]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_particles.c
Make work DrawQ_SetClipArea in stereo view modes or when viewsize is lower than 100
[xonotic/darkplaces.git] / cl_particles.c
index a7ea21464198478a09f241f1c5e4fadd174cfffc..a18d31ebedd55e27a5abdeddc29dbd78ff70f96d 100644 (file)
@@ -20,239 +20,118 @@ 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 CL_PointQ1Contents(v) (Mod_PointInLeaf(v,cl.worldmodel)->contents)
-typedef unsigned char unsigned char;
-#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_TeleportSplash R_TeleportSplash
-#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);
-       VectorNormalize (normal);
-
-       // calculate 'right' vector for start
-       VectorSubtract (r_vieworigin, org1, diff);
-       VectorNormalize (diff);
-       CrossProduct (normal, diff, right1);
-
-       // calculate 'right' vector for end
-       VectorSubtract (r_vieworigin, org2, diff);
-       VectorNormalize (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(unsigned char *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))
-       {
-               Con_Printf("fractalnoise: size must be power of 2\n");
-               return;
-       }
-
-       for (gridpower = 0;(1 << gridpower) < startgrid;gridpower++);
-       if (startgrid != (1 << gridpower))
-       {
-               Con_Printf("fractalnoise: grid must be power of 2\n");
-               return;
-       }
-
-       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++ = (unsigned char) (((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];
-       VectorNormalize(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
-trace_t CL_TraceBox (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int hitbmodels, int *hitent, int hitsupercontentsmask, qboolean hitplayers)
-{
-#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
-       return trace;
-}
-#else
 #include "cl_collision.h"
 #include "image.h"
-#endif
-
-#define MAX_PARTICLES                  32768   // default max # of particles at one time
-#define ABSOLUTE_MIN_PARTICLES 512             // no fewer than this no matter what's on the command line
-
-typedef enum
-{
-       PARTICLE_BILLBOARD = 0,
-       PARTICLE_SPARK = 1,
-       PARTICLE_ORIENTED_DOUBLESIDED = 2,
-       PARTICLE_BEAM = 3
-}
-porientation_t;
-
-typedef enum
-{
-       PBLEND_ALPHA = 0,
-       PBLEND_ADD = 1,
-       PBLEND_MOD = 2
-}
-pblend_t;
-
-typedef struct particletype_s
-{
-       pblend_t blendmode;
-       porientation_t orientation;
-       qboolean lighting;
-}
-particletype_t;
-
-typedef enum
-{
-       pt_alphastatic, pt_static, pt_spark, pt_beam, pt_rain, pt_raindecal, pt_snow, pt_bubble, pt_blood, pt_smoke, pt_decal, pt_entityparticle, pt_total
-}
-ptype_t;
+#include "r_shadow.h"
 
 // must match ptype_t values
 particletype_t particletype[pt_total] =
 {
+       {PBLEND_INVALID, PARTICLE_INVALID, false}, //pt_dead (should never happen)
        {PBLEND_ALPHA, PARTICLE_BILLBOARD, false}, //pt_alphastatic
        {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_static
        {PBLEND_ADD, PARTICLE_SPARK, false}, //pt_spark
-       {PBLEND_ADD, PARTICLE_BEAM, false}, //pt_beam
+       {PBLEND_ADD, PARTICLE_HBEAM, false}, //pt_beam
        {PBLEND_ADD, PARTICLE_SPARK, false}, //pt_rain
        {PBLEND_ADD, PARTICLE_ORIENTED_DOUBLESIDED, false}, //pt_raindecal
        {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_snow
        {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_bubble
-       {PBLEND_MOD, PARTICLE_BILLBOARD, false}, //pt_blood
+       {PBLEND_INVMOD, PARTICLE_BILLBOARD, false}, //pt_blood
        {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_smoke
-       {PBLEND_MOD, PARTICLE_ORIENTED_DOUBLESIDED, false}, //pt_decal
+       {PBLEND_INVMOD, PARTICLE_ORIENTED_DOUBLESIDED, false}, //pt_decal
        {PBLEND_ALPHA, PARTICLE_BILLBOARD, false}, //pt_entityparticle
 };
 
-typedef struct particle_s
+#define PARTICLEEFFECT_UNDERWATER 1
+#define PARTICLEEFFECT_NOTUNDERWATER 2
+#define PARTICLEEFFECT_DEFINED 2147483648U
+
+typedef struct particleeffectinfo_s
 {
-       particletype_t *type;
-       int                     texnum;
-       vec3_t          org;
-       vec3_t          vel; // velocity of particle, or orientation of decal, or end point of beam
-       float           size;
-       float           alpha; // 0-255
-       float           alphafade; // how much alpha reduces per second
-       float           time2; // used for snow fluttering and decal fade
-       float           bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical)
-       float           gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
-       float           friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
-       unsigned char           color[4];
-       unsigned short 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
+       int effectnameindex; // which effect this belongs to
+       // PARTICLEEFFECT_* bits
+       int flags;
+       // blood effects may spawn very few particles, so proper fraction-overflow
+       // handling is very important, this variable keeps track of the fraction
+       double particleaccumulator;
+       // the math is: countabsolute + requestedcount * countmultiplier * quality
+       // absolute number of particles to spawn, often used for decals
+       // (unaffected by quality and requestedcount)
+       float countabsolute;
+       // multiplier for the number of particles CL_ParticleEffect was told to
+       // spawn, most effects do not really have a count and hence use 1, so
+       // this is often the actual count to spawn, not merely a multiplier
+       float countmultiplier;
+       // if > 0 this causes the particle to spawn in an evenly spaced line from
+       // originmins to originmaxs (causing them to describe a trail, not a box)
+       float trailspacing;
+       // type of particle to spawn (defines some aspects of behavior)
+       ptype_t particletype;
+       // blending mode used on this particle type
+       pblend_t blendmode;
+       // orientation of this particle type (BILLBOARD, SPARK, BEAM, etc)
+       porientation_t orientation;
+       // range of colors to choose from in hex RRGGBB (like HTML color tags),
+       // randomly interpolated at spawn
+       unsigned int color[2];
+       // a random texture is chosen in this range (note the second value is one
+       // past the last choosable, so for example 8,16 chooses any from 8 up and
+       // including 15)
+       // if start and end of the range are the same, no randomization is done
+       int tex[2];
+       // range of size values randomly chosen when spawning, plus size increase over time
+       float size[3];
+       // range of alpha values randomly chosen when spawning, plus alpha fade
+       float alpha[3];
+       // how long the particle should live (note it is also removed if alpha drops to 0)
+       float time[2];
+       // how much gravity affects this particle (negative makes it fly up!)
+       float gravity;
+       // how much bounce the particle has when it hits a surface
+       // if negative the particle is removed on impact
+       float bounce;
+       // if in air this friction is applied
+       // if negative the particle accelerates
+       float airfriction;
+       // if in liquid (water/slime/lava) this friction is applied
+       // if negative the particle accelerates
+       float liquidfriction;
+       // these offsets are added to the values given to particleeffect(), and
+       // then an ellipsoid-shaped jitter is added as defined by these
+       // (they are the 3 radii)
+       float stretchfactor;
+       // stretch velocity factor (used for sparks)
+       float originoffset[3];
+       float relativeoriginoffset[3];
+       float velocityoffset[3];
+       float relativevelocityoffset[3];
+       float originjitter[3];
+       float velocityjitter[3];
+       float velocitymultiplier;
+       // an effect can also spawn a dlight
+       float lightradiusstart;
+       float lightradiusfade;
+       float lighttime;
+       float lightcolor[3];
+       qboolean lightshadow;
+       int lightcubemapnum;
+       float lightcorona[2];
+       unsigned int staincolor[2]; // note: 0x808080 = neutral (particle's own color), these are modding factors for the particle's original color!
+       int staintex[2];
+       float stainalpha[2];
+       float stainsize[2];
+       // other parameters
+       float rotate[4]; // min/max base angle, min/max rotation over time
 }
-particle_t;
+particleeffectinfo_t;
 
-static int particlepalette[256] =
-{
+char particleeffectname[MAX_PARTICLEEFFECTNAME][64];
+
+int numparticleeffectinfo;
+particleeffectinfo_t particleeffectinfo[MAX_PARTICLEEFFECTINFO];
+
+static int particlepalette[256];
+/*
        0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b, // 0-7
        0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb, // 8-15
        0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b, // 16-23
@@ -285,7 +164,7 @@ static int particlepalette[256] =
        0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b, // 232-239
        0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000, // 240-247
        0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53  // 248-255
-};
+*/
 
 int            ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
 int            ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
@@ -293,49 +172,408 @@ int              ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
 
 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
 
+// particletexture_t is a rectangle in the particlefonttexture
+typedef struct particletexture_s
+{
+       rtexture_t *texture;
+       float s1, t1, s2, t2;
+}
+particletexture_t;
+
+static rtexturepool_t *particletexturepool;
+static rtexture_t *particlefonttexture;
+static particletexture_t particletexture[MAX_PARTICLETEXTURES];
+skinframe_t *decalskinframe;
+
 // texture numbers in particle font
 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
 static const int tex_bulletdecal[8] = {8, 9, 10, 11, 12, 13, 14, 15};
 static const int tex_blooddecal[8] = {16, 17, 18, 19, 20, 21, 22, 23};
 static const int tex_bloodparticle[8] = {24, 25, 26, 27, 28, 29, 30, 31};
-static const int tex_rainsplash[16] = {32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47};
+static const int tex_rainsplash = 32;
 static const int tex_particle = 63;
 static const int tex_bubble = 62;
 static const int tex_raindrop = 61;
 static const int tex_beam = 60;
 
-static int                     cl_maxparticles;
-static int                     cl_numparticles;
-static int                     cl_freeparticle;
-static particle_t      *particles;
+particleeffectinfo_t baselineparticleeffectinfo =
+{
+       0, //int effectnameindex; // which effect this belongs to
+       // PARTICLEEFFECT_* bits
+       0, //int flags;
+       // blood effects may spawn very few particles, so proper fraction-overflow
+       // handling is very important, this variable keeps track of the fraction
+       0.0, //double particleaccumulator;
+       // the math is: countabsolute + requestedcount * countmultiplier * quality
+       // absolute number of particles to spawn, often used for decals
+       // (unaffected by quality and requestedcount)
+       0.0f, //float countabsolute;
+       // multiplier for the number of particles CL_ParticleEffect was told to
+       // spawn, most effects do not really have a count and hence use 1, so
+       // this is often the actual count to spawn, not merely a multiplier
+       0.0f, //float countmultiplier;
+       // if > 0 this causes the particle to spawn in an evenly spaced line from
+       // originmins to originmaxs (causing them to describe a trail, not a box)
+       0.0f, //float trailspacing;
+       // type of particle to spawn (defines some aspects of behavior)
+       pt_alphastatic, //ptype_t particletype;
+       // blending mode used on this particle type
+       PBLEND_ALPHA, //pblend_t blendmode;
+       // orientation of this particle type (BILLBOARD, SPARK, BEAM, etc)
+       PARTICLE_BILLBOARD, //porientation_t orientation;
+       // range of colors to choose from in hex RRGGBB (like HTML color tags),
+       // randomly interpolated at spawn
+       {0xFFFFFF, 0xFFFFFF}, //unsigned int color[2];
+       // a random texture is chosen in this range (note the second value is one
+       // past the last choosable, so for example 8,16 chooses any from 8 up and
+       // including 15)
+       // if start and end of the range are the same, no randomization is done
+       {63, 63 /* tex_particle */}, //int tex[2];
+       // range of size values randomly chosen when spawning, plus size increase over time
+       {1, 1, 0.0f}, //float size[3];
+       // range of alpha values randomly chosen when spawning, plus alpha fade
+       {0.0f, 256.0f, 256.0f}, //float alpha[3];
+       // how long the particle should live (note it is also removed if alpha drops to 0)
+       {16777216.0f, 16777216.0f}, //float time[2];
+       // how much gravity affects this particle (negative makes it fly up!)
+       0.0f, //float gravity;
+       // how much bounce the particle has when it hits a surface
+       // if negative the particle is removed on impact
+       0.0f, //float bounce;
+       // if in air this friction is applied
+       // if negative the particle accelerates
+       0.0f, //float airfriction;
+       // if in liquid (water/slime/lava) this friction is applied
+       // if negative the particle accelerates
+       0.0f, //float liquidfriction;
+       // these offsets are added to the values given to particleeffect(), and
+       // then an ellipsoid-shaped jitter is added as defined by these
+       // (they are the 3 radii)
+       1.0f, //float stretchfactor;
+       // stretch velocity factor (used for sparks)
+       {0.0f, 0.0f, 0.0f}, //float originoffset[3];
+       {0.0f, 0.0f, 0.0f}, //float relativeoriginoffset[3];
+       {0.0f, 0.0f, 0.0f}, //float velocityoffset[3];
+       {0.0f, 0.0f, 0.0f}, //float relativevelocityoffset[3];
+       {0.0f, 0.0f, 0.0f}, //float originjitter[3];
+       {0.0f, 0.0f, 0.0f}, //float velocityjitter[3];
+       0.0f, //float velocitymultiplier;
+       // an effect can also spawn a dlight
+       0.0f, //float lightradiusstart;
+       0.0f, //float lightradiusfade;
+       16777216.0f, //float lighttime;
+       {1.0f, 1.0f, 1.0f}, //float lightcolor[3];
+       true, //qboolean lightshadow;
+       0, //int lightcubemapnum;
+       {1.0f, 0.25f}, //float lightcorona[2];
+       {(unsigned int)-1, (unsigned int)-1}, //unsigned int staincolor[2]; // note: 0x808080 = neutral (particle's own color), these are modding factors for the particle's original color!
+       {-1, -1}, //int staintex[2];
+       {1.0f, 1.0f}, //float stainalpha[2];
+       {2.0f, 2.0f}, //float stainsize[2];
+       // other parameters
+       {0.0f, 360.0f, 0.0f, 0.0f}, //float rotate[4]; // min/max base angle, min/max rotation over time
+};
 
