2f[8];
+       R_Mesh_Matrix(&identitymatrix);
+       R_Mesh_ResetTextureState();
+       R_Mesh_VertexPointer(particle_vertex3f, 0, 0);
+       R_Mesh_TexCoordPointer(0, 2, particle_texcoord2f, 0, 0);
+       R_Mesh_ColorPointer(particle_color4f, 0, 0);
+       GL_DepthMask(false);
+       GL_DepthRange(0, 1);
+       GL_PolygonOffset(0, 0);
+       GL_DepthTest(true);
+       GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
 
-#ifdef WORKINGLQUAKE
-void R_DrawParticle(particle_t *p)
-{
-#else
-void R_DrawParticleCallback(const void *calldata1, int calldata2)
-{
-       const particle_t *p = calldata1;
-       rmeshstate_t m;
-#endif
-       float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
-       particletexture_t *tex;
+       // first generate all the vertices at once
+       for (surfacelistindex = 0, v3f = particle_vertex3f, t2f = particle_texcoord2f, c4f = particle_color4f;surfacelistindex < numsurfaces;surfacelistindex++, v3f += 3*4, t2f += 2*4, c4f += 4*4)
+       {
+               particletexture_t *tex;
+               const float *org;
+               float up2[3], v[3], right[3], up[3], fog, cr, cg, cb, ca, size;
 
-       VectorCopy(p->org, org);
+               p = cl.particles + surfacelist[surfacelistindex];
 
-       tex = &particletexture[p->texnum];
-       cr = p->color[0] * (1.0f / 255.0f);
-       cg = p->color[1] * (1.0f / 255.0f);
-       cb = p->color[2] * (1.0f / 255.0f);
-       ca = p->alpha * (1.0f / 255.0f);
-       if (p->blendmode == PBLEND_MOD)
-       {
-               cr *= ca;
-               cg *= ca;
-               cb *= ca;
-               cr = min(cr, 1);
-               cg = min(cg, 1);
-               cb = min(cb, 1);
-               ca = 1;
-       }
+               blendmode = p->type->blendmode;
 
