]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_particles.c
Cleaned up alot more memory leaks. (still get 720 leaks just running demo1.dem)
[xonotic/darkplaces.git] / cl_particles.c
index 1107913bd1635aad743407410a0d98f32efc3d1e..2278100ac3e9e0ae0b438f372a818d1cc0bd9230 100644 (file)
@@ -19,34 +19,194 @@ 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                  8192    // default max # of particles at one time
+#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
 
 typedef enum
 {
-       pt_static, pt_rain, pt_bubble, pt_blood
+       pt_dead, pt_static, pt_rain, pt_bubble, pt_blood, pt_grow, pt_decal, pt_ember
 }
 ptype_t;
 
-#define PARTICLE_INVALID 0
-#define PARTICLE_BILLBOARD 1
-#define PARTICLE_BEAM 2
-#define PARTICLE_ORIENTED_DOUBLESIDED 3
+typedef enum
+{
+       PARTICLE_BILLBOARD = 0,
+       PARTICLE_SPARK = 1,
+       PARTICLE_ORIENTED_DOUBLESIDED = 2,
+       PARTICLE_BEAM = 3
+}
+porientation_t;
 
-#define P_TEXNUM_FIRSTBIT 0
-#define P_TEXNUM_BITS 6
-#define P_ORIENTATION_FIRSTBIT (P_TEXNUM_FIRSTBIT + P_TEXNUM_BITS)
-#define P_ORIENTATION_BITS 2
-#define P_FLAGS_FIRSTBIT (P_ORIENTATION_FIRSTBIT + P_ORIENTATION_BITS)
-//#define P_DYNLIGHT (1 << (P_FLAGS_FIRSTBIT + 0))
-#define P_ADDITIVE (1 << (P_FLAGS_FIRSTBIT + 1))
+typedef enum
+{
+       PBLEND_ALPHA = 0,
+       PBLEND_ADD = 1,
+       PBLEND_MOD = 2
+}
+pblend_t;
 
 typedef struct particle_s
 {
        ptype_t         type;
-       unsigned int    flags; // dynamically lit, orientation, additive blending, texnum
+       int                     orientation;
+       int                     texnum;
+       int                     blendmode;
        vec3_t          org;
        vec3_t          vel;
        float           die;
@@ -62,6 +222,12 @@ typedef struct particle_s
        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;
 
@@ -103,34 +269,52 @@ static int particlepalette[256] =
 
 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
 
-// these must match r_part.c's textures
+// texture numbers in particle font
 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
-static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
-static const int tex_particle = 24;
-static const int tex_rain = 25;
-static const int tex_bubble = 26;
+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_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;
-static particle_t      **freeparticles; // list used only in compacting particles array
 
 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_size = {CVAR_SAVE, "cl_particles_blood_size", "8"};
 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
 
 void CL_Particles_Clear(void)
 {
        cl_numparticles = 0;
+       cl_freeparticle = 0;
+       memset(particles, 0, sizeof(particle_t) * cl_maxparticles);
 }
 
 /*
@@ -143,6 +327,7 @@ 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)
@@ -157,77 +342,163 @@ void CL_Particles_Init (void)
        Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
 
        Cvar_RegisterVariable (&cl_particles);
+       Cvar_RegisterVariable (&cl_particles_quality);
        Cvar_RegisterVariable (&cl_particles_size);
        Cvar_RegisterVariable (&cl_particles_bloodshowers);
        Cvar_RegisterVariable (&cl_particles_blood);
-       Cvar_RegisterVariable (&cl_particles_blood_size);
        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_smoke);
+       Cvar_RegisterVariable (&cl_particles_smoke_alpha);
+       Cvar_RegisterVariable (&cl_particles_smoke_alphafade);
        Cvar_RegisterVariable (&cl_particles_sparks);
        Cvar_RegisterVariable (&cl_particles_bubbles);
-
-       cl_part_mempool = Mem_AllocPool("CL_Part");
+       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));
-       freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
-       cl_numparticles = 0;
+#endif
+       CL_Particles_Clear();
+}
+
+void CL_Particles_Shutdown (void)
+{
+#ifdef WORKINGLQUAKE
+       // No clue what to do here...
+#else
+       Mem_FreePool (&cl_part_mempool);
+#endif
+}
+
+// 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
+// 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)
+// pgravity - how much effect gravity has on the particle (0-1)
+// 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)
+{
+       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)
+               return NULL;
+       part = &particles[cl_freeparticle++];
+       if (cl_numparticles < cl_freeparticle)
+               cl_numparticles = cl_freeparticle;
+       memset(part, 0, sizeof(*part));
+       part->type = (ptype);
+       part->color[0] = pcr2;
+       part->color[1] = pcg2;
+       part->color[2] = pcb2;
+       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);
+       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)
+{
+       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
+       if (p)
+       {
+               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);
+       }
+#endif
 }
 