 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1", "enables particle effects"};
-cvar_t cl_particles_quality = {CVAR_SAVE, "cl_particles_quality", "1", "multiplies number of particles and reduces their alpha"};
+cvar_t cl_particles_quality = {CVAR_SAVE, "cl_particles_quality", "1", "multiplies number of particles"};
+cvar_t cl_particles_alpha = {CVAR_SAVE, "cl_particles_alpha", "1", "multiplies opacity of particles"};
 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1", "multiplies particle size"};
 cvar_t cl_particles_quake = {CVAR_SAVE, "cl_particles_quake", "0", "makes particle effects look mostly like the ones in Quake"};
-cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1", "enables blood shower effects"};
 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1", "enables blood effects"};
-cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5", "opacity of blood"};
+cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "1", "opacity of blood, does not affect decals"};
+cvar_t cl_particles_blood_decal_alpha = {CVAR_SAVE, "cl_particles_blood_decal_alpha", "1", "opacity of blood decal"};
+cvar_t cl_particles_blood_decal_scalemin = {CVAR_SAVE, "cl_particles_blood_decal_scalemin", "1.5", "minimal random scale of decal"};
+cvar_t cl_particles_blood_decal_scalemax = {CVAR_SAVE, "cl_particles_blood_decal_scalemax", "2", "maximal random scale of decal"};
 cvar_t cl_particles_blood_bloodhack = {CVAR_SAVE, "cl_particles_blood_bloodhack", "1", "make certain quake particle() calls create blood effects instead"};
 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1", "enables bulletimpact effects"};
-cvar_t cl_particles_explosions_bubbles = {CVAR_SAVE, "cl_particles_explosions_bubbles", "1", "enables bubbles from underwater explosions"};
-cvar_t cl_particles_explosions_smoke = {CVAR_SAVE, "cl_particles_explosions_smokes", "0", "enables smoke from explosions"};
 cvar_t cl_particles_explosions_sparks = {CVAR_SAVE, "cl_particles_explosions_sparks", "1", "enables sparks from explosions"};
 cvar_t cl_particles_explosions_shell = {CVAR_SAVE, "cl_particles_explosions_shell", "0", "enables polygonal shell from explosions"};
+cvar_t cl_particles_rain = {CVAR_SAVE, "cl_particles_rain", "1", "enables rain effects"};
+cvar_t cl_particles_snow = {CVAR_SAVE, "cl_particles_snow", "1", "enables snow effects"};
 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1", "enables smoke (used by multiple effects)"};
 cvar_t cl_particles_smoke_alpha = {CVAR_SAVE, "cl_particles_smoke_alpha", "0.5", "smoke brightness"};
 cvar_t cl_particles_smoke_alphafade = {CVAR_SAVE, "cl_particles_smoke_alphafade", "0.55", "brightness fade per second"};
 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1", "enables sparks (used by multiple effects)"};
 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1", "enables bubbles (used by multiple effects)"};
-cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "0", "enables decals (bullet holes, blood, etc)"};
-cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "0", "how long before decals start to fade away"};
-cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "20", "how long decals take to fade away"};
+cvar_t cl_particles_visculling = {CVAR_SAVE, "cl_particles_visculling", "0", "perform a costly check if each particle is visible before drawing"};
+cvar_t cl_particles_collisions = {CVAR_SAVE, "cl_particles_collisions", "1", "allow costly collision detection on particles (sparks that bounce, particles not going through walls, blood hitting surfaces, etc)"};
+cvar_t cl_particles_forcetraileffects = {0, "cl_particles_forcetraileffects", "0", "force trails to be displayed even if a non-trail draw primitive was used (debug/compat feature)"};
+cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "1", "enables decals (bullet holes, blood, etc)"};
+cvar_t cl_decals_visculling = {CVAR_SAVE, "cl_decals_visculling", "1", "perform a very cheap check if each decal is visible before drawing"};
+cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "20", "how long before decals start to fade away"};
+cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "1", "how long decals take to fade away"};
+cvar_t cl_decals_newsystem = {CVAR_SAVE, "cl_decals_newsystem", "1", "enables new advanced decal system"};
+cvar_t cl_decals_newsystem_intensitymultiplier = {CVAR_SAVE, "cl_decals_newsystem_intensitymultiplier", "2", "boosts intensity of decals (because the distance fade can make them hard to see otherwise)"};
+cvar_t cl_decals_newsystem_immediatebloodstain = {CVAR_SAVE, "cl_decals_newsystem_immediatebloodstain", "2", "0: no on-spawn blood stains; 1: on-spawn blood stains for pt_blood; 2: always use on-spawn blood stains"};
+cvar_t cl_decals_newsystem_bloodsmears = {CVAR_SAVE, "cl_decals_newsystem_bloodsmears", "1", "enable use of particle velocity as decal projection direction rather than surface normal"};
+cvar_t cl_decals_models = {CVAR_SAVE, "cl_decals_models", "0", "enables decals on animated models (if newsystem is also 1)"};
+cvar_t cl_decals_bias = {CVAR_SAVE, "cl_decals_bias", "0.125", "distance to bias decals from surface to prevent depth fighting"};
+cvar_t cl_decals_max = {CVAR_SAVE, "cl_decals_max", "4096", "maximum number of decals allowed to exist in the world at once"};
+
+
+static void CL_Particles_ParseEffectInfo(const char *textstart, const char *textend, const char *filename)
+{
+       int arrayindex;
+       int argc;
+       int i;
+       int linenumber;
+       particleeffectinfo_t *info = NULL;
+       const char *text = textstart;
+       char argv[16][1024];
+       for (linenumber = 1;;linenumber++)
+       {
+               argc = 0;
+               for (arrayindex = 0;arrayindex < 16;arrayindex++)
+                       argv[arrayindex][0] = 0;
+               for (;;)
+               {
+                       if (!COM_ParseToken_Simple(&text, true, false, true))
+                               return;
+                       if (!strcmp(com_token, "\n"))
+                               break;
+                       if (argc < 16)
+                       {
+                               strlcpy(argv[argc], com_token, sizeof(argv[argc]));
+                               argc++;
+                       }
+               }
+               if (argc < 1)
+                       continue;
+#define checkparms(n) if (argc != (n)) {Con_Printf("%s:%i: error while parsing: %s given %i parameters, should be %i parameters\n", filename, linenumber, argv[0], argc, (n));break;}
+#define readints(array, n) checkparms(n+1);for (arrayindex = 0;arrayindex < argc - 1;arrayindex++) array[arrayindex] = strtol(argv[1+arrayindex], NULL, 0)
+#define readfloats(array, n) checkparms(n+1);for (arrayindex = 0;arrayindex < argc - 1;arrayindex++) array[arrayindex] = atof(argv[1+arrayindex])
+#define readint(var) checkparms(2);var = strtol(argv[1], NULL, 0)
+#define readfloat(var) checkparms(2);var = atof(argv[1])
+#define readbool(var) checkparms(2);var = strtol(argv[1], NULL, 0) != 0
+               if (!strcmp(argv[0], "effect"))
+               {
+                       int effectnameindex;
+                       checkparms(2);
+                       if (numparticleeffectinfo >= MAX_PARTICLEEFFECTINFO)
+                       {
+                               Con_Printf("%s:%i: too many effects!\n", filename, linenumber);
+                               break;
+                       }
+                       for (effectnameindex = 1;effectnameindex < MAX_PARTICLEEFFECTNAME;effectnameindex++)
+                       {
+                               if (particleeffectname[effectnameindex][0])
+                               {
+                                       if (!strcmp(particleeffectname[effectnameindex], argv[1]))
+                                               break;
+                               }
+                               else
+                               {
+                                       strlcpy(particleeffectname[effectnameindex], argv[1], sizeof(particleeffectname[effectnameindex]));
+                                       break;
+                               }
+                       }
+                       // if we run out of names, abort
+                       if (effectnameindex == MAX_PARTICLEEFFECTNAME)
+                       {
+                               Con_Printf("%s:%i: too many effects!\n", filename, linenumber);
+                               break;
+                       }
+                       for(i = 0; i < numparticleeffectinfo; ++i)
+                       {
+                               info = particleeffectinfo + i;
+                               if(!(info->flags & PARTICLEEFFECT_DEFINED))
+                                       if(info->effectnameindex == effectnameindex)
+                                               break;
+                       }
+                       if(i < numparticleeffectinfo)
+                               continue;
+                       info = particleeffectinfo + numparticleeffectinfo++;
+                       // copy entire info from baseline, then fix up the nameindex
+                       *info = baselineparticleeffectinfo;
+                       info->effectnameindex = effectnameindex;
+                       continue;
+               }
+               else if (info == NULL)
+               {
+                       Con_Printf("%s:%i: command %s encountered before effect\n", filename, linenumber, argv[0]);
+                       break;
+               }
+
+               info->flags |= PARTICLEEFFECT_DEFINED;
+               if (!strcmp(argv[0], "countabsolute")) {readfloat(info->countabsolute);}
+               else if (!strcmp(argv[0], "count")) {readfloat(info->countmultiplier);}
+               else if (!strcmp(argv[0], "type"))
+               {
+                       checkparms(2);
+                       if (!strcmp(argv[1], "alphastatic")) info->particletype = pt_alphastatic;
+                       else if (!strcmp(argv[1], "static")) info->particletype = pt_static;
+                       else if (!strcmp(argv[1], "spark")) info->particletype = pt_spark;
+                       else if (!strcmp(argv[1], "beam")) info->particletype = pt_beam;
+                       else if (!strcmp(argv[1], "rain")) info->particletype = pt_rain;
+                       else if (!strcmp(argv[1], "raindecal")) info->particletype = pt_raindecal;
+                       else if (!strcmp(argv[1], "snow")) info->particletype = pt_snow;
+                       else if (!strcmp(argv[1], "bubble")) info->particletype = pt_bubble;
+                       else if (!strcmp(argv[1], "blood")) {info->particletype = pt_blood;info->gravity = 1;}
+                       else if (!strcmp(argv[1], "smoke")) info->particletype = pt_smoke;
+                       else if (!strcmp(argv[1], "decal")) info->particletype = pt_decal;
+                       else if (!strcmp(argv[1], "entityparticle")) info->particletype = pt_entityparticle;
+                       else Con_Printf("%s:%i: unrecognized particle type %s\n", filename, linenumber, argv[1]);
+                       info->blendmode = particletype[info->particletype].blendmode;
+                       info->orientation = particletype[info->particletype].orientation;
+               }
+               else if (!strcmp(argv[0], "blend"))
+               {
+                       checkparms(2);
+                       if (!strcmp(argv[1], "alpha")) info->blendmode = PBLEND_ALPHA;
+                       else if (!strcmp(argv[1], "add")) info->blendmode = PBLEND_ADD;
+                       else if (!strcmp(argv[1], "invmod")) info->blendmode = PBLEND_INVMOD;
+                       else Con_Printf("%s:%i: unrecognized blendmode %s\n", filename, linenumber, argv[1]);
+               }
+               else if (!strcmp(argv[0], "orientation"))
+               {
+                       checkparms(2);
+                       if (!strcmp(argv[1], "billboard")) info->orientation = PARTICLE_BILLBOARD;
+                       else if (!strcmp(argv[1], "spark")) info->orientation = PARTICLE_SPARK;
+                       else if (!strcmp(argv[1], "oriented")) info->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
+                       else if (!strcmp(argv[1], "beam")) info->orientation = PARTICLE_HBEAM;
+                       else Con_Printf("%s:%i: unrecognized orientation %s\n", filename, linenumber, argv[1]);
+               }
+               else if (!strcmp(argv[0], "color")) {readints(info->color, 2);}
+               else if (!strcmp(argv[0], "tex")) {readints(info->tex, 2);}
+               else if (!strcmp(argv[0], "size")) {readfloats(info->size, 2);}
+               else if (!strcmp(argv[0], "sizeincrease")) {readfloat(info->size[2]);}
+               else if (!strcmp(argv[0], "alpha")) {readfloats(info->alpha, 3);}
+               else if (!strcmp(argv[0], "time")) {readfloats(info->time, 2);}
+               else if (!strcmp(argv[0], "gravity")) {readfloat(info->gravity);}
+               else if (!strcmp(argv[0], "bounce")) {readfloat(info->bounce);}
+               else if (!strcmp(argv[0], "airfriction")) {readfloat(info->airfriction);}
+               else if (!strcmp(argv[0], "liquidfriction")) {readfloat(info->liquidfriction);}
+               else if (!strcmp(argv[0], "originoffset")) {readfloats(info->originoffset, 3);}
+               else if (!strcmp(argv[0], "relativeoriginoffset")) {readfloats(info->relativeoriginoffset, 3);}
+               else if (!strcmp(argv[0], "velocityoffset")) {readfloats(info->velocityoffset, 3);}
+               else if (!strcmp(argv[0], "relativevelocityoffset")) {readfloats(info->relativevelocityoffset, 3);}
+               else if (!strcmp(argv[0], "originjitter")) {readfloats(info->originjitter, 3);}
+               else if (!strcmp(argv[0], "velocityjitter")) {readfloats(info->velocityjitter, 3);}
+               else if (!strcmp(argv[0], "velocitymultiplier")) {readfloat(info->velocitymultiplier);}
+               else if (!strcmp(argv[0], "lightradius")) {readfloat(info->lightradiusstart);}
+               else if (!strcmp(argv[0], "lightradiusfade")) {readfloat(info->lightradiusfade);}
+               else if (!strcmp(argv[0], "lighttime")) {readfloat(info->lighttime);}
+               else if (!strcmp(argv[0], "lightcolor")) {readfloats(info->lightcolor, 3);}
+               else if (!strcmp(argv[0], "lightshadow")) {readbool(info->lightshadow);}
+               else if (!strcmp(argv[0], "lightcubemapnum")) {readint(info->lightcubemapnum);}
+               else if (!strcmp(argv[0], "lightcorona")) {readints(info->lightcorona, 2);}
+               else if (!strcmp(argv[0], "underwater")) {checkparms(1);info->flags |= PARTICLEEFFECT_UNDERWATER;}
+               else if (!strcmp(argv[0], "notunderwater")) {checkparms(1);info->flags |= PARTICLEEFFECT_NOTUNDERWATER;}
+               else if (!strcmp(argv[0], "trailspacing")) {readfloat(info->trailspacing);if (info->trailspacing > 0) info->countmultiplier = 1.0f / info->trailspacing;}
+               else if (!strcmp(argv[0], "stretchfactor")) {readfloat(info->stretchfactor);}
+               else if (!strcmp(argv[0], "staincolor")) {readints(info->staincolor, 2);}
+               else if (!strcmp(argv[0], "stainalpha")) {readfloats(info->stainalpha, 2);}
+               else if (!strcmp(argv[0], "stainsize")) {readfloats(info->stainsize, 2);}
+               else if (!strcmp(argv[0], "staintex")) {readints(info->staintex, 2);}
+               else if (!strcmp(argv[0], "stainless")) {info->staintex[0] = -2; info->staincolor[0] = (unsigned int)-1; info->staincolor[1] = (unsigned int)-1; info->stainalpha[0] = 1; info->stainalpha[1] = 1; info->stainsize[0] = 2; info->stainsize[1] = 2; }
+               else if (!strcmp(argv[0], "rotate")) {readfloats(info->rotate, 4);}
+               else
+                       Con_Printf("%s:%i: skipping unknown command %s\n", filename, linenumber, argv[0]);
+#undef checkparms
+#undef readints
+#undef readfloats
+#undef readint
+#undef readfloat
+       }
+}
+
+int CL_ParticleEffectIndexForName(const char *name)
+{
+       int i;
+       for (i = 1;i < MAX_PARTICLEEFFECTNAME && particleeffectname[i][0];i++)
+               if (!strcmp(particleeffectname[i], name))
+                       return i;
+       return 0;
+}
+
+const char *CL_ParticleEffectNameForIndex(int i)
+{
+       if (i < 1 || i >= MAX_PARTICLEEFFECTNAME)
+               return NULL;
+       return particleeffectname[i];
+}
+
+// MUST match effectnameindex_t in client.h
+static const char *standardeffectnames[EFFECT_TOTAL] =
+{
+       "",
+       "TE_GUNSHOT",
+       "TE_GUNSHOTQUAD",
+       "TE_SPIKE",
+       "TE_SPIKEQUAD",
+       "TE_SUPERSPIKE",
+       "TE_SUPERSPIKEQUAD",
+       "TE_WIZSPIKE",
+       "TE_KNIGHTSPIKE",
+       "TE_EXPLOSION",
+       "TE_EXPLOSIONQUAD",
+       "TE_TAREXPLOSION",
+       "TE_TELEPORT",
+       "TE_LAVASPLASH",
+       "TE_SMALLFLASH",
+       "TE_FLAMEJET",
+       "EF_FLAME",
+       "TE_BLOOD",
+       "TE_SPARK",
+       "TE_PLASMABURN",
+       "TE_TEI_G3",
+       "TE_TEI_SMOKE",
+       "TE_TEI_BIGEXPLOSION",
+       "TE_TEI_PLASMAHIT",
+       "EF_STARDUST",
+       "TR_ROCKET",
+       "TR_GRENADE",
+       "TR_BLOOD",
+       "TR_WIZSPIKE",
+       "TR_SLIGHTBLOOD",
+       "TR_KNIGHTSPIKE",
+       "TR_VORESPIKE",
+       "TR_NEHAHRASMOKE",
+       "TR_NEXUIZPLASMA",
+       "TR_GLOWTRAIL",
+       "SVC_PARTICLE"
+};
+
+static void CL_Particles_LoadEffectInfo(const char *customfile)
+{
+       int i;
+       int filepass;
+       unsigned char *filedata;
+       fs_offset_t filesize;
+       char filename[MAX_QPATH];
+       numparticleeffectinfo = 0;
+       memset(particleeffectinfo, 0, sizeof(particleeffectinfo));
+       memset(particleeffectname, 0, sizeof(particleeffectname));
+       for (i = 0;i < EFFECT_TOTAL;i++)
+               strlcpy(particleeffectname[i], standardeffectnames[i], sizeof(particleeffectname[i]));
+       for (filepass = 0;;filepass++)
+       {
+               if (filepass == 0)
+               {
+                       if (customfile)
+                               strlcpy(filename, customfile, sizeof(filename));
+                       else
+                               strlcpy(filename, "effectinfo.txt", sizeof(filename));
+               }
+               else if (filepass == 1)
+               {
+                       if (!cl.worldbasename[0] || customfile)
+                               continue;
+                       dpsnprintf(filename, sizeof(filename), "%s_effectinfo.txt", cl.worldnamenoextension);
+               }
+               else
+                       break;
+               filedata = FS_LoadFile(filename, tempmempool, true, &filesize);
+               if (!filedata)
+                       continue;
+               CL_Particles_ParseEffectInfo((const char *)filedata, (const char *)filedata + filesize, filename);
+               Mem_Free(filedata);
+       }
+}
 