-#ifndef WORKINGLQUAKE
-       if (fogenabled && p->blendmode != PBLEND_MOD)
-       {
-               VectorSubtract(org, r_vieworigin, fogvec);
-               fog = exp(fogdensity/DotProduct(fogvec,fogvec));
-               ifog = 1 - fog;
-               cr = cr * ifog;
-               cg = cg * ifog;
-               cb = cb * ifog;
-               if (p->blendmode == 0)
+               cr = p->color[0] * (1.0f / 255.0f) * r_view.colorscale;
+               cg = p->color[1] * (1.0f / 255.0f) * r_view.colorscale;
+               cb = p->color[2] * (1.0f / 255.0f) * r_view.colorscale;
+               ca = p->alpha * (1.0f / 255.0f);
+               if (blendmode == PBLEND_MOD)
                {
-                       cr += fogcolor[0] * fog;
-                       cg += fogcolor[1] * fog;
-                       cb += fogcolor[2] * fog;
+                       cr *= ca;
+                       cg *= ca;
+                       cb *= ca;
+                       cr = min(cr, 1);
+                       cg = min(cg, 1);
+                       cb = min(cb, 1);
+                       ca = 1;
                }
-       }
-
-       R_Mesh_Matrix(&r_identitymatrix);
-
-       memset(&m, 0, sizeof(m));
-       m.tex[0] = R_GetTexture(tex->texture);
-       m.pointer_texcoord[0] = particle_texcoord2f;
-       m.pointer_vertex = particle_vertex3f;
-       R_Mesh_State(&m);
-
-       GL_Color(cr, cg, cb, ca);
-
-       if (p->blendmode == 0)
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       else if (p->blendmode == 1)
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       else
-               GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-#endif
-       if (p->orientation == PARTICLE_BILLBOARD || p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
-       {
-               if (p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
+               ca *= cl_particles_alpha.value;
+               if (p->type->lighting)
+               {
+                       float ambient[3], diffuse[3], diffusenormal[3];
+                       R_CompleteLightPoint(ambient, diffuse, diffusenormal, p->org, true);
+                       cr *= (ambient[0] + 0.5 * diffuse[0]);
+                       cg *= (ambient[1] + 0.5 * diffuse[1]);
+                       cb *= (ambient[2] + 0.5 * diffuse[2]);
+               }
+               if (r_refdef.fogenabled)
+               {
+                       fog = FogPoint_World(p->org);
+                       cr = cr * fog;
+                       cg = cg * fog;
+                       cb = cb * fog;
+                       if (blendmode == PBLEND_ALPHA)
+                       {
+                               fog = 1 - fog;
+                               cr += r_refdef.fogcolor[0] * fog * r_view.colorscale;
+                               cg += r_refdef.fogcolor[1] * fog * r_view.colorscale;
+                               cb += r_refdef.fogcolor[2] * fog * r_view.colorscale;
+                       }
+               }
+               c4f[0] = c4f[4] = c4f[8] = c4f[12] = cr;
+               c4f[1] = c4f[5] = c4f[9] = c4f[13] = cg;
+               c4f[2] = c4f[6] = c4f[10] = c4f[14] = cb;
+               c4f[3] = c4f[7] = c4f[11] = c4f[15] = ca;
+
+               size = p->size * cl_particles_size.value;
+               org = p->org;
+               tex = &particletexture[p->texnum];
+               if (p->type->orientation == PARTICLE_BILLBOARD)
+               {
+                       VectorScale(r_view.left, -size, right);
+                       VectorScale(r_view.up, size, up);
+                       v3f[ 0] = org[0] - right[0] - up[0];
+                       v3f[ 1] = org[1] - right[1] - up[1];
+                       v3f[ 2] = org[2] - right[2] - up[2];
+                       v3f[ 3] = org[0] - right[0] + up[0];
+                       v3f[ 4] = org[1] - right[1] + up[1];
+                       v3f[ 5] = org[2] - right[2] + up[2];
+                       v3f[ 6] = org[0] + right[0] + up[0];
+                       v3f[ 7] = org[1] + right[1] + up[1];
+                       v3f[ 8] = org[2] + right[2] + up[2];
+                       v3f[ 9] = org[0] + right[0] - up[0];
+                       v3f[10] = org[1] + right[1] - up[1];
+                       v3f[11] = org[2] + right[2] - up[2];
+                       t2f[0] = tex->s1;t2f[1] = tex->t2;
+                       t2f[2] = tex->s1;t2f[3] = tex->t1;
+                       t2f[4] = tex->s2;t2f[5] = tex->t1;
+                       t2f[6] = tex->s2;t2f[7] = tex->t2;
+               }
+               else if (p->type->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
                {
                        // double-sided
-                       if (DotProduct(p->vel2, r_vieworigin) > DotProduct(p->vel2, org))
+                       if (DotProduct(p->vel, r_view.origin) > DotProduct(p->vel, org))
                        {
-                               VectorNegate(p->vel2, v);
+                               VectorNegate(p->vel, v);
                                VectorVectors(v, right, up);
                        }
                        else
-                               VectorVectors(p->vel2, right, up);
-                       VectorScale(right, p->scalex, right);
-                       VectorScale(up, p->scaley, up);
+                               VectorVectors(p->vel, right, up);
+                       VectorScale(right, size, right);
+                       VectorScale(up, size, up);
+                       v3f[ 0] = org[0] - right[0] - up[0];
+                       v3f[ 1] = org[1] - right[1] - up[1];
+                       v3f[ 2] = org[2] - right[2] - up[2];
+                       v3f[ 3] = org[0] - right[0] + up[0];
+                       v3f[ 4] = org[1] - right[1] + up[1];
+                       v3f[ 5] = org[2] - right[2] + up[2];
+                       v3f[ 6] = org[0] + right[0] + up[0];
+                       v3f[ 7] = org[1] + right[1] + up[1];
+                       v3f[ 8] = org[2] + right[2] + up[2];
+                       v3f[ 9] = org[0] + right[0] - up[0];
+                       v3f[10] = org[1] + right[1] - up[1];
+                       v3f[11] = org[2] + right[2] - up[2];
+                       t2f[0] = tex->s1;t2f[1] = tex->t2;
+                       t2f[2] = tex->s1;t2f[3] = tex->t1;
+                       t2f[4] = tex->s2;t2f[5] = tex->t1;
+                       t2f[6] = tex->s2;t2f[7] = tex->t2;
+               }
+               else if (p->type->orientation == PARTICLE_SPARK)
+               {
+                       VectorMA(org, -0.02, p->vel, v);
+                       VectorMA(org, 0.02, p->vel, up2);
+                       R_CalcBeam_Vertex3f(v3f, v, up2, size);
+                       t2f[0] = tex->s1;t2f[1] = tex->t2;
+                       t2f[2] = tex->s1;t2f[3] = tex->t1;
+                       t2f[4] = tex->s2;t2f[5] = tex->t1;
+                       t2f[6] = tex->s2;t2f[7] = tex->t2;
+               }
+               else if (p->type->orientation == PARTICLE_BEAM)
+               {
+                       R_CalcBeam_Vertex3f(v3f, org, p->vel, size);
+                       VectorSubtract(p->vel, org, up);
+                       VectorNormalize(up);
+                       v[0] = DotProduct(org, up) * (1.0f / 64.0f);
+                       v[1] = DotProduct(p->vel, up) * (1.0f / 64.0f);
+                       t2f[0] = 1;t2f[1] = v[0];
+                       t2f[2] = 0;t2f[3] = v[0];
+                       t2f[4] = 0;t2f[5] = v[1];
+                       t2f[6] = 1;t2f[7] = v[1];
                }
                else
                {
-                       VectorScale(r_viewleft, -p->scalex, right);
-                       VectorScale(r_viewup, p->scaley, up);
+                       Con_Printf("R_DrawParticles: unknown particle orientation %i\n", p->type->orientation);
+                       return;
                }
-               particle_vertex3f[ 0] = org[0] - right[0] - up[0];
-               particle_vertex3f[ 1] = org[1] - right[1] - up[1];
-               particle_vertex3f[ 2] = org[2] - right[2] - up[2];
-               particle_vertex3f[ 3] = org[0] - right[0] + up[0];
-               particle_vertex3f[ 4] = org[1] - right[1] + up[1];
-               particle_vertex3f[ 5] = org[2] - right[2] + up[2];
-               particle_vertex3f[ 6] = org[0] + right[0] + up[0];
-               particle_vertex3f[ 7] = org[1] + right[1] + up[1];
-               particle_vertex3f[ 8] = org[2] + right[2] + up[2];
-               particle_vertex3f[ 9] = org[0] + right[0] - up[0];
-               particle_vertex3f[10] = org[1] + right[1] - up[1];
-               particle_vertex3f[11] = org[2] + right[2] - up[2];
-               particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
-               particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
-               particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
-               particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
        }
-       else if (p->orientation == PARTICLE_SPARK)
-       {
-               VectorMA(p->org, -p->scaley, p->vel, v);
-               VectorMA(p->org, p->scaley, p->vel, up2);
-               R_CalcBeam_Vertex3f(particle_vertex3f, v, up2, p->scalex);
-               particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
-               particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
-               particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
-               particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
-       }
-       else if (p->orientation == PARTICLE_BEAM)
+
+       // now render batches of particles based on blendmode and texture
+       blendmode = PBLEND_ADD;
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       texture = particletexture[63].texture;
+       R_Mesh_TexBind(0, R_GetTexture(texture));
+       GL_LockArrays(0, numsurfaces*4);
+       batchstart = 0;
+       batchcount = 0;
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
-               R_CalcBeam_Vertex3f(particle_vertex3f, p->org, p->vel2, p->scalex);
-               VectorSubtract(p->vel2, p->org, up);
-               VectorNormalizeFast(up);
-               v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) - cl.time * 0.25;
-               v[1] = DotProduct(p->vel2, up) * (1.0f / 64.0f) - cl.time * 0.25;
-               particle_texcoord2f[0] = 1;particle_texcoord2f[1] = v[0];
-               particle_texcoord2f[2] = 0;particle_texcoord2f[3] = v[0];
-               particle_texcoord2f[4] = 0;particle_texcoord2f[5] = v[1];
-               particle_texcoord2f[6] = 1;particle_texcoord2f[7] = v[1];
-       }
-       else
-               Host_Error("R_DrawParticles: unknown particle orientation %i\n", p->orientation);
+               p = cl.particles + surfacelist[surfacelistindex];
 