-#define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, palphafade, ptime, pgravity, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
-{\
-       if (cl_numparticles >= cl_maxparticles)\
-               return;\
-       {\
-               particle_t      *part;\
-               int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\
-               unsigned int partflags;\
-               partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
-               if (padditive)\
-                       partflags |= P_ADDITIVE;\
-               /*if (plight)*/\
-               /*      partflags |= P_DYNLIGHT;*/\
-               tempcolor = (pcolor1);\
-               tempcolor2 = (pcolor2);\
-               cr2 = ((tempcolor2) >> 16) & 0xFF;\
-               cg2 = ((tempcolor2) >> 8) & 0xFF;\
-               cb2 = (tempcolor2) & 0xFF;\
-               if (tempcolor != tempcolor2)\
-               {\
-                       cr1 = ((tempcolor) >> 16) & 0xFF;\
-                       cg1 = ((tempcolor) >> 8) & 0xFF;\
-                       cb1 = (tempcolor) & 0xFF;\
-                       tempcolor = rand() & 0xFF;\
-                       cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\
-                       cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\
-                       cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\
-               }\
-               part = &particles[cl_numparticles++];\
-               part->type = (ptype);\
-               part->color[0] = cr2;\
-               part->color[1] = cg2;\
-               part->color[2] = cb2;\
-               part->color[3] = 0xFF;\
-               part->flags = partflags;\
-               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);\
-       }\
+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
+       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)
+               {
+                       bestfrac = frac;
+                       besthitent = hitent;
+                       VectorCopy(v, bestorg);
+                       VectorCopy(normal, bestnormal);
+               }
+       }
+       if (bestfrac < 1)
+               CL_SpawnDecalParticleForSurface(besthitent, bestorg, bestnormal, color1, color2, texnum, size, alpha);
 }
 
 /*
@@ -266,26 +537,41 @@ void CL_EntityParticles (entity_t *ent)
                forward[1] = cp*sy;
                forward[2] = -sp;
 
-               particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 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);
+#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
        }
 }
 
 
 void CL_ReadPointFile_f (void)
 {
-       vec3_t  org;
-       int             r, c;
-       char    *pointfile, *pointfilepos, *t, tchar;
+       vec3_t org, leakorg;
+       int r, c, s;
+       char *pointfile = NULL, *pointfilepos, *t, tchar;
+       char name[MAX_OSPATH];
+
+       if (!cl.worldmodel)
+               return;
 
-       pointfile = COM_LoadFile(va("maps/%s.pts", sv.name), true);
+       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
        if (!pointfile)
        {
-               Con_Printf ("couldn't open %s.pts\n", sv.name);
+               Con_Printf("Could not open %s\n", name);
                return;
        }
 
-       Con_Printf ("Reading %s.pts...\n", sv.name);
+       Con_Printf("Reading %s...\n", name);
        c = 0;
+       s = 0;
        pointfilepos = pointfile;
        while (*pointfilepos)
        {
@@ -303,18 +589,25 @@ void CL_ReadPointFile_f (void)
                pointfilepos = t;
                if (r != 3)
                        break;
+               if (c == 0)
+                       VectorCopy(org, leakorg);
                c++;
 
-               if (cl_numparticles >= cl_maxparticles)
+               if (cl_numparticles < cl_maxparticles - 3)
                {
-                       Con_Printf ("Not enough free particles\n");
-                       break;
+                       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(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
        }
-
+#ifndef WORKINGLQUAKE
        Mem_Free(pointfile);
-       Con_Printf ("%i points read\n", c);
+#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);
 }
 
 /*
@@ -326,11 +619,10 @@ Parse an effect out of the server message
 */
 void CL_ParseParticleEffect (void)
 {
-       vec3_t          org, dir;
-       int                     i, count, msgcount, color;
+       vec3_t org, dir;
+       int i, count, msgcount, color;
 
-       for (i=0 ; i<3 ; i++)
-               org[i] = MSG_ReadCoord ();
+       MSG_ReadVector(org, cl.protocol);
        for (i=0 ; i<3 ; i++)
                dir[i] = MSG_ReadChar () * (1.0/16);
        msgcount = MSG_ReadByte ();
@@ -341,6 +633,21 @@ 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);
 }
 
@@ -350,22 +657,68 @@ CL_ParticleExplosion
 
 ===============
 */
-void CL_ParticleExplosion (vec3_t org, int smoke)
+void CL_ParticleExplosion (vec3_t org)
 {
        int i;
+       //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 = Mod_PointContents(org, cl.worldmodel);
-       if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
+       i = CL_PointQ1Contents(org);
+       if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
+       {
+               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);
+       }
+       else
        {
-               for (i = 0;i < 128;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)
                {
-                       particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, lhrandom(128, 255), 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 < 32;i++)
+                       {
+                               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++)
+                               {
+                                       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;
+                               }
+                               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_explosions.integer)
+       if (cl_particles_explosions_shell.integer)
                R_NewExplosion(org);
 }
 