-void CL_Particles_Clear(void)
+static void CL_Particles_LoadEffectInfo_f(void)
 {
-       cl_numparticles = 0;
-       cl_freeparticle = 0;
-       memset(particles, 0, sizeof(particle_t) * cl_maxparticles);
+       CL_Particles_LoadEffectInfo(Cmd_Argc() > 1 ? Cmd_Argv(1) : NULL);
 }
 
 /*
@@ -346,64 +584,58 @@ CL_InitParticles
 void CL_ReadPointFile_f (void);
 void CL_Particles_Init (void)
 {
-       int             i;
-
-// COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
-       i = COM_CheckParm ("-particles");
-
-       if (i && i < com_argc - 1)
-       {
-               cl_maxparticles = (int)(atoi(com_argv[i+1]));
-               if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
-                       cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
-       }
-       else
-               cl_maxparticles = MAX_PARTICLES;
-
        Cmd_AddCommand ("pointfile", CL_ReadPointFile_f, "display point file produced by qbsp when a leak was detected in the map (a line leading through the leak hole, to an entity inside the level)");
+       Cmd_AddCommand ("cl_particles_reloadeffects", CL_Particles_LoadEffectInfo_f, "reloads effectinfo.txt and maps/levelname_effectinfo.txt (where levelname is the current map) if parameter is given, loads from custom file (no levelname_effectinfo are loaded in this case)");
 
        Cvar_RegisterVariable (&cl_particles);
        Cvar_RegisterVariable (&cl_particles_quality);
+       Cvar_RegisterVariable (&cl_particles_alpha);
        Cvar_RegisterVariable (&cl_particles_size);
        Cvar_RegisterVariable (&cl_particles_quake);
-       Cvar_RegisterVariable (&cl_particles_bloodshowers);
        Cvar_RegisterVariable (&cl_particles_blood);
        Cvar_RegisterVariable (&cl_particles_blood_alpha);
+       Cvar_RegisterVariable (&cl_particles_blood_decal_alpha);
+       Cvar_RegisterVariable (&cl_particles_blood_decal_scalemin);
+       Cvar_RegisterVariable (&cl_particles_blood_decal_scalemax);
        Cvar_RegisterVariable (&cl_particles_blood_bloodhack);
-       Cvar_RegisterVariable (&cl_particles_explosions_bubbles);
-       Cvar_RegisterVariable (&cl_particles_explosions_smoke);
        Cvar_RegisterVariable (&cl_particles_explosions_sparks);
        Cvar_RegisterVariable (&cl_particles_explosions_shell);
        Cvar_RegisterVariable (&cl_particles_bulletimpacts);
+       Cvar_RegisterVariable (&cl_particles_rain);
+       Cvar_RegisterVariable (&cl_particles_snow);
        Cvar_RegisterVariable (&cl_particles_smoke);
        Cvar_RegisterVariable (&cl_particles_smoke_alpha);
        Cvar_RegisterVariable (&cl_particles_smoke_alphafade);
        Cvar_RegisterVariable (&cl_particles_sparks);
        Cvar_RegisterVariable (&cl_particles_bubbles);
+       Cvar_RegisterVariable (&cl_particles_visculling);
+       Cvar_RegisterVariable (&cl_particles_collisions);
+       Cvar_RegisterVariable (&cl_particles_forcetraileffects);
        Cvar_RegisterVariable (&cl_decals);
+       Cvar_RegisterVariable (&cl_decals_visculling);
        Cvar_RegisterVariable (&cl_decals_time);
        Cvar_RegisterVariable (&cl_decals_fadetime);
-
-#ifdef WORKINGLQUAKE
-       particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles");
-#else
-       particles = (particle_t *) Mem_Alloc(cl_mempool, cl_maxparticles * sizeof(particle_t));
-#endif
-       CL_Particles_Clear();
+       Cvar_RegisterVariable (&cl_decals_newsystem);
+       Cvar_RegisterVariable (&cl_decals_newsystem_intensitymultiplier);
+       Cvar_RegisterVariable (&cl_decals_newsystem_immediatebloodstain);
+       Cvar_RegisterVariable (&cl_decals_newsystem_bloodsmears);
+       Cvar_RegisterVariable (&cl_decals_models);
+       Cvar_RegisterVariable (&cl_decals_bias);
+       Cvar_RegisterVariable (&cl_decals_max);
 }
 
 void CL_Particles_Shutdown (void)
 {
-#ifdef WORKINGLQUAKE
-       // No clue what to do here...
-#endif
 }
 
+void CL_SpawnDecalParticleForSurface(int hitent, const vec3_t org, const vec3_t normal, int color1, int color2, int texnum, float size, float alpha);
+void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size, float alpha, int texnum, int color1, int color2);
+
 // 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
 // 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
-// psize - size of particle (or thickness for PARTICLE_SPARK and PARTICLE_BEAM)
+// psize - size of particle (or thickness for PARTICLE_SPARK and PARTICLE_*BEAM)
 // palpha - opacity of particle as 0-255 (can be more than 255)
 // palphafade - rate of fade per second (so 256 would mean a 256 alpha particle would fade to nothing in 1 second)
 // ptime - how long the particle can live (note it is also removed if alpha drops to nothing)
@@ -412,31 +644,106 @@ void CL_Particles_Shutdown (void)
 // px,py,pz - starting origin of particle
 // pvx,pvy,pvz - starting velocity of particle
 // pfriction - how much the particle slows down per second (0-1 typically, can slowdown faster than 1)
-particle_t *particle(particletype_t *ptype, int pcolor1, int pcolor2, int ptex, float psize, float palpha, float palphafade, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float pfriction, float originjitter, float velocityjitter)
+// blendmode - one of the PBLEND_ values
+// orientation - one of the PARTICLE_ values
+// staincolor1, staincolor2: minimum and maximum ranges of stain color, randomly interpolated to decide stain color (-1 to use none)
+// staintex: any of the tex_ values such as tex_smoke[rand()&7] or tex_particle (-1 to use none)
+// stainalpha: opacity of the stain as factor for alpha
+// stainsize: size of the stain as factor for palpha
+// angle: base rotation of the particle geometry around its center normal
+// spin: rotation speed of the particle geometry around its center normal
+particle_t *CL_NewParticle(const vec3_t sortorigin, unsigned short ptypeindex, int pcolor1, int pcolor2, int ptex, float psize, float psizeincrease, float palpha, float palphafade, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float pairfriction, float pliquidfriction, float originjitter, float velocityjitter, qboolean pqualityreduction, float lifetime, float stretch, pblend_t blendmode, porientation_t orientation, int staincolor1, int staincolor2, int staintex, float stainalpha, float stainsize, float angle, float spin, float tint[4])
 {
-       int l1, l2;
+       int l1, l2, r, g, b;
        particle_t *part;
        vec3_t v;
-       for (;cl_freeparticle < cl_maxparticles && particles[cl_freeparticle].type;cl_freeparticle++);
-       if (cl_freeparticle >= cl_maxparticles)
+       if (!cl_particles.integer)
                return NULL;
-       part = &particles[cl_freeparticle++];
-       if (cl_numparticles < cl_freeparticle)
-               cl_numparticles = cl_freeparticle;
+       for (;cl.free_particle < cl.max_particles && cl.particles[cl.free_particle].typeindex;cl.free_particle++);
+       if (cl.free_particle >= cl.max_particles)
+               return NULL;
+       if (!lifetime)
+               lifetime = palpha / min(1, palphafade);
+       part = &cl.particles[cl.free_particle++];
+       if (cl.num_particles < cl.free_particle)
+               cl.num_particles = cl.free_particle;
        memset(part, 0, sizeof(*part));
-       part->type = ptype;
+       VectorCopy(sortorigin, part->sortorigin);
+       part->typeindex = ptypeindex;
+       part->blendmode = blendmode;
+       if(orientation == PARTICLE_HBEAM || orientation == PARTICLE_VBEAM)
+       {
+               particletexture_t *tex = &particletexture[ptex];
+               if(tex->t1 == 0 && tex->t2 == 1) // full height of texture?
+                       part->orientation = PARTICLE_VBEAM;
+               else
+                       part->orientation = PARTICLE_HBEAM;
+       }
+       else
+               part->orientation = orientation;
        l2 = (int)lhrandom(0.5, 256.5);
        l1 = 256 - l2;
        part->color[0] = ((((pcolor1 >> 16) & 0xFF) * l1 + ((pcolor2 >> 16) & 0xFF) * l2) >> 8) & 0xFF;
        part->color[1] = ((((pcolor1 >>  8) & 0xFF) * l1 + ((pcolor2 >>  8) & 0xFF) * l2) >> 8) & 0xFF;
        part->color[2] = ((((pcolor1 >>  0) & 0xFF) * l1 + ((pcolor2 >>  0) & 0xFF) * l2) >> 8) & 0xFF;
-       part->color[3] = 0xFF;
-       part->texnum = ptex;
-       part->size = psize;
+       if (vid.sRGB3D)
+       {
+               part->color[0] = (unsigned char)floor(Image_LinearFloatFromsRGB(part->color[0]) * 255.0f + 0.5f);
+               part->color[1] = (unsigned char)floor(Image_LinearFloatFromsRGB(part->color[1]) * 255.0f + 0.5f);
+               part->color[2] = (unsigned char)floor(Image_LinearFloatFromsRGB(part->color[2]) * 255.0f + 0.5f);
+       }
        part->alpha = palpha;
        part->alphafade = palphafade;
+       part->staintexnum = staintex;
+       if(staincolor1 >= 0 && staincolor2 >= 0)
+       {
+               l2 = (int)lhrandom(0.5, 256.5);
+               l1 = 256 - l2;
+               if(blendmode == PBLEND_INVMOD)
+               {
+                       r = ((((staincolor1 >> 16) & 0xFF) * l1 + ((staincolor2 >> 16) & 0xFF) * l2) * (255 - part->color[0])) / 0x8000; // staincolor 0x808080 keeps color invariant
+                       g = ((((staincolor1 >>  8) & 0xFF) * l1 + ((staincolor2 >>  8) & 0xFF) * l2) * (255 - part->color[1])) / 0x8000;
+                       b = ((((staincolor1 >>  0) & 0xFF) * l1 + ((staincolor2 >>  0) & 0xFF) * l2) * (255 - part->color[2])) / 0x8000;
+               }
+               else
+               {
+                       r = ((((staincolor1 >> 16) & 0xFF) * l1 + ((staincolor2 >> 16) & 0xFF) * l2) * part->color[0]) / 0x8000; // staincolor 0x808080 keeps color invariant
+                       g = ((((staincolor1 >>  8) & 0xFF) * l1 + ((staincolor2 >>  8) & 0xFF) * l2) * part->color[1]) / 0x8000;
+                       b = ((((staincolor1 >>  0) & 0xFF) * l1 + ((staincolor2 >>  0) & 0xFF) * l2) * part->color[2]) / 0x8000;
+               }
+               if(r > 0xFF) r = 0xFF;
+               if(g > 0xFF) g = 0xFF;
+               if(b > 0xFF) b = 0xFF;
+       }
+       else
+       {
+               r = part->color[0]; // -1 is shorthand for stain = particle color
+               g = part->color[1];
+               b = part->color[2];
+       }
+       part->staincolor[0] = r;
+       part->staincolor[1] = g;
+       part->staincolor[2] = b;
+       part->stainalpha = palpha * stainalpha;
+       part->stainsize = psize * stainsize;
+       if(tint)
+       {
+               if(blendmode != PBLEND_INVMOD) // invmod is immune to tinting
+               {
+                       part->color[0] *= tint[0];
+                       part->color[1] *= tint[1];
+                       part->color[2] *= tint[2];
+               }
+               part->alpha *= tint[3];
+               part->alphafade *= tint[3];
+               part->stainalpha *= tint[3];
+       }
+       part->texnum = ptex;
+       part->size = psize;
+       part->sizeincrease = psizeincrease;
        part->gravity = pgravity;
        part->bounce = pbounce;
+       part->stretch = stretch;
        VectorRandom(v);
        part->org[0] = px + originjitter * v[0];
        part->org[1] = py + originjitter * v[1];
@@ -445,34 +752,159 @@ particle_t *particle(particletype_t *ptype, int pcolor1, int pcolor2, int ptex,
        part->vel[1] = pvy + velocityjitter * v[1];
        part->vel[2] = pvz + velocityjitter * v[2];
        part->time2 = 0;
-       part->friction = pfriction;
+       part->airfriction = pairfriction;
+       part->liquidfriction = pliquidfriction;
+       part->die = cl.time + lifetime;
+       part->delayedspawn = cl.time;
+//     part->delayedcollisions = 0;
+       part->qualityreduction = pqualityreduction;
+       part->angle = angle;
+       part->spin = spin;
+       // if it is rain or snow, trace ahead and shut off collisions until an actual collision event needs to occur to improve performance
+       if (part->typeindex == pt_rain)
+       {
+               int i;
+               particle_t *part2;
+               vec3_t endvec;
+               trace_t trace;
+               // turn raindrop into simple spark and create delayedspawn splash effect
+               part->typeindex = pt_spark;
+               part->bounce = 0;
+               VectorMA(part->org, lifetime, part->vel, endvec);
+               trace = CL_TraceLine(part->org, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK, 0, collision_extendmovelength.value, true, false, NULL, false, false);
+               part->die = cl.time + lifetime * trace.fraction;
+               part2 = CL_NewParticle(endvec, pt_raindecal, pcolor1, pcolor2, tex_rainsplash, part->size, part->size * 20, part->alpha, part->alpha / 0.4, 0, 0, trace.endpos[0] + trace.plane.normal[0], trace.endpos[1] + trace.plane.normal[1], trace.endpos[2] + trace.plane.normal[2], trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2], 0, 0, 0, 0, pqualityreduction, 0, 1, PBLEND_ADD, PARTICLE_ORIENTED_DOUBLESIDED, -1, -1, -1, 1, 1, 0, 0, NULL);
+               if (part2)
+               {
+                       part2->delayedspawn = part->die;
+                       part2->die += part->die - cl.time;
+                       for (i = rand() & 7;i < 10;i++)
+                       {
+                               part2 = CL_NewParticle(endvec, pt_spark, pcolor1, pcolor2, tex_particle, 0.25f, 0, part->alpha * 2, part->alpha * 4, 1, 0, trace.endpos[0] + trace.plane.normal[0], trace.endpos[1] + trace.plane.normal[1], trace.endpos[2] + trace.plane.normal[2], trace.plane.normal[0] * 16, trace.plane.normal[1] * 16, trace.plane.normal[2] * 16 + cl.movevars_gravity * 0.04, 0, 0, 0, 32, pqualityreduction, 0, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
+                               if (part2)
+                               {
+                                       part2->delayedspawn = part->die;
+                                       part2->die += part->die - cl.time;
+                               }
+                       }
+               }
+       }
+#if 0
+       else if (part->bounce != 0 && part->gravity == 0 && part->typeindex != pt_snow)
+       {
+               float lifetime = part->alpha / (part->alphafade ? part->alphafade : 1);
+               vec3_t endvec;
+               trace_t trace;
+               VectorMA(part->org, lifetime, part->vel, endvec);
+               trace = CL_TraceLine(part->org, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY, true, false, NULL, false);
+               part->delayedcollisions = cl.time + lifetime * trace.fraction - 0.1;
+       }
+#endif
+
        return part;
 }
 