-#if WORKINGLQUAKE
-       if (p->blendmode == 0)
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       else if (p->blendmode == 1)
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-       else
-               glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
-       glColor4f(cr, cg, cb, ca);
-       glBegin(GL_QUADS);
-       glTexCoord2f(particle_texcoord2f[0], particle_texcoord2f[1]);glVertex3f(particle_vertex3f[ 0], particle_vertex3f[ 1], particle_vertex3f[ 2]);
-       glTexCoord2f(particle_texcoord2f[2], particle_texcoord2f[3]);glVertex3f(particle_vertex3f[ 3], particle_vertex3f[ 4], particle_vertex3f[ 5]);
-       glTexCoord2f(particle_texcoord2f[4], particle_texcoord2f[5]);glVertex3f(particle_vertex3f[ 6], particle_vertex3f[ 7], particle_vertex3f[ 8]);
-       glTexCoord2f(particle_texcoord2f[6], particle_texcoord2f[7]);glVertex3f(particle_vertex3f[ 9], particle_vertex3f[10], particle_vertex3f[11]);
-       glEnd();
-#else
-       R_Mesh_Draw(4, 2, polygonelements);
-#endif
+               if (blendmode != p->type->blendmode)
+               {
+                       if (batchcount > 0)
+                               R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6, 0, 0);
+                       batchcount = 0;
+                       batchstart = surfacelistindex;
+                       blendmode = p->type->blendmode;
+                       if (blendmode == PBLEND_ALPHA)
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       else if (blendmode == PBLEND_ADD)
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       else //if (blendmode == PBLEND_MOD)
+                               GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+               }
+               if (texture != particletexture[p->texnum].texture)
+               {
+                       if (batchcount > 0)
+                               R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6, 0, 0);
+                       batchcount = 0;
+                       batchstart = surfacelistindex;
+                       texture = particletexture[p->texnum].texture;
+                       R_Mesh_TexBind(0, R_GetTexture(texture));
+               }
+
+               batchcount++;
+       }
+       if (batchcount > 0)
+               R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6, 0, 0);
+       GL_LockArrays(0, 0);
 }
 