@@ -377,13 +730,20 @@ CL_ParticleExplosion2
 */
 void CL_ParticleExplosion2 (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;i++)
+       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)];
-               particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 384, 0.3, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192), 0, 0, 0, 0, 1, 0);
+               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);
        }
 }
 
@@ -395,11 +755,7 @@ CL_BlobExplosion
 */
 void CL_BlobExplosion (vec3_t org)
 {
-       if (cl_stainmaps.integer)
-               R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
-
-       if (cl_explosions.integer)
-               R_NewExplosion(org);
+       CL_ParticleExplosion(org);
 }
 
 /*
@@ -414,14 +770,18 @@ void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
 
        if (count == 1024)
        {
-               CL_ParticleExplosion(org, false);
+               CL_ParticleExplosion(org);
                return;
        }
        if (!cl_particles.integer) return;
+       count *= cl_particles_quality.value;
        while (count--)
        {
                k = particlepalette[color + (rand()&7)];
-               particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 255, 512, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-15, 15), lhrandom(-15, 15), lhrandom(-15, 15), 0, 0, 0, 0, 0, 0);
+               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);
+               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);
        }
 }
 
@@ -431,65 +791,88 @@ void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
 CL_SparkShower
 ===============
 */
-void CL_SparkShower (vec3_t org, vec3_t dir, int count)
+void CL_SparkShower (vec3_t org, vec3_t dir, int count, vec_t gravityscale)
 {
        int k;
-       if (!cl_particles.integer) return;
 
-       if (cl_stainmaps.integer)
-               R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24);
+       if (!cl_particles.integer) return;
 
-       if (cl_particles_bulletimpacts.integer)
+       if (cl_particles_sparks.integer)
        {
-               // smoke puff
-               if (cl_particles_smoke.integer)
-                       particle(pt_static, PARTICLE_BILLBOARD, 0x606060, 0xA0A0A0, tex_smoke[rand()&7], true, true, 4, 4, 255, 1024, 9999, -0.2, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
+               // 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);
+               }
+       }
+}
+
+void CL_Smoke (vec3_t org, vec3_t dir, int count)
+{
+       vec3_t org2, org3;
+       int k;
 
-               if (cl_particles_sparks.integer)
+       if (!cl_particles.integer) return;
+
+       // smoke puff
+       if (cl_particles_smoke.integer)
+       {
+               k = count * 0.25 * cl_particles_quality.value;
+               while(k--)
                {
-                       // sparks
-                       while(count--)
-                       {
-                               k = particlepalette[0x68 + (rand() & 7)];
-                               particle(pt_static, PARTICLE_BEAM, k, k, tex_particle, false, true, 0.4f, 0.015f, lhrandom(64, 255), 512, 9999, 1, 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);
-                       }
+                       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, r, a;
+       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 + 32.0f;
+       s = count + 64.0f;
        count *= 5.0f;
        if (count > 1000)
                count = 1000;
        bloodcount += count;
-       r = cl_particles_blood_size.value;
-       a = cl_particles_blood_alpha.value * 255;
        while(bloodcount > 0)
        {
-               particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
-               bloodcount -= r;
+               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)
 {
-       float r;
-       float a;
-       vec3_t diff, center, velscale;
+       vec3_t org, vel, diff, center, velscale;
        if (!cl_particles.integer) return;
        if (!cl_particles_bloodshowers.integer) return;
        if (!cl_particles_blood.integer) return;
@@ -498,25 +881,21 @@ void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
        center[0] = (mins[0] + maxs[0]) * 0.5;
        center[1] = (mins[1] + maxs[1]) * 0.5;
        center[2] = (mins[2] + maxs[2]) * 0.5;
-       // FIXME: change velspeed back to 2.0x after fixing mod
        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;
-       r = cl_particles_blood_size.value;
-       a = cl_particles_blood_alpha.value * 255;
        while (bloodcount > 0)
        {
-               vec3_t org, vel;
                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 -= r;
-               particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
+               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);
        }
 }
 
@@ -529,10 +908,11 @@ void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int color
        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[colorbase + (rand()&3)];
-               particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 2, 2, 255, 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(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);
        }
 }
 
@@ -562,6 +942,8 @@ void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int color
        minz = bound(mins[2], minz, maxs[2]);
        maxz = bound(mins[2], maxz, maxs[2]);
 
+       count *= cl_particles_quality.value;
+
        switch(type)
        {
        case 0:
@@ -570,14 +952,28 @@ void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int color
                while(count--)
                {
                        k = particlepalette[colorbase + (rand()&3)];
-                       particle(pt_rain, PARTICLE_BEAM, k, k, tex_particle, true, true, 0.5, 0.02, lhrandom(8, 16), 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);
+                       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)];
-                       particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 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);
+                       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:
@@ -600,6 +996,7 @@ void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
        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)];
@@ -610,7 +1007,7 @@ void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
                VectorNormalizeFast(v);
                VectorScale(v, 100, v);
                v[2] += sv_gravity.value * 0.15f;
-               particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 128, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
+               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);
        }
 }
 