+static void CL_ImmediateBloodStain(particle_t *part)
+{
+       vec3_t v;
+       int staintex;
+
+       // blood creates a splash at spawn, not just at impact, this makes monsters bloody where they are shot
+       if (part->staintexnum >= 0 && cl_decals_newsystem.integer && cl_decals.integer)
+       {
+               VectorCopy(part->vel, v);
+               VectorNormalize(v);
+               staintex = part->staintexnum;
+               R_DecalSystem_SplatEntities(part->org, v, 1-part->staincolor[0]*(1.0f/255.0f), 1-part->staincolor[1]*(1.0f/255.0f), 1-part->staincolor[2]*(1.0f/255.0f), part->stainalpha*(1.0f/255.0f), particletexture[staintex].s1, particletexture[staintex].t1, particletexture[staintex].s2, particletexture[staintex].t2, part->stainsize);
+       }
+
+       // blood creates a splash at spawn, not just at impact, this makes monsters bloody where they are shot
+       if (part->typeindex == pt_blood && cl_decals_newsystem.integer && cl_decals.integer)
+       {
+               VectorCopy(part->vel, v);
+               VectorNormalize(v);
+               staintex = tex_blooddecal[rand()&7];
+               R_DecalSystem_SplatEntities(part->org, v, part->color[0]*(1.0f/255.0f), part->color[1]*(1.0f/255.0f), part->color[2]*(1.0f/255.0f), part->alpha*(1.0f/255.0f), particletexture[staintex].s1, particletexture[staintex].t1, particletexture[staintex].s2, particletexture[staintex].t2, part->size * 2);
+       }
+}
+
 void CL_SpawnDecalParticleForSurface(int hitent, const vec3_t org, const vec3_t normal, int color1, int color2, int texnum, float size, float alpha)
 {
-       particle_t *p;
+       int l1, l2;
+       decal_t *decal;
+       entity_render_t *ent = &cl.entities[hitent].render;
+       unsigned char color[3];
        if (!cl_decals.integer)
                return;
-       p = particle(particletype + pt_decal, color1, color2, texnum, size, alpha, 0, 0, 0, org[0] + normal[0], org[1] + normal[1], org[2] + normal[2], normal[0], normal[1], normal[2], 0, 0, 0);
-       if (p)
-       {
-               p->time2 = cl.time;
-#ifndef WORKINGLQUAKE
-               p->owner = hitent;
-               p->ownermodel = cl_entities[p->owner].render.model;
-               Matrix4x4_Transform(&cl_entities[p->owner].render.inversematrix, org, p->relativeorigin);
-               Matrix4x4_Transform3x3(&cl_entities[p->owner].render.inversematrix, normal, p->relativedirection);
-               VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin);
-#endif
+       if (!ent->allowdecals)
+               return;
+
+       l2 = (int)lhrandom(0.5, 256.5);
+       l1 = 256 - l2;
+       color[0] = ((((color1 >> 16) & 0xFF) * l1 + ((color2 >> 16) & 0xFF) * l2) >> 8) & 0xFF;
+       color[1] = ((((color1 >>  8) & 0xFF) * l1 + ((color2 >>  8) & 0xFF) * l2) >> 8) & 0xFF;
+       color[2] = ((((color1 >>  0) & 0xFF) * l1 + ((color2 >>  0) & 0xFF) * l2) >> 8) & 0xFF;
+
+       if (cl_decals_newsystem.integer)
+       {
+               if (vid.sRGB3D)
+                       R_DecalSystem_SplatEntities(org, normal, Image_LinearFloatFromsRGB(color[0]), Image_LinearFloatFromsRGB(color[1]), Image_LinearFloatFromsRGB(color[2]), alpha*(1.0f/255.0f), particletexture[texnum].s1, particletexture[texnum].t1, particletexture[texnum].s2, particletexture[texnum].t2, size);
+               else
+                       R_DecalSystem_SplatEntities(org, normal, color[0]*(1.0f/255.0f), color[1]*(1.0f/255.0f), color[2]*(1.0f/255.0f), alpha*(1.0f/255.0f), particletexture[texnum].s1, particletexture[texnum].t1, particletexture[texnum].s2, particletexture[texnum].t2, size);
+               return;
+       }
+
+       for (;cl.free_decal < cl.max_decals && cl.decals[cl.free_decal].typeindex;cl.free_decal++);
+       if (cl.free_decal >= cl.max_decals)
+               return;
+       decal = &cl.decals[cl.free_decal++];
+       if (cl.num_decals < cl.free_decal)
+               cl.num_decals = cl.free_decal;
+       memset(decal, 0, sizeof(*decal));
+       decal->decalsequence = cl.decalsequence++;
+       decal->typeindex = pt_decal;
+       decal->texnum = texnum;
+       VectorMA(org, cl_decals_bias.value, normal, decal->org);
+       VectorCopy(normal, decal->normal);
+       decal->size = size;
+       decal->alpha = alpha;
+       decal->time2 = cl.time;
+       decal->color[0] = color[0];
+       decal->color[1] = color[1];
+       decal->color[2] = color[2];
+       if (vid.sRGB3D)
+       {
+               decal->color[0] = (unsigned char)(Image_LinearFloatFromsRGB(decal->color[0]) * 256.0f);
+               decal->color[1] = (unsigned char)(Image_LinearFloatFromsRGB(decal->color[1]) * 256.0f);
+               decal->color[2] = (unsigned char)(Image_LinearFloatFromsRGB(decal->color[2]) * 256.0f);
+       }
+       decal->owner = hitent;
+       decal->clusterindex = -1000; // no vis culling unless we're sure
+       if (hitent)
+       {
+               // these relative things are only used to regenerate p->org and p->vel if decal->owner is not world (0)
+               decal->ownermodel = cl.entities[decal->owner].render.model;
+               Matrix4x4_Transform(&cl.entities[decal->owner].render.inversematrix, org, decal->relativeorigin);
+               Matrix4x4_Transform3x3(&cl.entities[decal->owner].render.inversematrix, normal, decal->relativenormal);
+       }
+       else
+       {
+               if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.PointInLeaf)
+               {
+                       mleaf_t *leaf = r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, decal->org);
+                       if(leaf)
+                               decal->clusterindex = leaf->clusterindex;
+               }
        }
 }
 
 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 org2[3];
+       vec_t bestfrac;
+       vec3_t bestorg;
+       vec3_t bestnormal;
+       vec3_t org2;
        int besthitent = 0, hitent;
        trace_t trace;
        bestfrac = 10;
@@ -480,8 +912,10 @@ void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size,
        {
                VectorRandom(org2);
                VectorMA(org, maxdist, org2, org2);
-               trace = CL_TraceBox(org, vec3_origin, vec3_origin, org2, true, &hitent, SUPERCONTENTS_SOLID, false);
-               if (bestfrac > trace.fraction)
+               trace = CL_TraceLine(org, org2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, &hitent, false, true);
+               // take the closest trace result that doesn't end up hitting a NOMARKS
+               // surface (sky for example)
+               if (bestfrac > trace.fraction && !(trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS))
                {
                        bestfrac = trace.fraction;
                        besthitent = hitent;
@@ -493,611 +927,231 @@ void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size,
                CL_SpawnDecalParticleForSurface(besthitent, bestorg, bestnormal, color1, color2, texnum, size, alpha);
 }
 
-/*
-===============
-CL_EntityParticles
-===============
-*/
-void CL_EntityParticles (entity_t *ent)
+static void CL_Sparks(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float sparkcount);
+static void CL_Smoke(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float smokecount);
+static void CL_NewParticlesFromEffectinfo(int effectnameindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor, qboolean spawndlight, qboolean spawnparticles, float tintmins[4], float tintmaxs[4], float fade, qboolean wanttrail);
+static void CL_ParticleEffect_Fallback(int effectnameindex, float count, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor, qboolean spawndlight, qboolean spawnparticles, qboolean wanttrail)
 {
-       int i;
-       float pitch, yaw, dist = 64, beamlength = 16, org[3], v[3];
-       static vec3_t avelocities[NUMVERTEXNORMALS];
-       if (!cl_particles.integer) return;
-
-#ifdef WORKINGLQUAKE
-       VectorCopy(ent->origin, org);
-#else
-       Matrix4x4_OriginFromMatrix(&ent->render.matrix, org);
-#endif
-
-       if (!avelocities[0][0])
-               for (i = 0;i < NUMVERTEXNORMALS * 3;i++)
-                       avelocities[0][i] = lhrandom(0, 2.55);
+       vec3_t center;
+       matrix4x4_t lightmatrix;
+       particle_t *part;
 