 void R_DrawParticles (void)
@@ -1980,44 +2368,21 @@ void R_DrawParticles (void)
        float minparticledist;
        particle_t *p;
 
-#ifdef WORKINGLQUAKE
-       CL_MoveParticles();
-#endif
-
        // LordHavoc: early out conditions
-       if ((!cl_numparticles) || (!r_drawparticles.integer))
+       if ((!cl.num_particles) || (!r_drawparticles.integer))
                return;
 
-       minparticledist = DotProduct(r_vieworigin, r_viewforward) + 4.0f;
+       minparticledist = DotProduct(r_view.origin, r_view.forward) + 4.0f;
 
-#ifdef WORKINGLQUAKE
-       glBindTexture(GL_TEXTURE_2D, particlefonttexture);
-       glEnable(GL_BLEND);
-       glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glDepthMask(0);
-       // LordHavoc: only render if not too close
-       for (i = 0, p = particles;i < cl_numparticles;i++, p++)
-               if (p->type && DotProduct(p->org, r_viewforward) >= minparticledist)
-                       R_DrawParticle(p);
-       glDepthMask(1);
-       glDisable(GL_BLEND);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-#else
        // LordHavoc: only render if not too close
-       for (i = 0, p = particles;i < cl_numparticles;i++, p++)
+       for (i = 0, p = cl.particles;i < cl.num_particles;i++, p++)
        {
-               if (p->type)
+               if (p->type && !p->delayedspawn)
                {
-                       c_particles++;
-                       if (DotProduct(p->org, r_viewforward) >= minparticledist || p->orientation == PARTICLE_BEAM)
-                       {
-                               if (p->type == pt_decal)
-                                       R_DrawParticleCallback(p, 0);
-                               else
-                                       R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
-                       }
+                       r_refdef.stats.particles++;
+                       if (DotProduct(p->org, r_view.forward) >= minparticledist || p->type->orientation == PARTICLE_BEAM)
+                               R_MeshQueue_AddTransparent(p->org, R_DrawParticle_TransparentCallback, NULL, i, NULL);
                }
        }
-#endif
 }