@@ -623,12 +1020,13 @@ void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
        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, true, 4, 4, lhrandom(64, 128), 384, 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);
+               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, true, 6, 6, lhrandom(48, 96), 64, 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);
+                       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);
        }
 }
 
@@ -637,10 +1035,11 @@ 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, true, 4, 4, lhrandom(64, 128), 384, 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);
+               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);
        }
 }
 
@@ -654,14 +1053,15 @@ CL_LavaSplash
 */
 void CL_LavaSplash (vec3_t origin)
 {
-       int                     i, j, k;
-       float           vel;
+       float i, j, inc, vel;
+       int k, l;
        vec3_t          dir, org;
        if (!cl_particles.integer) return;
 
-       for (i=-128 ; i<128 ; i+=16)
+       inc = 32 / cl_particles_quality.value;
+       for (i = -128;i < 128;i += inc)
        {
-               for (j=-128 ; j<128 ; j+=16)
+               for (j = -128;j < 128;j += inc)
                {
                        dir[0] = j + lhrandom(0, 8);
                        dir[1] = i + lhrandom(0, 8);
@@ -670,8 +1070,17 @@ void CL_LavaSplash (vec3_t origin)
                        org[1] = origin[1] + dir[1];
                        org[2] = origin[2] + lhrandom(0, 64);
                        vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
-                       k = particlepalette[224 + (rand()&7)];
-                       particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 192, 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);
+                       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);
+                       }
                }
        }
 }
@@ -682,150 +1091,200 @@ CL_TeleportSplash
 
 ===============
 */
-/*
-void CL_TeleportSplash (vec3_t org)
+#if WORKINGLQUAKE
+void R_TeleportSplash (vec3_t org)
 {
-       int i, j, k;
+       float i, j, k, inc;
        if (!cl_particles.integer) return;
 
-       for (i=-16 ; i<16 ; i+=8)
-               for (j=-16 ; j<16 ; j+=8)
-                       for (k=-24 ; k<32 ; k+=8)
-                               particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 256, 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);
+       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
 
-void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
+#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, r;
+       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;
 
-       speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
+       // 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;
 
-       // if we skip out, leave it reset
-       ent->persistent.trail_time = 0.0f;
-
-       contents = Mod_PointContents(pos, cl.worldmodel);
+       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 = 3;
+                               dec = qd*3;
                                if (smoke)
                                {
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 64, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, true, dec, dec, 128, 768, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
+                                       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)
-                               {
-                                       r = lhrandom(1, 2);
-                                       particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, r, r, lhrandom(64, 255), 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);
-                               }
+                                       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 = 3;
-                               if (cl_particles.integer && cl_particles_smoke.integer)
-                               {
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 96, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
-                               }
+                               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 = cl_particles_blood_size.value;
+                               dec = qd*16;
                                if (blood)
-                               {
-                                       particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, cl_particles_blood_alpha.value * 255.0f * 0.5, 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);
-                               }
+                                       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 = 6;
+                               dec = qd*6;
                                if (smoke)
                                {
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, true, dec, dec, 128, 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);
+                                       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 = 6;
+                               dec = qd*6;
                                if (smoke)
-                               {
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, true, dec, dec, 128, 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);
-                               }
+                                       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 = 6;
+                               dec = qd*6;
                                if (smoke)
                                {
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, true, dec, dec, 128, 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);
+                                       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 = 7;
+                               dec = qd*7;
                                if (smoke)
-                               {
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, false, dec, dec, 64, 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);
-                               }
+                                       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_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
+void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime)
 {
-       vec3_t vec, pos;
-       int len;
+       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;
-       if (!cl_particles_smoke.integer) return;
 
-       VectorCopy(start, pos);
-       VectorSubtract (end, start, vec);
-       len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
-       VectorScale(vec, 3, vec);
-       color = particlepalette[color];
-       while (len--)
-       {
-               particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
-               VectorAdd (pos, vec, pos);
-       }
+       // 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);
+}
 
 /*
 ===============
@@ -835,40 +1294,81 @@ CL_MoveParticles
 void CL_MoveParticles (void)
 {
        particle_t *p;
-       int i, activeparticles, maxparticle, j, a, pressureused = false, content;
+       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
 
        // LordHavoc: early out condition
        if (!cl_numparticles)
+       {
+               cl_freeparticle = 0;
                return;
+       }
 
+#ifdef WORKINGLQUAKE
+       frametime = cl.frametime;
+#else
        frametime = cl.time - cl.oldtime;
+#endif
        gravity = frametime * sv_gravity.value;
        dvel = 1+4*frametime;
        bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
 