-       for (i = 0;i < NUMVERTEXNORMALS;i++)
+       VectorLerp(originmins, 0.5, originmaxs, center);
+       Matrix4x4_CreateTranslate(&lightmatrix, center[0], center[1], center[2]);
+       if (effectnameindex == EFFECT_SVC_PARTICLE)
        {
-               yaw = cl.time * avelocities[i][0];
-               pitch = cl.time * avelocities[i][1];
-               v[0] = org[0] + m_bytenormals[i][0] * dist + (cos(pitch)*cos(yaw)) * beamlength;
-               v[1] = org[1] + m_bytenormals[i][1] * dist + (cos(pitch)*sin(yaw)) * beamlength;
-               v[2] = org[2] + m_bytenormals[i][2] * dist + (-sin(pitch)) * beamlength;
-               particle(particletype + pt_entityparticle, particlepalette[0x6f], particlepalette[0x6f], tex_particle, 1, 255, 0, 0, 0, v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
+               if (cl_particles.integer)
+               {
+                       // bloodhack checks if this effect's color matches regular or lightning blood and if so spawns a blood effect instead
+                       if (count == 1024)
+                               CL_NewParticlesFromEffectinfo(EFFECT_TE_EXPLOSION, 1, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0, spawndlight, spawnparticles, NULL, NULL, 1, wanttrail);
+                       else if (cl_particles_blood_bloodhack.integer && !cl_particles_quake.integer && (palettecolor == 73 || palettecolor == 225))
+                               CL_NewParticlesFromEffectinfo(EFFECT_TE_BLOOD, count / 2.0f, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0, spawndlight, spawnparticles, NULL, NULL, 1, wanttrail);
+                       else
+                       {
+                               count *= cl_particles_quality.value;
+                               for (;count > 0;count--)
+                               {
+                                       int k = particlepalette[(palettecolor & ~7) + (rand()&7)];
+                                       CL_NewParticle(center, pt_alphastatic, k, k, tex_particle, 1.5, 0, 255, 0, 0.05, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 8, 0, true, lhrandom(0.1, 0.5), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                               }
+                       }
+               }
        }
-}
-
-
-void CL_ReadPointFile_f (void)
-{
-       vec3_t org, leakorg;
-       int r, c, s;
-       char *pointfile = NULL, *pointfilepos, *t, tchar;
-       char name[MAX_OSPATH];
-
-       if (!cl.worldmodel)
-               return;
-
-       FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
-       strlcat (name, ".pts", sizeof (name));
-#if WORKINGLQUAKE
-       pointfile = COM_LoadTempFile (name);
-#else
-       pointfile = (char *)FS_LoadFile(name, tempmempool, true, NULL);
-#endif
-       if (!pointfile)
+       else if (effectnameindex == EFFECT_TE_WIZSPIKE)
+               CL_NewParticlesFromEffectinfo(EFFECT_SVC_PARTICLE, 30*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 20, spawndlight, spawnparticles, NULL, NULL, 1, wanttrail);
+       else if (effectnameindex == EFFECT_TE_KNIGHTSPIKE)
+               CL_NewParticlesFromEffectinfo(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 226, spawndlight, spawnparticles, NULL, NULL, 1, wanttrail);
+       else if (effectnameindex == EFFECT_TE_SPIKE)
        {
-               Con_Printf("Could not open %s\n", name);
-               return;
-       }
-
-       Con_Printf("Reading %s...\n", name);
-       VectorClear(leakorg);
-       c = 0;
-       s = 0;
-       pointfilepos = pointfile;
-       while (*pointfilepos)
-       {
-               while (*pointfilepos == '\n' || *pointfilepos == '\r')
-                       pointfilepos++;
-               if (!*pointfilepos)
-                       break;
-               t = pointfilepos;
-               while (*t && *t != '\n' && *t != '\r')
-                       t++;
-               tchar = *t;
-               *t = 0;
-               r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
-               *t = tchar;
-               pointfilepos = t;
-               if (r != 3)
-                       break;
-               if (c == 0)
-                       VectorCopy(org, leakorg);
-               c++;
-
-               if (cl_numparticles < cl_maxparticles - 3)
+               if (cl_particles_bulletimpacts.integer)
                {
-                       s++;
-                       particle(particletype + pt_static, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, 2, 255, 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0);
+                       if (cl_particles_quake.integer)
+                       {
+                               if (cl_particles_smoke.integer)
+                                       CL_NewParticlesFromEffectinfo(EFFECT_SVC_PARTICLE, 10*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0, spawndlight, spawnparticles, NULL, NULL, 1, wanttrail);
+                       }
+                       else
+                       {
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 15*count);
+                               CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                       }
                }
+               // bullet hole
+               R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
        }
-#ifndef WORKINGLQUAKE
-       Mem_Free(pointfile);
-#endif
-       VectorCopy(leakorg, org);
-       Con_Printf("%i points read (%i particles spawned)\nLeak at %f %f %f\n", c, s, org[0], org[1], org[2]);
-
-       particle(particletype + pt_beam, 0xFF0000, 0xFF0000, tex_beam, 64, 255, 0, 0, 0, org[0] - 4096, org[1], org[2], org[0] + 4096, org[1], org[2], 0, 0, 0);
-       particle(particletype + pt_beam, 0x00FF00, 0x00FF00, tex_beam, 64, 255, 0, 0, 0, org[0], org[1] - 4096, org[2], org[0], org[1] + 4096, org[2], 0, 0, 0);
-       particle(particletype + pt_beam, 0x0000FF, 0x0000FF, tex_beam, 64, 255, 0, 0, 0, org[0], org[1], org[2] - 4096, org[0], org[1], org[2] + 4096, 0, 0, 0);
-}
-
-/*
-===============
-CL_ParseParticleEffect
-
-Parse an effect out of the server message
-===============
-*/
-void CL_ParseParticleEffect (void)
-{
-       vec3_t org, dir;
-       int i, count, msgcount, color;
-
-       MSG_ReadVector(org, cls.protocol);
-       for (i=0 ; i<3 ; i++)
-               dir[i] = MSG_ReadChar ();
-       msgcount = MSG_ReadByte ();
-       color = MSG_ReadByte ();
-
-       if (msgcount == 255)
-               count = 1024;
-       else
-               count = msgcount;
-
-       if (cl_particles_blood_bloodhack.integer && !cl_particles_quake.integer)
+       else if (effectnameindex == EFFECT_TE_SPIKEQUAD)
        {
-               if (color == 73)
+               if (cl_particles_bulletimpacts.integer)
                {
-                       // regular blood
-                       CL_BloodPuff(org, dir, count / 2);
-                       return;
-               }
-               if (color == 225)
-               {
-                       // lightning blood
-                       CL_BloodPuff(org, dir, count / 2);
-                       return;
+                       if (cl_particles_quake.integer)
+                       {
+                               if (cl_particles_smoke.integer)
+                                       CL_NewParticlesFromEffectinfo(EFFECT_SVC_PARTICLE, 10*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0, spawndlight, spawnparticles, NULL, NULL, 1, wanttrail);
+                       }
+                       else
+                       {
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 15*count);
+                               CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                       }
                }
+               // bullet hole
+               R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+               CL_AllocLightFlash(NULL, &lightmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
-       CL_RunParticleEffect (org, dir, color, count);
-}
-
-/*
-===============
-CL_ParticleExplosion
-
-===============
-*/
-void CL_ParticleExplosion (vec3_t org)
-{
-       int i;
-       trace_t trace;
-       //vec3_t v;
-       //vec3_t v2;
-       if (cl_stainmaps.integer)
-               R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
-       CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
-
-       if (cl_particles_quake.integer)
+       else if (effectnameindex == EFFECT_TE_SUPERSPIKE)
        {
-               for (i = 0;i < 1024;i++)
+               if (cl_particles_bulletimpacts.integer)
                {
-                       int r, color;
-                       r = rand()&3;
-                       if (i & 1)
+                       if (cl_particles_quake.integer)
                        {
-                               color = particlepalette[ramp1[r]];
-                               particle(particletype + pt_alphastatic, color, color, tex_particle, 1, (1.0f / cl_particles_quality.value) * 32 * (8 - r), (1.0f / cl_particles_quality.value) * 318, 0, 0, org[0], org[1], org[2], 0, 0, 0, -4, 16, 256);
+                               if (cl_particles_smoke.integer)
+                                       CL_NewParticlesFromEffectinfo(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0, spawndlight, spawnparticles, NULL, NULL, 1, wanttrail);
                        }
                        else
                        {
-                               color = particlepalette[ramp2[r]];
-                               particle(particletype + pt_alphastatic, color, color, tex_particle, 1, (1.0f / cl_particles_quality.value) * 32 * (8 - r), (1.0f / cl_particles_quality.value) * 478, 0, 0, org[0], org[1], org[2], 0, 0, 0, 1, 16, 256);
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 8*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 30*count);
+                               CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
                        }
                }
+               // bullet hole
+               R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
        }
-       else
+       else if (effectnameindex == EFFECT_TE_SUPERSPIKEQUAD)
        {
-               i = CL_PointSuperContents(org);
-               if (i & (SUPERCONTENTS_SLIME | SUPERCONTENTS_WATER))
+               if (cl_particles_bulletimpacts.integer)
                {
-                       if (cl_particles.integer && cl_particles_bubbles.integer && cl_particles_explosions_bubbles.integer)
-                               for (i = 0;i < 128 * cl_particles_quality.value;i++)
-                                       particle(particletype + pt_bubble, 0x404040, 0x808080, tex_bubble, 2, (1.0f / cl_particles_quality.value) * lhrandom(128, 255), (1.0f / cl_particles_quality.value) * 128, -0.125, 1.5, org[0], org[1], org[2], 0, 0, 0, (1.0 / 16.0), 16, 96);
-               }
-               else
-               {
-                       // LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close
-                       // smoke puff
-                       if (cl_particles.integer && cl_particles_smoke.integer && cl_particles_explosions_smoke.integer)
+                       if (cl_particles_quake.integer)
                        {
-                               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);
-                                               trace = CL_TraceBox(org, vec3_origin, vec3_origin, v, true, NULL, SUPERCONTENTS_SOLID, false);
-                                               if (trace.fraction >= 0.1)
-                                                       break;
-                                       }
-                                       VectorSubtract(trace.endpos, org, v2);
-#endif
-                                       VectorScale(v2, 2.0f, v2);
-                                       particle(particletype + pt_smoke, 0x202020, 0x404040, tex_smoke[rand()&7], 12, 32, 64, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0);
-                               }
+                               if (cl_particles_smoke.integer)
+                                       CL_NewParticlesFromEffectinfo(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0, spawndlight, spawnparticles, NULL, NULL, 1, wanttrail);
+                       }
+                       else
+                       {
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 8*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 30*count);
+                               CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
                        }
-
-                       if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
-                               for (i = 0;i < 128 * cl_particles_quality.value;i++)
-                                       particle(particletype + pt_spark, 0x903010, 0xFFD030, tex_particle, 1.0f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 512, 1, 0, org[0], org[1], org[2], 0, 0, 80, 0.2, 0, 256);
                }
+               // bullet hole
+               R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+               CL_AllocLightFlash(NULL, &lightmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
-
-       if (cl_particles_explosions_shell.integer)
-               R_NewExplosion(org);
-}
-
-/*
-===============
-CL_ParticleExplosion2
-
-===============
-*/
-void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
-{
-       int i, k;
-       if (!cl_particles.integer) return;
-
-       for (i = 0;i < 512 * cl_particles_quality.value;i++)
+       else if (effectnameindex == EFFECT_TE_BLOOD)
        {
-               k = particlepalette[colorStart + (i % colorLength)];
+               if (!cl_particles_blood.integer)
+                       return;
                if (cl_particles_quake.integer)
-                       particle(particletype + pt_static, k, k, tex_particle, 1, (1.0f / cl_particles_quality.value) * 255, (1.0f/cl_particles_quality.value)*850, 0, 0, org[0], org[1], org[2], 0, 0, 0, -4, 8, 256);
-               else
-                       particle(particletype + pt_static, k, k, tex_particle, lhrandom(0.5, 1.5), (1.0f / cl_particles_quality.value) * 255, (1.0f/cl_particles_quality.value)*512, 0, 0, org[0], org[1], org[2], 0, 0, 0, lhrandom(1.5, 3), 8, 192);
-       }
-}
-
-/*
-===============
-CL_BlobExplosion
-
-===============
-*/
-void CL_BlobExplosion (vec3_t org)
-{
-       int i, k;
-       if (!cl_particles.integer) return;
-
-       if (!cl_particles_quake.integer)
-       {
-               CL_ParticleExplosion(org);
-               return;
-       }
-
-       for (i = 0;i < 1024 * cl_particles_quality.value;i++)
-       {
-               if (i & 1)
-               {
-                       k = particlepalette[66 + rand()%6];
-                       particle(particletype + pt_static, k, k, tex_particle, 1, (1.0f / cl_particles_quality.value) * lhrandom(182, 255), (1.0f/cl_particles_quality.value)*182, 0, 0, org[0], org[1], org[2], 0, 0, 0, -4, 16, 256);
-               }
+                       CL_NewParticlesFromEffectinfo(EFFECT_SVC_PARTICLE, 2*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 73, spawndlight, spawnparticles, NULL, NULL, 1, wanttrail);
                else
                {
-                       k = particlepalette[150 + rand()%6];
-                       particle(particletype + pt_static, k, k, tex_particle, 1, (1.0f / cl_particles_quality.value) * lhrandom(182, 255), (1.0f/cl_particles_quality.value)*182, 0, 0, org[0], org[1], org[2], 0, 0, lhrandom(-256, 256), 0, 16, 0);
+                       static double bloodaccumulator = 0;
+                       qboolean immediatebloodstain = (cl_decals_newsystem_immediatebloodstain.integer >= 1);
+                       //CL_NewParticle(center, pt_alphastatic, 0x4f0000,0x7f0000, tex_particle, 2.5, 0, 256, 256, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 1, 4, 0, 0, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, NULL);
+                       bloodaccumulator += count * 0.333 * cl_particles_quality.value;
+                       for (;bloodaccumulator > 0;bloodaccumulator--)
+                       {
+                               part = CL_NewParticle(center, pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, cl_particles_blood_alpha.value * 768, cl_particles_blood_alpha.value * 384, 1, -1, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64, true, 0, 1, PBLEND_INVMOD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                               if (immediatebloodstain && part)
+                               {
+                                       immediatebloodstain = false;
+                                       CL_ImmediateBloodStain(part);
+                               }
+                       }
                }
        }
-}
-
-/*
-===============
-CL_RunParticleEffect
-
-===============
-*/
-void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
-{
-       int k;
-
-       if (count == 1024)
-       {
-               CL_ParticleExplosion(org);
-               return;
-       }
-       if (!cl_particles.integer) return;
-       if (cl_particles_quake.integer)
+       else if (effectnameindex == EFFECT_TE_SPARK)
+               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, count);
+       else if (effectnameindex == EFFECT_TE_PLASMABURN)
        {
-               count *= cl_particles_quality.value;
-               while (count--)
-               {
-                       k = particlepalette[color + (rand()&7)];
-                       particle(particletype + pt_alphastatic, k, k, tex_particle, 1, (1.0f / cl_particles_quality.value) * lhrandom(51, 255), (1.0f / cl_particles_quality.value) * 512, 0, 0.05, org[0], org[1], org[2], dir[0], dir[1], dir[2], 0, 8, 0);
-               }
+               // plasma scorch mark
+               R_Stain(center, 40, 40, 40, 40, 64, 88, 88, 88, 64);
+               CL_SpawnDecalParticleForPoint(center, 6, 6, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+               CL_AllocLightFlash(NULL, &lightmatrix, 200, 1, 1, 1, 1000, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
-       else
+       else if (effectnameindex == EFFECT_TE_GUNSHOT)
        {
-               count *= cl_particles_quality.value;
-               while (count--)
+               if (cl_particles_bulletimpacts.integer)
                {
-                       k = particlepalette[color + (rand()&7)];
-                       if (gamemode == GAME_GOODVSBAD2)
-                               particle(particletype + pt_alphastatic, k, k, tex_particle, 5, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 300, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 8, 10);
+                       if (cl_particles_quake.integer)
+                               CL_NewParticlesFromEffectinfo(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0, spawndlight, spawnparticles, NULL, NULL, 1, wanttrail);
                        else
-                               particle(particletype + pt_alphastatic, k, k, tex_particle, 1, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 512, 0, 0, org[0], org[1], org[2], dir[0], dir[1], dir[2], 0, 8, 15);
-               }
-       }
-}
-
-// LordHavoc: added this for spawning sparks/dust (which have strong gravity)
-/*
-===============
-CL_SparkShower
-===============
-*/
-void CL_SparkShower (vec3_t org, vec3_t dir, int count, vec_t gravityscale, vec_t radius)
-{
-       int k;
-
-       if (!cl_particles.integer) return;
-
-       if (cl_particles_sparks.integer)
-       {
-               // sparks
-               count *= cl_particles_quality.value;
-               while(count--)
-               {
-                       k = particlepalette[0x68 + (rand() & 7)];
-                       particle(particletype + pt_spark, k, k, tex_particle, 0.4f, (1.0f / cl_particles_quality.value) * lhrandom(64, 255), (1.0f / cl_particles_quality.value) * 512, gravityscale, 0, org[0], org[1], org[2], dir[0], dir[1], dir[2] + sv_gravity.value * 0.1, 0, radius, 64);
-               }
-       }
-}
-
-void CL_Smoke (vec3_t org, vec3_t dir, int count, vec_t radius)
-{
-       vec3_t org2;
-       int k;
-       trace_t trace;
-
-       if (!cl_particles.integer) return;
-
-       // smoke puff
-       if (cl_particles_smoke.integer)
-       {
-               k = count * 0.25 * cl_particles_quality.value;
-               while(k--)
-               {
-                       org2[0] = org[0] + 0.125f * lhrandom(-count, count);
-                       org2[1] = org[1] + 0.125f * lhrandom(-count, count);
-                       org2[2] = org[2] + 0.125f * lhrandom(-count, count);
-                       trace = CL_TraceBox(org, vec3_origin, vec3_origin, org2, true, NULL, SUPERCONTENTS_SOLID, false);
-                       particle(particletype + pt_smoke, 0x101010, 0x202020, tex_smoke[rand()&7], 3, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 1024, 0, 0, trace.endpos[0], trace.endpos[1], trace.endpos[2], 0, 0, 0, 0, radius, 8);
+                       {
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 20*count);
+                               CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                       }
                }
+               // bullet hole
+               R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
        }
-}
-
-void CL_BulletMark (vec3_t org)
-{
-       if (cl_stainmaps.integer)
-               R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24);
-       CL_SpawnDecalParticleForPoint(org, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
-}
-