-       activeparticles = 0;
        maxparticle = -1;
        j = 0;
        for (i = 0, p = particles;i < cl_numparticles;i++, p++)
        {
+               if (!p->type)
+                       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)
                {
-                       if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true) < 1)
+                       if (CL_TraceLine(p->oldorg, p->org, v, normal, true, &hitent, SUPERCONTENTS_SOLID) < 1)
                        {
                                VectorCopy(v, p->org);
                                if (p->bounce < 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));
-                                       p->die = -1;
-                                       freeparticles[j++] = p;
-                                       continue;
+#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;
                                }
                                else
                                {
@@ -879,13 +1379,22 @@ void CL_MoveParticles (void)
                                }
                        }
                }
+
                p->vel[2] -= p->gravity * gravity;
+
                p->alpha -= p->alphafade * frametime;
+
+               if (p->alpha <= 0 || cl.time > p->die)
+               {
+                       p->type = pt_dead;
+                       continue;
+               }
+
                if (p->friction)
                {
                        f = p->friction * frametime;
                        if (!content)
-                               content = Mod_PointContents(p->org, cl.worldmodel);
+                               content = CL_PointQ1Contents(p->org);
                        if (content != CONTENTS_EMPTY)
                                f *= 4;
                        f = 1.0f - f;
@@ -898,28 +1407,28 @@ void CL_MoveParticles (void)
                        {
                        case pt_blood:
                                if (!content)
-                                       content = Mod_PointContents(p->org, cl.worldmodel);
+                                       content = CL_PointQ1Contents(p->org);
                                a = content;
                                if (a != CONTENTS_EMPTY)
                                {
                                        if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
                                        {
-                                               p->scalex += frametime * cl_particles_blood_size.value;
-                                               p->scaley += frametime * cl_particles_blood_size.value;
+                                               p->scalex += frametime * 8;
+                                               p->scaley += frametime * 8;
                                                //p->alpha -= bloodwaterfade;
                                        }
                                        else
-                                               p->die = -1;
+                                               p->type = pt_dead;
                                }
                                else
                                        p->vel[2] -= gravity;
                                break;
                        case pt_bubble:
                                if (!content)
-                                       content = Mod_PointContents(p->org, cl.worldmodel);
+                                       content = CL_PointQ1Contents(p->org);
                                if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
                                {
-                                       p->die = -1;
+                                       p->type = pt_dead;
                                        break;
                                }
                                break;
@@ -933,88 +1442,71 @@ void CL_MoveParticles (void)
                                        p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
                                }
                                if (!content)
-                                       content = Mod_PointContents(p->org, cl.worldmodel);
+                                       content = CL_PointQ1Contents(p->org);
                                a = content;
                                if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
-                                       p->die = -1;
+                                       p->type = pt_dead;
                                break;
-                       default:
-                               printf("unknown particle type %i\n", p->type);
-                               p->die = -1;
+                       case pt_grow:
+                               p->scalex += frametime * p->time2;
+                               p->scaley += frametime * p->time2;
                                break;
-                       }
-               }
-
-               // remove dead particles
-               if (p->alpha < 1 || p->die < cl.time)
-                       freeparticles[j++] = p;
-               else
-               {
-                       maxparticle = i;
-                       activeparticles++;
-                       if (p->pressure)
-                               pressureused = true;
-               }
-       }
-       // fill in gaps to compact the array
-       i = 0;
-       while (maxparticle >= activeparticles)
-       {
-               *freeparticles[i++] = particles[maxparticle--];
-               while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
-                       maxparticle--;
-       }
-       cl_numparticles = activeparticles;
-
-       if (pressureused)
-       {
-               activeparticles = 0;
-               for (i = 0, p = particles;i < cl_numparticles;i++, p++)
-                       if (p->pressure)
-                               freeparticles[activeparticles++] = p;
-
-               if (activeparticles)
-               {
-                       for (i = 0, p = particles;i < cl_numparticles;i++, p++)
-                       {
-                               for (j = 0;j < activeparticles;j++)
+                       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)
                                {
-                                       if (freeparticles[j] != p)
-                                       {
-                                               float dist, diff[3];
-                                               VectorSubtract(p->org, freeparticles[j]->org, diff);
-                                               dist = DotProduct(diff, diff);
-                                               if (dist < 4096 && dist >= 1)
-                                               {
-                                                       dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
-                                                       VectorMA(p->vel, dist, diff, p->vel);
-                                               }
-                                       }
+                                       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);
                                }
+                               break;
+                       default:
+                               Con_Printf("unknown particle type %i\n", p->type);
+                               p->type = pt_dead;
+                               break;
                        }
                }
        }
+       cl_numparticles = maxparticle + 1;
+       cl_freeparticle = 0;
 }
 