-void CL_PlasmaBurn (vec3_t org)
-{
-       if (cl_stainmaps.integer)
-               R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32);
-       CL_SpawnDecalParticleForPoint(org, 6, 6, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
-}
-
-static float bloodcount = 0;
-void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
-{
-       float s;
-       vec3_t org2;
-       trace_t trace;
-       // bloodcount is used to accumulate counts too small to cause a blood particle
-       if (!cl_particles.integer) return;
-       if (cl_particles_quake.integer)
-       {
-               CL_RunParticleEffect(org, vel, 73, count * 2);
-               return;
-       }
-       if (!cl_particles_blood.integer) return;
-
-       s = count + 64.0f;
-       count *= 5.0f;
-       if (count > 1000)
-               count = 1000;
-       bloodcount += count;
-       while(bloodcount > 0)
-       {
-               org2[0] = org[0] + 0.125f * lhrandom(-bloodcount, bloodcount);
-               org2[1] = org[1] + 0.125f * lhrandom(-bloodcount, bloodcount);
-               org2[2] = org[2] + 0.125f * lhrandom(-bloodcount, bloodcount);
-               trace = CL_TraceBox(org, vec3_origin, vec3_origin, org2, true, NULL, SUPERCONTENTS_SOLID, false);
-               particle(particletype + pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 0, -1, trace.endpos[0], trace.endpos[1], trace.endpos[2], vel[0], vel[1], vel[2], 1, 0, s);
-               bloodcount -= 16 / cl_particles_quality.value;
-       }
-}
-
-void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
-{
-       vec3_t org, vel, diff, center, velscale;
-       if (!cl_particles.integer) return;
-       if (!cl_particles_bloodshowers.integer) return;
-       if (!cl_particles_blood.integer) return;
-
-       VectorSubtract(maxs, mins, diff);
-       center[0] = (mins[0] + maxs[0]) * 0.5;
-       center[1] = (mins[1] + maxs[1]) * 0.5;
-       center[2] = (mins[2] + maxs[2]) * 0.5;
-       velscale[0] = velspeed * 2.0 / diff[0];
-       velscale[1] = velspeed * 2.0 / diff[1];
-       velscale[2] = velspeed * 2.0 / diff[2];
-
-       bloodcount += count * 5.0f;
-       while (bloodcount > 0)
-       {
-               org[0] = lhrandom(mins[0], maxs[0]);
-               org[1] = lhrandom(mins[1], maxs[1]);
-               org[2] = lhrandom(mins[2], maxs[2]);
-               vel[0] = (org[0] - center[0]) * velscale[0];
-               vel[1] = (org[1] - center[1]) * velscale[1];
-               vel[2] = (org[2] - center[2]) * velscale[2];
-               bloodcount -= 16 / cl_particles_quality.value;
-               particle(particletype + pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 1, 0, 0);
-       }
-}
-
-void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
-{
-       int k;
-       float t;
-       if (!cl_particles.integer) return;
-       if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
-       if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
-       if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
-
-       count *= cl_particles_quality.value;
-       while (count--)
-       {
-               k = particlepalette[colorbase + (rand()&3)];
-               particle(particletype + pt_alphastatic, k, k, tex_particle, 2, 255 / cl_particles_quality.value, (255 / cl_particles_quality.value) / 2, gravity ? 1 : 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0], dir[1], dir[2], 0, 0, randomvel);
-       }
-}
-
-void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
-{
-       int k;
-       float t, z, minz, maxz;
-       particle_t *p;
-       if (!cl_particles.integer) return;
-       if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
-       if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
-       if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
-       if (dir[2] < 0) // falling
-               z = maxs[2];
-       else // rising??
-               z = mins[2];
-
-       minz = z - fabs(dir[2]) * 0.1;
-       maxz = z + fabs(dir[2]) * 0.1;
-       minz = bound(mins[2], minz, maxs[2]);
-       maxz = bound(mins[2], maxz, maxs[2]);
-
-       count *= cl_particles_quality.value;
-
-       switch(type)
+       else if (effectnameindex == EFFECT_TE_GUNSHOTQUAD)
        {
-       case 0:
-               count *= 4; // ick, this should be in the mod or maps?
-
-               while(count--)
-               {
-                       k = particlepalette[colorbase + (rand()&3)];
-                       if (gamemode == GAME_GOODVSBAD2)
-                               particle(particletype + pt_rain, k, k, tex_particle, 20, lhrandom(8, 16) / cl_particles_quality.value, 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0);
-                       else
-                               particle(particletype + pt_rain, k, k, tex_particle, 0.5, lhrandom(8, 16) / cl_particles_quality.value, 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0);
-               }
-               break;
-       case 1:
-               while(count--)
+               if (cl_particles_bulletimpacts.integer)
                {
-                       k = particlepalette[colorbase + (rand()&3)];
-                       if (gamemode == GAME_GOODVSBAD2)
-                               p = particle(particletype + pt_snow, k, k, tex_particle, 20, lhrandom(64, 128) / cl_particles_quality.value, 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0);
+                       if (cl_particles_quake.integer)
+                               CL_NewParticlesFromEffectinfo(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0, spawndlight, spawnparticles, NULL, NULL, 1, wanttrail);
                        else
-                               p = particle(particletype + pt_snow, k, k, tex_particle, 1, lhrandom(64, 128) / cl_particles_quality.value, 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0);
-                       if (p)
-                               VectorCopy(p->vel, p->relativedirection);
-               }
-               break;
-       default:
-               Con_Printf ("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
-       }
-}
-
-void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
-{
-       int k;
-       float t;
-       vec3_t o, v, center;
-       if (!cl_particles.integer) return;
-
-       if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
-       if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
-       if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
-
-       center[0] = (mins[0] + maxs[0]) * 0.5f;
-       center[1] = (mins[1] + maxs[1]) * 0.5f;
-       center[2] = (mins[2] + maxs[2]) * 0.5f;
-
-       count *= cl_particles_quality.value;
-       while (count--)
-       {
-               k = particlepalette[224 + (rand()&15)];
-               o[0] = lhrandom(mins[0], maxs[0]);
-               o[1] = lhrandom(mins[1], maxs[1]);
-               o[2] = lhrandom(mins[2], maxs[2]);
-               VectorSubtract(o, center, v);
-               VectorNormalize(v);
-               VectorScale(v, 100, v);
-               v[2] += sv_gravity.value * 0.15f;
-               particle(particletype + pt_static, 0x903010, 0xFFD030, tex_particle, 1.5, lhrandom(64, 128) / cl_particles_quality.value, 128 / cl_particles_quality.value, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0.2, 0, 0);
-       }
-}
-
-void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
-{
-       int k;
-       float t;
-       if (!cl_particles.integer) return;
-       if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
-       if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
-       if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
-
-       count *= cl_particles_quality.value;
-       while (count--)
-       {
-               k = particlepalette[224 + (rand()&15)];
-               particle(particletype + pt_static, k, k, tex_particle, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, -1, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), 0, 0, 32, 1, 0, 32);
-               if (count & 1)
-                       particle(particletype + pt_static, 0x303030, 0x606060, tex_smoke[rand()&7], 6, lhrandom(48, 96) / cl_particles_quality.value, 64 / cl_particles_quality.value, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), 0, 0, 24, 0, 0, 8);
-       }
-}
-
-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(particletype + pt_static, k, k, tex_particle, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, -1, 1.1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 1, 0, 128);
-       }
-}
-
-
-
-/*
-===============
-CL_LavaSplash
-
-===============
-*/
-void CL_LavaSplash (vec3_t origin)
-{
-       float i, j, inc, vel;
-       int k, l;
-       vec3_t          dir, org;
-       if (!cl_particles.integer) return;
-
-       if (cl_particles_quake.integer)
+                       {
+                               CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
+                               CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 20*count);
+                               CL_NewParticle(center, pt_static, 0x808080,0x808080, tex_particle, 3, 0, 256, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                       }
+               }
+               // bullet hole
+               R_Stain(center, 16, 40, 40, 40, 64, 88, 88, 88, 64);
+               CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+               CL_AllocLightFlash(NULL, &lightmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       else if (effectnameindex == EFFECT_TE_EXPLOSION)
        {
-               inc = 8 / cl_particles_quality.value;
-               for (i = -128;i < 128;i += inc)
+               CL_ParticleExplosion(center);
+               CL_AllocLightFlash(NULL, &lightmatrix, 350, 4.0f, 2.0f, 0.50f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       else if (effectnameindex == EFFECT_TE_EXPLOSIONQUAD)
+       {
+               CL_ParticleExplosion(center);
+               CL_AllocLightFlash(NULL, &lightmatrix, 350, 2.5f, 2.0f, 4.0f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       else if (effectnameindex == EFFECT_TE_TAREXPLOSION)
+       {
+               if (cl_particles_quake.integer)
                {
-                       for (j = -128;j < 128;j += inc)
+                       int i;
+                       for (i = 0;i < 1024 * cl_particles_quality.value;i++)
                        {
-                               dir[0] = j + lhrandom(0, inc);
-                               dir[1] = i + lhrandom(0, inc);
-                               dir[2] = 256;
-                               org[0] = origin[0] + dir[0];
-                               org[1] = origin[1] + dir[1];
-                               org[2] = origin[2] + lhrandom(0, 64);
-                               vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
-                               k = l = particlepalette[224 + (rand()&7)];
-                               particle(particletype + pt_alphastatic, k, l, tex_particle, 1, inc * lhrandom(24, 32), inc * 12, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0);
+                               if (i & 1)
+                                       CL_NewParticle(center, pt_alphastatic, particlepalette[66], particlepalette[71], tex_particle, 1.5f, 0, 255, 0, 0, 0, center[0], center[1], center[2], 0, 0, 0, -4, -4, 16, 256, true, (rand() & 1) ? 1.4 : 1.0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                               else
+                                       CL_NewParticle(center, pt_alphastatic, particlepalette[150], particlepalette[155], tex_particle, 1.5f, 0, 255, 0, 0, 0, center[0], center[1], center[2], 0, 0, lhrandom(-256, 256), 0, 0, 16, 0, true, (rand() & 1) ? 1.4 : 1.0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
                        }
                }
+               else
+                       CL_ParticleExplosion(center);
+               CL_AllocLightFlash(NULL, &lightmatrix, 600, 1.6f, 0.8f, 2.0f, 1200, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
-       else
+       else if (effectnameindex == EFFECT_TE_SMALLFLASH)
+               CL_AllocLightFlash(NULL, &lightmatrix, 200, 2, 2, 2, 1000, 0.2, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       else if (effectnameindex == EFFECT_TE_FLAMEJET)
+       {
+               count *= cl_particles_quality.value;
+               while (count-- > 0)
+                       CL_NewParticle(center, pt_smoke, 0x6f0f00, 0xe3974f, tex_particle, 4, 0, lhrandom(64, 128), 384, -1, 1.1, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 128, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+       }
+       else if (effectnameindex == EFFECT_TE_LAVASPLASH)
        {
-               inc = 32 / cl_particles_quality.value;
+               float i, j, inc, vel;
+               vec3_t dir, org;
+
+               inc = 8 / cl_particles_quality.value;
                for (i = -128;i < 128;i += inc)
                {
                        for (j = -128;j < 128;j += inc)
@@ -1105,611 +1159,860 @@ void CL_LavaSplash (vec3_t origin)
                                dir[0] = j + lhrandom(0, inc);
                                dir[1] = i + lhrandom(0, inc);
                                dir[2] = 256;
-                               org[0] = origin[0] + dir[0];
-                               org[1] = origin[1] + dir[1];
-                               org[2] = origin[2] + lhrandom(0, 64);
+                               org[0] = center[0] + dir[0];
+                               org[1] = center[1] + dir[1];
+                               org[2] = center[2] + lhrandom(0, 64);
                                vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
-                               if (gamemode == GAME_GOODVSBAD2)
-                               {
-                                       k = particlepalette[0 + (rand()&255)];
-                                       l = particlepalette[0 + (rand()&255)];
-                                       particle(particletype + pt_static, k, l, tex_particle, 12, inc * 8, inc * 8, 0.05, 1, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0);
-                               }
-                               else
-                               {
-                                       k = l = particlepalette[224 + (rand()&7)];
-                                       particle(particletype + pt_static, k, l, tex_particle, 12, inc * 8, inc * 8, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0);
-                               }
+                               CL_NewParticle(center, pt_alphastatic, particlepalette[224], particlepalette[231], tex_particle, 1.5f, 0, 255, 0, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, true, lhrandom(2, 2.62), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
                        }
                }
        }
-}
-
-/*
-===============
-CL_TeleportSplash
-
-===============
-*/
-void CL_TeleportSplash (vec3_t org)
-{
-       float i, j, k, inc;
-       if (!cl_particles.integer) return;
-
-       if (cl_particles_quake.integer)
+       else if (effectnameindex == EFFECT_TE_TELEPORT)
        {
-               inc = 4 / cl_particles_quality.value;
+               float i, j, k, inc, vel;
+               vec3_t dir;
+
+               if (cl_particles_quake.integer)
+                       inc = 4 / cl_particles_quality.value;
+               else
+                       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)
                                {
-                                       vec3_t dir;
-                                       float vel;
                                        VectorSet(dir, i*8, j*8, k*8);
                                        VectorNormalize(dir);
                                        vel = lhrandom(50, 113);
-                                       particle(particletype + pt_alphastatic, particlepalette[7], particlepalette[14], tex_particle, 1, inc * lhrandom(37, 63), inc * 187, 0, 0, org[0] + i + lhrandom(0, inc), org[1] + j + lhrandom(0, inc), org[2] + k + lhrandom(0, inc), dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0);
+                                       if (cl_particles_quake.integer)
+                                               CL_NewParticle(center, pt_alphastatic, particlepalette[7], particlepalette[14], tex_particle, 1.5f, 0, 255, 0, 0, 0, center[0] + i + lhrandom(0, inc), center[1] + j + lhrandom(0, inc), center[2] + k + lhrandom(0, inc), dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, true, lhrandom(0.2, 0.34), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                                       else
+                                               CL_NewParticle(center, pt_alphastatic, particlepalette[7], particlepalette[14], tex_particle, 1.5f, 0, inc * lhrandom(37, 63), inc * 187, 0, 0, center[0] + i + lhrandom(0, inc), center[1] + j + lhrandom(0, inc), center[2] + k + lhrandom(0, inc), dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
                                }
                        }
                }
+               if (!cl_particles_quake.integer)
+                       CL_NewParticle(center, pt_static, 0xffffff, 0xffffff, tex_particle, 30, 0, 256, 512, 0, 0, center[0], center[1], center[2], 0, 0, 0, 0, 0, 0, 0, false, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+               CL_AllocLightFlash(NULL, &lightmatrix, 200, 2.0f, 2.0f, 2.0f, 400, 99.0f, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
-       else
+       else if (effectnameindex == EFFECT_TE_TEI_G3)
+               CL_NewParticle(center, pt_beam, 0xFFFFFF, 0xFFFFFF, tex_beam, 8, 0, 256, 256, 0, 0, originmins[0], originmins[1], originmins[2], originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, 0, false, 0, 1, PBLEND_ADD, PARTICLE_HBEAM, -1, -1, -1, 1, 1, 0, 0, NULL);
+       else if (effectnameindex == EFFECT_TE_TEI_SMOKE)
        {
-               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(particletype + pt_static, 0xA0A0A0, 0xFFFFFF, tex_particle, 10, inc * lhrandom(8, 16), inc * 32, 0, 0, org[0] + i + lhrandom(0, inc), org[1] + j + lhrandom(0, inc), org[2] + k + lhrandom(0, inc), 0, 0, lhrandom(-256, 256), 1, 0, 0);
+               if (cl_particles_smoke.integer)
+               {
+                       count *= 0.25f * cl_particles_quality.value;
+                       while (count-- > 0)
+                               CL_NewParticle(center, pt_smoke, 0x202020, 0x404040, tex_smoke[rand()&7], 5, 0, 255, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 1.5f, 6.0f, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+               }
        }
-}
+       else if (effectnameindex == EFFECT_TE_TEI_BIGEXPLOSION)
+       {
+               CL_ParticleExplosion(center);
+               CL_AllocLightFlash(NULL, &lightmatrix, 500, 2.5f, 2.0f, 1.0f, 500, 9999, 0, -1, true, 1, 0.25, 0.5, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       else if (effectnameindex == EFFECT_TE_TEI_PLASMAHIT)
+       {
+               float f;
+               R_Stain(center, 40, 40, 40, 40, 64, 88, 88, 88, 64);
+               CL_SpawnDecalParticleForPoint(center, 6, 8, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+               if (cl_particles_smoke.integer)
+                       for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
+                               CL_NewParticle(center, pt_smoke, 0x202020, 0x404040, tex_smoke[rand()&7], 5, 0, 255, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 20, 155, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+               if (cl_particles_sparks.integer)
+                       for (f = 0;f < count;f += 1.0f / cl_particles_quality.value)
+                               CL_NewParticle(center, pt_spark, 0x2030FF, 0x80C0FF, tex_particle, 2.0f, 0, lhrandom(64, 255), 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 0, 465, true, 0, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
+               CL_AllocLightFlash(NULL, &lightmatrix, 500, 0.6f, 1.2f, 2.0f, 2000, 9999, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       else if (effectnameindex == EFFECT_EF_FLAME)
+       {
+               if (!spawnparticles)
+                       count = 0;
+               count *= 300 * cl_particles_quality.value;
+               while (count-- > 0)
+                       CL_NewParticle(center, pt_smoke, 0x6f0f00, 0xe3974f, tex_particle, 4, 0, lhrandom(64, 128), 384, -1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 16, 128, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+               CL_AllocLightFlash(NULL, &lightmatrix, 200, 2.0f, 1.5f, 0.5f, 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       else if (effectnameindex == EFFECT_EF_STARDUST)
+       {
+               if (!spawnparticles)
+                       count = 0;
+               count *= 200 * cl_particles_quality.value;
+               while (count-- > 0)
+                       CL_NewParticle(center, pt_static, 0x903010, 0xFFD030, tex_particle, 4, 0, lhrandom(64, 128), 128, 1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0.2, 0.8, 16, 128, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+               CL_AllocLightFlash(NULL, &lightmatrix, 200, 1.0f, 0.7f, 0.3f, 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       }
+       else if (!strncmp(particleeffectname[effectnameindex], "TR_", 3))
+       {
+               vec3_t dir, pos;
+               float len, dec, qd;
+               int smoke, blood, bubbles, r, color, spawnedcount;
 
-#ifdef WORKINGLQUAKE
-void R_RocketTrail (vec3_t start, vec3_t end, int type)
-#else
-void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent)
-#endif
-{
-       vec3_t vec, dir, vel, pos;
-       float len, dec, speed, qd;
-       int smoke, blood, bubbles, r;
-#ifdef WORKINGLQUAKE
-       int contents;
-#endif
+               if (spawndlight && r_refdef.scene.numlights < MAX_DLIGHTS)
+               {
+                       vec4_t light;
+                       Vector4Set(light, 0, 0, 0, 0);
 
-       if (end[0] == start[0] && end[1] == start[1] && end[2] == start[2])
-               return;
+                       if (effectnameindex == EFFECT_TR_ROCKET)
+                               Vector4Set(light, 3.0f, 1.5f, 0.5f, 200);
+                       else if (effectnameindex == EFFECT_TR_VORESPIKE)
+                       {
+                               if (gamemode == GAME_PRYDON && !cl_particles_quake.integer)
+                                       Vector4Set(light, 0.3f, 0.6f, 1.2f, 100);
+                               else
+                                       Vector4Set(light, 1.2f, 0.5f, 1.0f, 200);
+                       }
+                       else if (effectnameindex == EFFECT_TR_NEXUIZPLASMA)
+                               Vector4Set(light, 0.75f, 1.5f, 3.0f, 200);
 
-       VectorSubtract(end, start, dir);
-       VectorNormalize(dir);
-
-       VectorSubtract (end, start, vec);
-#ifdef WORKINGLQUAKE
-       len = VectorNormalize (vec);
-       dec = 0;
-       speed = 1.0f / cl.frametime;
-       VectorSubtract(end, start, vel);
-#else
-       len = VectorNormalizeLength (vec);
-       dec = -ent->persistent.trail_time;
-       ent->persistent.trail_time += len;
-       if (ent->persistent.trail_time < 0.01f)
-               return;
+                       if (light[3])
+                       {
+                               matrix4x4_t traillightmatrix;
+                               Matrix4x4_CreateFromQuakeEntity(&traillightmatrix, originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, light[3]);
+                               R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &traillightmatrix, light, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                               r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
+                       }
+               }
 
-       // if we skip out, leave it reset
-       ent->persistent.trail_time = 0.0f;
+               if (!spawnparticles)
+                       return;
 
-       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;
-
-       smoke = cl_particles.integer && cl_particles_smoke.integer;
-       blood = cl_particles.integer && cl_particles_blood.integer;
-#ifdef WORKINGLQUAKE
-       contents = CL_PointQ1Contents(pos);
-       bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
-#else
-       bubbles = cl_particles.integer && cl_particles_bubbles.integer && (CL_PointSuperContents(pos) & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME));
-#endif
-       qd = 1.0f / cl_particles_quality.value;
+               if (originmaxs[0] == originmins[0] && originmaxs[1] == originmins[1] && originmaxs[2] == originmins[2])
+                       return;
 
-       while (len >= 0)
-       {
-               switch (type)
+               VectorSubtract(originmaxs, originmins, dir);
+               len = VectorNormalizeLength(dir);
+
+               if (ent)
+               {
+                       dec = -ent->persistent.trail_time;
+                       ent->persistent.trail_time += len;
+                       if (ent->persistent.trail_time < 0.01f)
+                               return;
+
+                       // if we skip out, leave it reset
+                       ent->persistent.trail_time = 0.0f;
+               }
+               else
+                       dec = 0;
+
+               // advance into this frame to reach the first puff location
+               VectorMA(originmins, dec, dir, pos);
+               len -= dec;
+
+               smoke = cl_particles.integer && cl_particles_smoke.integer;
+               blood = cl_particles.integer && cl_particles_blood.integer;
+               bubbles = cl_particles.integer && cl_particles_bubbles.integer && !cl_particles_quake.integer && (CL_PointSuperContents(pos) & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME));
+               qd = 1.0f / cl_particles_quality.value;
+               spawnedcount = 0;
+
+               while (len >= 0 && ++spawnedcount <= 16384)
                {
-                       case 0: // rocket trail
-                               if (cl_particles_quake.integer)
+                       dec = 3;
+                       if (blood)
+                       {
+                               if (effectnameindex == EFFECT_TR_BLOOD)
                                {
-                                       dec = qd*3;
-                                       r = rand()&3;
-                                       color = particlepalette[ramp3[r]];
-                                       particle(particletype + pt_alphastatic, color, color, tex_particle, 1, qd*42*(6-r), qd*306, 0, -0.05, pos[0], pos[1], pos[2], 0, 0, 0, 0, 3, 0);
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               color = particlepalette[67 + (rand()&3)];
+                                               CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0.05, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0, true, 2, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                                       }
+                                       else
+                                       {
+                                               dec = 16;
+                                               CL_NewParticle(center, pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 1, -1, pos[0], pos[1], pos[2], lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64, true, 0, 1, PBLEND_INVMOD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                                       }
                                }
-                               else
+                               else if (effectnameindex == EFFECT_TR_SLIGHTBLOOD)
                                {
-                                       dec = qd*3;
-                                       if (smoke)
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               dec = 6;
+                                               color = particlepalette[67 + (rand()&3)];
+                                               CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0.05, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0, true, 2, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                                       }
+                                       else
                                        {
-                                               particle(particletype + pt_smoke, 0x303030, 0x606060, tex_smoke[rand()&7], 3, qd*cl_particles_smoke_alpha.value*62, qd*cl_particles_smoke_alphafade.value*62, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0);
-                                               particle(particletype + pt_static, 0x801010, 0xFFA020, tex_smoke[rand()&7], 3, qd*cl_particles_smoke_alpha.value*288, qd*cl_particles_smoke_alphafade.value*1400, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 20);
+                                               dec = 32;
+                                               CL_NewParticle(center, pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 1, -1, pos[0], pos[1], pos[2], lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64, true, 0, 1, PBLEND_INVMOD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
                                        }
-                                       if (bubbles)
-                                               particle(particletype + pt_bubble, 0x404040, 0x808080, tex_bubble, 2, qd*lhrandom(64, 255), qd*256, -0.25, 1.5, pos[0], pos[1], pos[2], 0, 0, 0, (1.0 / 16.0), 0, 16);
                                }
-                               break;
-
-                       case 1: // grenade trail
-                               if (cl_particles_quake.integer)
+                       }
+                       if (smoke)
+                       {
+                               if (effectnameindex == EFFECT_TR_ROCKET)
                                {
-                                       dec = qd*3;
-                                       r = 2 + (rand()%5);
-                                       color = particlepalette[ramp3[r]];
-                                       particle(particletype + pt_alphastatic, color, color, tex_particle, 1, qd*42*(6-r), qd*306, 0, -0.05, pos[0], pos[1], pos[2], 0, 0, 0, 0, 3, 0);
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               r = rand()&3;
+                                               color = particlepalette[ramp3[r]];
+                                               CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, -0.05, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0, true, 0.1372549*(6-r), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                                       }
+                                       else
+                                       {
+                                               CL_NewParticle(center, pt_smoke, 0x303030, 0x606060, tex_smoke[rand()&7], 3, 0, cl_particles_smoke_alpha.value*62, cl_particles_smoke_alphafade.value*62, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                                               CL_NewParticle(center, pt_static, 0x801010, 0xFFA020, tex_smoke[rand()&7], 3, 0, cl_particles_smoke_alpha.value*288, cl_particles_smoke_alphafade.value*1400, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 20, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                                       }
                                }
-                               else
+                               else if (effectnameindex == EFFECT_TR_GRENADE)
                                {
-                                       dec = qd*3;
-                                       if (smoke)
-                                               particle(particletype + pt_smoke, 0x303030, 0x606060, tex_smoke[rand()&7], 3, qd*cl_particles_smoke_alpha.value*50, qd*cl_particles_smoke_alphafade.value*50, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0);
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               r = 2 + (rand()%5);
+                                               color = particlepalette[ramp3[r]];
+                                               CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, -0.05, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0, true, 0.1372549*(6-r), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                                       }
+                                       else
+                                       {
+                                               CL_NewParticle(center, pt_smoke, 0x303030, 0x606060, tex_smoke[rand()&7], 3, 0, cl_particles_smoke_alpha.value*50, cl_particles_smoke_alphafade.value*75, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                                       }
                                }
-                               break;
-
-
-                       case 2: // blood
-                       case 4: // slight blood
-                               if (cl_particles_quake.integer)
+                               else if (effectnameindex == EFFECT_TR_WIZSPIKE)
                                {
-                                       if (type == 2)
+                                       if (cl_particles_quake.integer)
                                        {
-                                               dec = qd*3;
-                                               color = particlepalette[67 + (rand()&3)];
-                                               particle(particletype + pt_alphastatic, color, color, tex_particle, 1, qd*255, qd*128, 0, -0.05, pos[0], pos[1], pos[2], 0, 0, 0, 0, 3, 0);
+                                               dec = 6;
+                                               color = particlepalette[52 + (rand()&7)];
+                                               CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, pos[0], pos[1], pos[2], 30*dir[1], 30*-dir[0], 0, 0, 0, 0, 0, true, 0.5, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                                               CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, pos[0], pos[1], pos[2], 30*-dir[1], 30*dir[0], 0, 0, 0, 0, 0, true, 0.5, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                                       }
+                                       else if (gamemode == GAME_GOODVSBAD2)
+                                       {
+                                               dec = 6;
+                                               CL_NewParticle(center, pt_static, 0x00002E, 0x000030, tex_particle, 6, 0, 128, 384, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
                                        }
                                        else
                                        {
-                                               dec = qd*6;
-                                               color = particlepalette[67 + (rand()&3)];
-                                               particle(particletype + pt_alphastatic, color, color, tex_particle, 1, qd*255, qd*128, 0, -0.05, pos[0], pos[1], pos[2], 0, 0, 0, 0, 3, 0);
+                                               color = particlepalette[20 + (rand()&7)];
+                                               CL_NewParticle(center, pt_static, color, color, tex_particle, 2, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
                                        }
                                }
-                               else
+                               else if (effectnameindex == EFFECT_TR_KNIGHTSPIKE)
                                {
-                                       dec = qd*16;
-                                       if (blood)
-                                               particle(particletype + pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 0, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f, vel[1] * 0.5f, vel[2] * 0.5f, 1, 0, 64);
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               dec = 6;
+                                               color = particlepalette[230 + (rand()&7)];
+                                               CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, pos[0], pos[1], pos[2], 30*dir[1], 30*-dir[0], 0, 0, 0, 0, 0, true, 0.5, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                                               CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, pos[0], pos[1], pos[2], 30*-dir[1], 30*dir[0], 0, 0, 0, 0, 0, true, 0.5, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                                       }
+                                       else
+                                       {
+                                               color = particlepalette[226 + (rand()&7)];
+                                               CL_NewParticle(center, pt_static, color, color, tex_particle, 2, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                                       }
                                }
-                               break;
-
-                       case 3: // green tracer
-                               if (cl_particles_quake.integer)
+                               else if (effectnameindex == EFFECT_TR_VORESPIKE)
+                               {
+                                       if (cl_particles_quake.integer)
+                                       {
+                                               color = particlepalette[152 + (rand()&3)];
+                                               CL_NewParticle(center, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 8, 0, true, 0.3, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                                       }
+                                       else if (gamemode == GAME_GOODVSBAD2)
+                                       {
+                                               dec = 6;
+                                               CL_NewParticle(center, pt_alphastatic, particlepalette[0 + (rand()&255)], particlepalette[0 + (rand()&255)], tex_particle, 6, 0, 255, 384, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                                       }
+                                       else if (gamemode == GAME_PRYDON)
+                                       {
+                                               dec = 6;
+                                               CL_NewParticle(center, pt_static, 0x103040, 0x204050, tex_particle, 6, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                                       }
+                                       else
+                                               CL_NewParticle(center, pt_static, 0x502030, 0x502030, tex_particle, 3, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                               }
+                               else if (effectnameindex == EFFECT_TR_NEHAHRASMOKE)
                                {
-                                       dec = qd*6;
-                                       color = particlepalette[52 + (rand()&7)];
-                                       particle(particletype + pt_alphastatic, color, color, tex_particle, 1, qd*255, qd*512, 0, 0, pos[0], pos[1], pos[2], 30*vec[1], 30*-vec[0], 0, 0, 0, 0);
-                                       particle(particletype + pt_alphastatic, color, color, tex_particle, 1, qd*255, qd*512, 0, 0, pos[0], pos[1], pos[2], 30*-vec[1], 30*vec[0], 0, 0, 0, 0);
+                                       dec = 7;
+                                       CL_NewParticle(center, pt_alphastatic, 0x303030, 0x606060, tex_smoke[rand()&7], 7, 0, 64, 320, 0, 0, pos[0], pos[1], pos[2], 0, 0, lhrandom(4, 12), 0, 0, 0, 4, false, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
                                }
-                               else
+                               else if (effectnameindex == EFFECT_TR_NEXUIZPLASMA)
+                               {
+                                       dec = 4;
+                                       CL_NewParticle(center, pt_static, 0x283880, 0x283880, tex_particle, 4, 0, 255, 1024, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 16, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                               }
+                               else if (effectnameindex == EFFECT_TR_GLOWTRAIL)
+                                       CL_NewParticle(center, pt_alphastatic, particlepalette[palettecolor], particlepalette[palettecolor], tex_particle, 5, 0, 128, 320, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                       }
+                       if (bubbles)
+                       {
+                               if (effectnameindex == EFFECT_TR_ROCKET)
+                                       CL_NewParticle(center, pt_bubble, 0x404040, 0x808080, tex_bubble, 2, 0, lhrandom(128, 512), 512, -0.25, 1.5, pos[0], pos[1], pos[2], 0, 0, 0, 0.0625, 0.25, 0, 16, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                               else if (effectnameindex == EFFECT_TR_GRENADE)
+                                       CL_NewParticle(center, pt_bubble, 0x404040, 0x808080, tex_bubble, 2, 0, lhrandom(128, 512), 512, -0.25, 1.5, pos[0], pos[1], pos[2], 0, 0, 0, 0.0625, 0.25, 0, 16, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                       }
+                       // advance to next time and position
+                       dec *= qd;
+                       len -= dec;
+                       VectorMA (pos, dec, dir, pos);
+               }
+               if (ent)
+                       ent->persistent.trail_time = len;
+       }
+       else
+               Con_DPrintf("CL_ParticleEffect_Fallback: no fallback found for effect %s\n", particleeffectname[effectnameindex]);
+}
+
+// this is also called on point effects with spawndlight = true and
+// spawnparticles = true
+static void CL_NewParticlesFromEffectinfo(int effectnameindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor, qboolean spawndlight, qboolean spawnparticles, float tintmins[4], float tintmaxs[4], float fade, qboolean wanttrail)
+{
+       qboolean found = false;
+       char vabuf[1024];
+       if (effectnameindex < 1 || effectnameindex >= MAX_PARTICLEEFFECTNAME || !particleeffectname[effectnameindex][0])
+       {
+               Con_DPrintf("Unknown effect number %i received from server\n", effectnameindex);
+               return; // no such effect
+       }
+       if (!cl_particles_quake.integer && particleeffectinfo[0].effectnameindex)
+       {
+               int effectinfoindex;
+               int supercontents;
+               int tex, staintex;
+               particleeffectinfo_t *info;
+               vec3_t center;
+               vec3_t traildir;
+               vec3_t trailpos;
+               vec3_t rvec;
+               vec3_t angles;
+               vec3_t velocity;
+               vec3_t forward;
+               vec3_t right;
+               vec3_t up;
+               vec_t traillen;
+               vec_t trailstep;
+               qboolean underwater;
+               qboolean immediatebloodstain;
+               particle_t *part;
+               float avgtint[4], tint[4], tintlerp;
+               // note this runs multiple effects with the same name, each one spawns only one kind of particle, so some effects need more than one
+               VectorLerp(originmins, 0.5, originmaxs, center);
+               supercontents = CL_PointSuperContents(center);
+               underwater = (supercontents & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)) != 0;
+               VectorSubtract(originmaxs, originmins, traildir);
+               traillen = VectorLength(traildir);
+               VectorNormalize(traildir);
+               if(tintmins)
+               {
+                       Vector4Lerp(tintmins, 0.5, tintmaxs, avgtint);
+               }
+               else
+               {
+                       Vector4Set(avgtint, 1, 1, 1, 1);
+               }
+               for (effectinfoindex = 0, info = particleeffectinfo;effectinfoindex < MAX_PARTICLEEFFECTINFO && info->effectnameindex;effectinfoindex++, info++)
+               {
+                       if ((info->effectnameindex == effectnameindex) && (info->flags & PARTICLEEFFECT_DEFINED))
+                       {
+                               qboolean definedastrail = info->trailspacing > 0;
+
+                               qboolean drawastrail = wanttrail;
+                               if (cl_particles_forcetraileffects.integer)
+                                       drawastrail = drawastrail || definedastrail;
+
+                               found = true;
+                               if ((info->flags & PARTICLEEFFECT_UNDERWATER) && !underwater)
+                                       continue;
+                               if ((info->flags & PARTICLEEFFECT_NOTUNDERWATER) && underwater)
+                                       continue;
+
+                               // spawn a dlight if requested
+                               if (info->lightradiusstart > 0 && spawndlight)
                                {
-                                       dec = qd*16;
-                                       if (smoke)
+                                       matrix4x4_t tempmatrix;
+                                       if (drawastrail)
+                                               Matrix4x4_CreateTranslate(&tempmatrix, originmaxs[0], originmaxs[1], originmaxs[2]);
+                                       else
+                                               Matrix4x4_CreateTranslate(&tempmatrix, center[0], center[1], center[2]);
+                                       if (info->lighttime > 0 && info->lightradiusfade > 0)
                                        {
-                                               if (gamemode == GAME_GOODVSBAD2)
-                                               {
-                                                       dec = qd*6;
-                                                       particle(particletype + pt_static, 0x00002E, 0x000030, tex_particle, 6, qd*128, qd*384, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0);
-                                               }
-                                               else
-                                               {
-                                                       dec = qd*3;
-                                                       color = particlepalette[20 + (rand()&7)];
-                                                       particle(particletype + pt_static, color, color, tex_particle, 2, qd*64, qd*192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0);
-                                               }
+                                               // light flash (explosion, etc)
+                                               // called when effect starts
+                                               CL_AllocLightFlash(NULL, &tempmatrix, info->lightradiusstart, info->lightcolor[0]*avgtint[0]*avgtint[3], info->lightcolor[1]*avgtint[1]*avgtint[3], info->lightcolor[2]*avgtint[2]*avgtint[3], info->lightradiusfade, info->lighttime, info->lightcubemapnum, -1, info->lightshadow, info->lightcorona[0], info->lightcorona[1], 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                                       }
+                                       else if (r_refdef.scene.numlights < MAX_DLIGHTS)
+                                       {
+                                               // glowing entity
+                                               // called by CL_LinkNetworkEntity
+                                               Matrix4x4_Scale(&tempmatrix, info->lightradiusstart, 1);
+                                               rvec[0] = info->lightcolor[0]*avgtint[0]*avgtint[3];
+                                               rvec[1] = info->lightcolor[1]*avgtint[1]*avgtint[3];
+                                               rvec[2] = info->lightcolor[2]*avgtint[2]*avgtint[3];
+                                               R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, rvec, -1, info->lightcubemapnum > 0 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", info->lightcubemapnum) : NULL, info->lightshadow, info->lightcorona[0], info->lightcorona[1], 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                                               r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
                                        }
                                }
-                               break;
 