 #define MAX_PARTICLETEXTURES 64
 // particletexture_t is a rectangle in the particlefonttexture
 typedef struct
 {
+       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"};
 
+#define PARTICLETEXTURESIZE 64
+#define PARTICLEFONTSIZE (PARTICLETEXTURESIZE*8)
+
 static qbyte shadebubble(float dx, float dy, vec3_t light)
 {
-       float   dz, f, dot;
-       vec3_t  normal;
+       float dz, f, dot;
+       vec3_t normal;
        dz = 1 - (dx*dx+dy*dy);
        if (dz > 0) // it does hit the sphere
        {
@@ -1044,48 +1536,106 @@ static qbyte shadebubble(float dx, float dy, vec3_t light)
                return 0;
 }
 
-static void setuptex(int cltexnum, int rtexnum, qbyte *data, qbyte *particletexturedata)
+static void setuptex(int texnum, qbyte *data, qbyte *particletexturedata)
 {
        int basex, basey, y;
-       basex = ((rtexnum >> 0) & 7) * 32;
-       basey = ((rtexnum >> 3) & 7) * 32;
-       particletexture[cltexnum].s1 = (basex + 1) / 256.0f;
-       particletexture[cltexnum].t1 = (basey + 1) / 256.0f;
-       particletexture[cltexnum].s2 = (basex + 31) / 256.0f;
-       particletexture[cltexnum].t2 = (basey + 31) / 256.0f;
-       for (y = 0;y < 32;y++)
-               memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
+       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);
 }
 
-static void R_InitParticleTexture (void)
+void particletextureblotch(qbyte *data, float radius, float red, float green, float blue, float alpha)
+{
+       int x, y;
+       float cx, cy, dx, dy, f, iradius;
+       qbyte *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;
+       alpha *= (1.0f / 255.0f);
+       for (y = 0;y < PARTICLETEXTURESIZE;y++)
+       {
+               for (x = 0;x < PARTICLETEXTURESIZE;x++)
+               {
+                       dx = (x - cx);
+                       dy = (y - cy);
+                       f = (1.0f - sqrt(dx * dx + dy * dy) * iradius) * alpha;
+                       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]);
+                       }
+               }
+       }
+}
+
+void particletextureclamp(qbyte *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
 {
-       int             x,y,d,i,m;
-       float   dx, dy, radius, f, f2;
-       qbyte   data[32][32][4], noise1[64][64], noise2[64][64];
-       vec3_t  light;
-       qbyte   particletexturedata[256*256*4];
+       int i;
+       for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
+       {
+               data[0] = bound(minr, data[0], maxr);
+               data[1] = bound(ming, data[1], maxg);
+               data[2] = bound(minb, data[2], maxb);
+       }
+}
 
-       memset(particletexturedata, 255, sizeof(particletexturedata));
+void particletextureinvert(qbyte *data)
+{
+       int i;
+       for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
+       {
+               data[0] = 255 - data[0];
+               data[1] = 255 - data[1];
+               data[2] = 255 - data[2];
+       }
+}
 
-       // the particletexture[][] array numbers must match the cl_part.c textures
-       // smoke/blood
+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];
+       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,
+       // this is a very difficult challenge because it means fading to white
+       // (no change to background) rather than black (darkening everything
+       // behind the whole decal polygon), and to accomplish this the texture is
+       // inverted (dark red blood on white background becomes brilliant cyan
+       // 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++)
        {
+               memset(&data[0][0][0], 255, sizeof(data));
                do
                {
-                       fractalnoise(&noise1[0][0], 64, 4);
-                       fractalnoise(&noise2[0][0], 64, 8);
+                       fractalnoise(&noise1[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8);
+                       fractalnoise(&noise2[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4);
                        m = 0;
-                       for (y = 0;y < 32;y++)
+                       for (y = 0;y < PARTICLETEXTURESIZE;y++)
                        {
-                               dy = y - 16;
-                               for (x = 0;x < 32;x++)
+                               dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+                               for (x = 0;x < PARTICLETEXTURESIZE;x++)
                                {
-                                       data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-                                       dx = x - 16;
+                                       dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
                                        d = (noise2[y][x] - 128) * 3 + 192;
                                        if (d > 0)
-                                               d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
+                                               d = d * (1-(dx*dx+dy*dy));
                                        d = (d * noise1[y][x]) >> 7;
                                        d = bound(0, d, 255);
                                        data[y][x][3] = (qbyte) d;
@@ -1095,72 +1645,158 @@ static void R_InitParticleTexture (void)
                        }
                }
                while (m < 224);
-
-               setuptex(i + 0, i + 0, &data[0][0][0], particletexturedata);
+               setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
        }
 
        // rain splash
        for (i = 0;i < 16;i++)
        {
-               radius = i * 3.0f / 16.0f;
+               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 < 32;y++)
+               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                {
-                       dy = (y - 16) * 0.25f;
-                       for (x = 0;x < 32;x++)
+                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
                        {
-                               dx = (x - 16) * 0.25f;
-                               data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-                               f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
-                               f = bound(0.0f, f, 255.0f);
-                               data[y][x][3] = (int) f;
+                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+                               f = f2 * (1.0 - 4.0f * fabs(radius - sqrt(dx*dx+dy*dy)));
+                               data[y][x][3] = (int) (bound(0.0f, f, 255.0f));
                        }
                }
-               setuptex(i + 8, i + 16, &data[0][0][0], particletexturedata);
+               setuptex(tex_rainsplash[i], &data[0][0][0], particletexturedata);
        }
 
        // normal particle
-       for (y = 0;y < 32;y++)
+       memset(&data[0][0][0], 255, sizeof(data));
+       for (y = 0;y < PARTICLETEXTURESIZE;y++)
        {
-               dy = y - 16;
-               for (x = 0;x < 32;x++)
+               dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+               for (x = 0;x < PARTICLETEXTURESIZE;x++)
                {
-                       data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-                       dx = x - 16;
-                       d = (256 - (dx*dx+dy*dy));
+                       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;
                }
        }
-       setuptex(24, 32, &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 < 32;y++)
+       for (y = 0;y < PARTICLETEXTURESIZE;y++)
        {
-               for (x = 0;x < 32;x++)
+               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++)
                {
-                       data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-                       data[y][x][3] = shadebubble((x - 16) * (1.0 / 8.0), y < 24 ? (y - 24) * (1.0 / 24.0) : (y - 24) * (1.0 / 8.0), light);
+                       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(25, 33, &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 < 32;y++)
+       for (y = 0;y < PARTICLETEXTURESIZE;y++)
+       {
+               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);
+       }
+
+       // 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 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
+
+#if 0
+       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);
+       for (i = 0;i < MAX_PARTICLETEXTURES;i++)
+               particletexture[i].texture = particlefonttexture;
+
+       // nexbeam
+       fractalnoise(&noise3[0][0], 64, 4);
+       m = 0;
+       for (y = 0;y < 64;y++)
        {
-               for (x = 0;x < 32;x++)
+               dy = (y - 0.5f*64) / (64*0.5f+1);
+               for (x = 0;x < 16;x++)
                {
-                       data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-                       data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
+                       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;
                }
        }
-       setuptex(26, 34, &data[0][0][0], particletexturedata);
 
-       particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
+       particletexture[tex_beam].texture = loadtextureimage(particletexturepool, "particles/nexbeam.tga", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
+       if (!particletexture[tex_beam].texture)
+               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)
@@ -1176,122 +1812,175 @@ static void r_part_shutdown(void)
 
 static void r_part_newmap(void)
 {
+       cl_numparticles = 0;
+       cl_freeparticle = 0;
 }
 
 void R_Particles_Init (void)
 {
        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)
+{
+       CL_Particles_Init();
+       R_Particles_Init();
+}
+#endif
+
+float particle_vertex3f[12], particle_texcoord2f[8];
+
+#ifdef WORKINGLQUAKE
+void R_DrawParticle(particle_t *p)
+{
+#else
 void R_DrawParticleCallback(const void *calldata1, int calldata2)
 {
-       int additive, texnum, orientation;
+       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;
-       rmeshstate_t m;
-       const particle_t *p = calldata1;
 
        VectorCopy(p->org, org);
-       orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
-       texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
-       //dynlight = p->flags & P_DYNLIGHT;
-       additive = p->flags & P_ADDITIVE;
 
-       memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       if (additive)
-               m.blendfunc2 = GL_ONE;
-       else
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       m.tex[0] = R_GetTexture(particlefonttexture);
-       R_Mesh_Matrix(&r_identitymatrix);
-       R_Mesh_State(&m);
-
-       tex = &particletexture[texnum];
+       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 (fogenabled)
+       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;
+       }
+
+#ifndef WORKINGLQUAKE
+       if (fogenabled && p->blendmode != PBLEND_MOD)
        {
-               VectorSubtract(org, r_origin, fogvec);
+               VectorSubtract(org, r_vieworigin, fogvec);
                fog = exp(fogdensity/DotProduct(fogvec,fogvec));
                ifog = 1 - fog;
                cr = cr * ifog;
                cg = cg * ifog;
                cb = cb * ifog;
-               if (!additive)
+               if (p->blendmode == 0)
                {
                        cr += fogcolor[0] * fog;
                        cg += fogcolor[1] * fog;
                        cb += fogcolor[2] * fog;
                }
        }
-       cr *= r_colorscale;
-       cg *= r_colorscale;
-       cb *= r_colorscale;
-
-       varray_color[ 0] = varray_color[ 4] = varray_color[ 8] = varray_color[12] = cr;
-       varray_color[ 1] = varray_color[ 5] = varray_color[ 9] = varray_color[13] = cg;
-       varray_color[ 2] = varray_color[ 6] = varray_color[10] = varray_color[14] = cb;
-       varray_color[ 3] = varray_color[ 7] = varray_color[11] = varray_color[15] = ca;
-       varray_texcoord[0][0] = tex->s2;varray_texcoord[0][1] = tex->t1;
-       varray_texcoord[0][2] = tex->s1;varray_texcoord[0][3] = tex->t1;
-       varray_texcoord[0][4] = tex->s1;varray_texcoord[0][5] = tex->t2;
-       varray_texcoord[0][6] = tex->s2;varray_texcoord[0][7] = tex->t2;
-
-       if (orientation == PARTICLE_BEAM)
+
+       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)
        {
-               VectorMA(p->org, -p->scaley, p->vel, v);
-               VectorMA(p->org, p->scaley, p->vel, up2);
-               R_CalcBeamVerts(varray_vertex, v, up2, p->scalex);
+               if (p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
+               {
+                       // double-sided
+                       if (DotProduct(p->vel2, r_vieworigin) > DotProduct(p->vel2, org))
+                       {
+                               VectorNegate(p->vel2, v);
+                               VectorVectors(v, right, up);
+                       }
+                       else
+                               VectorVectors(p->vel2, right, up);
+                       VectorScale(right, p->scalex, right);
+                       VectorScale(up, p->scaley, up);
+               }
+               else
+               {
+                       VectorScale(r_viewleft, -p->scalex, right);
+                       VectorScale(r_viewup, p->scaley, up);
+               }
+               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 (orientation == PARTICLE_BILLBOARD)
+       else if (p->orientation == PARTICLE_SPARK)
        {
-               VectorScale(vright, p->scalex, right);
-               VectorScale(vup, p->scaley, up);
-               varray_vertex[ 0] = org[0] + right[0] - up[0];
-               varray_vertex[ 1] = org[1] + right[1] - up[1];
-               varray_vertex[ 2] = org[2] + right[2] - up[2];
-               varray_vertex[ 4] = org[0] - right[0] - up[0];
-               varray_vertex[ 5] = org[1] - right[1] - up[1];
-               varray_vertex[ 6] = org[2] - right[2] - up[2];
-               varray_vertex[ 8] = org[0] - right[0] + up[0];
-               varray_vertex[ 9] = org[1] - right[1] + up[1];
-               varray_vertex[10] = org[2] - right[2] + up[2];
-               varray_vertex[12] = org[0] + right[0] + up[0];
-               varray_vertex[13] = org[1] + right[1] + up[1];
-               varray_vertex[14] = org[2] + right[2] + up[2];
+               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 (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
+       else if (p->orientation == PARTICLE_BEAM)
        {
-               // double-sided
-               if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
-               {
-                       VectorNegate(p->vel2, v);
-                       VectorVectors(v, right, up);
-               }
-               else
-                       VectorVectors(p->vel2, right, up);
-               VectorScale(right, p->scalex, right);
-               VectorScale(up, p->scaley, up);
-               varray_vertex[ 0] = org[0] + right[0] - up[0];
-               varray_vertex[ 1] = org[1] + right[1] - up[1];
-               varray_vertex[ 2] = org[2] + right[2] - up[2];
-               varray_vertex[ 4] = org[0] - right[0] - up[0];
-               varray_vertex[ 5] = org[1] - right[1] - up[1];
-               varray_vertex[ 6] = org[2] - right[2] - up[2];
-               varray_vertex[ 8] = org[0] - right[0] + up[0];
-               varray_vertex[ 9] = org[1] - right[1] + up[1];
-               varray_vertex[10] = org[2] - right[2] + up[2];
-               varray_vertex[12] = org[0] + right[0] + up[0];
-               varray_vertex[13] = org[1] + right[1] + up[1];
-               varray_vertex[14] = org[2] + right[2] + up[2];
+               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", orientation);
+               Host_Error("R_DrawParticles: unknown particle orientation %i\n", p->orientation);
+
+#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
 }
 
 void R_DrawParticles (void)
@@ -1300,17 +1989,44 @@ void R_DrawParticles (void)
        float minparticledist;
        particle_t *p;
 
+#ifdef WORKINGLQUAKE
+       CL_MoveParticles();
+#endif
+
        // LordHavoc: early out conditions
        if ((!cl_numparticles) || (!r_drawparticles.integer))
                return;
 
-       c_particles += cl_numparticles;
-
-       minparticledist = DotProduct(r_origin, vpn) + 16.0f;
+       minparticledist = DotProduct(r_vieworigin, r_viewforward) + 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 (DotProduct(p->org, vpn) >= minparticledist)
-                       R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
+               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++)
+       {
+               if (p->type)
+               {
+                       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);
+                       }
+               }
+       }
+#endif
 }