-                       case 5: // flame tracer
-                               if (cl_particles_quake.integer)
+                               if (!spawnparticles)
+                                       continue;
+
+                               // spawn particles
+                               tex = info->tex[0];
+                               if (info->tex[1] > info->tex[0])
                                {
-                                       dec = qd*6;
-                                       color = particlepalette[230 + (rand()&7)];
-                                       particle(particletype + pt_alphastatic, color, color, tex_particle, 1, qd*255, qd*512, 0, 0, pos[0], pos[1], pos[2], 30*vec[1], 30*-vec[0], 0, 0, 0, 0);
-                                       particle(particletype + pt_alphastatic, color, color, tex_particle, 1, qd*255, qd*512, 0, 0, pos[0], pos[1], pos[2], 30*-vec[1], 30*vec[0], 0, 0, 0, 0);
+                                       tex = (int)lhrandom(info->tex[0], info->tex[1]);
+                                       tex = min(tex, info->tex[1] - 1);
                                }
+                               if(info->staintex[0] < 0)
+                                       staintex = info->staintex[0];
                                else
                                {
-                                       dec = qd*3;
-                                       if (smoke)
-                                       {
-                                               color = particlepalette[226 + (rand()&7)];
-                                               particle(particletype + pt_static, color, color, tex_particle, 2, qd*64, qd*192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0);
-                                       }
+                                       staintex = (int)lhrandom(info->staintex[0], info->staintex[1]);
+                                       staintex = min(staintex, info->staintex[1] - 1);
                                }
-                               break;
+                               if (info->particletype == pt_decal)
+                               {
+                                       VectorMAM(0.5f, velocitymins, 0.5f, velocitymaxs, velocity);
+                                       AnglesFromVectors(angles, velocity, NULL, false);
+                                       AngleVectors(angles, forward, right, up);
+                                       VectorMAMAMAM(1.0f, center, info->relativeoriginoffset[0], forward, info->relativeoriginoffset[1], right, info->relativeoriginoffset[2], up, trailpos);
 
-                       case 6: // voor trail
-                               if (cl_particles_quake.integer)
+                                       CL_SpawnDecalParticleForPoint(trailpos, info->originjitter[0], lhrandom(info->size[0], info->size[1]), lhrandom(info->alpha[0], info->alpha[1])*avgtint[3], tex, info->color[0], info->color[1]);
+                               }
+                               else if (info->orientation == PARTICLE_HBEAM)
                                {
-                                       dec = qd*3;
-                                       color = particlepalette[152 + (rand()&3)];
-                                       particle(particletype + pt_alphastatic, color, color, tex_particle, 1, qd*255, qd*850, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 8, 0);
+                                       if (!drawastrail)
+                                               continue;
+
+                                       AnglesFromVectors(angles, traildir, NULL, false);
+                                       AngleVectors(angles, forward, right, up);
+                                       VectorMAMAM(info->relativeoriginoffset[0], forward, info->relativeoriginoffset[1], right, info->relativeoriginoffset[2], up, trailpos);
+
+                                       CL_NewParticle(center, info->particletype, info->color[0], info->color[1], tex, lhrandom(info->size[0], info->size[1]), info->size[2], lhrandom(info->alpha[0], info->alpha[1]), info->alpha[2], 0, 0, originmins[0] + trailpos[0], originmins[1] + trailpos[1], originmins[2] + trailpos[2], originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, 0, false, lhrandom(info->time[0], info->time[1]), info->stretchfactor, info->blendmode, info->orientation, info->staincolor[0], info->staincolor[1], staintex, lhrandom(info->stainalpha[0], info->stainalpha[1]), lhrandom(info->stainsize[0], info->stainsize[1]), 0, 0, tintmins ? avgtint : NULL);
                                }
                                else
                                {
-                                       dec = qd*16;
-                                       if (smoke)
+                                       float cnt;
+                                       if (!cl_particles.integer)
+                                               continue;
+                                       switch (info->particletype)
+                                       {
+                                       case pt_smoke: if (!cl_particles_smoke.integer) continue;break;
+                                       case pt_spark: if (!cl_particles_sparks.integer) continue;break;
+                                       case pt_bubble: if (!cl_particles_bubbles.integer) continue;break;
+                                       case pt_blood: if (!cl_particles_blood.integer) continue;break;
+                                       case pt_rain: if (!cl_particles_rain.integer) continue;break;
+                                       case pt_snow: if (!cl_particles_snow.integer) continue;break;
+                                       default: break;
+                                       }
+
+                                       cnt = info->countabsolute;
+                                       cnt += (pcount * info->countmultiplier) * cl_particles_quality.value;
+                                       // if drawastrail is not set, we will
+                                       // use the regular cnt-based random
+                                       // particle spawning at the center; so
+                                       // do NOT apply trailspacing then!
+                                       if (drawastrail && definedastrail)
+                                               cnt += (traillen / info->trailspacing) * cl_particles_quality.value;
+                                       cnt *= fade;
+                                       if (cnt == 0)
+                                               continue;  // nothing to draw
+                                       info->particleaccumulator += cnt;
+
+                                       if (drawastrail || definedastrail)
+                                               immediatebloodstain = false;
+                                       else
+                                               immediatebloodstain =
+                                                       ((cl_decals_newsystem_immediatebloodstain.integer >= 1) && (info->particletype == pt_blood))
+                                                       ||
+                                                       ((cl_decals_newsystem_immediatebloodstain.integer >= 2) && staintex);
+
+                                       if (drawastrail)
+                                       {
+                                               VectorCopy(originmins, trailpos);
+                                               trailstep = traillen / cnt;
+                                       }
+                                       else
+                                       {
+                                               VectorCopy(center, trailpos);
+                                               trailstep = 0;
+                                       }
+
+                                       if (trailstep == 0)
                                        {
-                                               if (gamemode == GAME_GOODVSBAD2)
+                                               VectorMAM(0.5f, velocitymins, 0.5f, velocitymaxs, velocity);
+                                               AnglesFromVectors(angles, velocity, NULL, false);
+                                       }
+                                       else
+                                               AnglesFromVectors(angles, traildir, NULL, false);
+
+                                       AngleVectors(angles, forward, right, up);
+                                       VectorMAMAMAM(1.0f, trailpos, info->relativeoriginoffset[0], forward, info->relativeoriginoffset[1], right, info->relativeoriginoffset[2], up, trailpos);
+                                       VectorMAMAM(info->relativevelocityoffset[0], forward, info->relativevelocityoffset[1], right, info->relativevelocityoffset[2], up, velocity);
+                                       info->particleaccumulator = bound(0, info->particleaccumulator, 16384);
+                                       for (;info->particleaccumulator >= 1;info->particleaccumulator--)
+                                       {
+                                               if (info->tex[1] > info->tex[0])
                                                {
-                                                       dec = qd*6;
-                                                       particle(particletype + pt_alphastatic, particlepalette[0 + (rand()&255)], particlepalette[0 + (rand()&255)], tex_particle, 6, qd*255, qd*384, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0);
+                                                       tex = (int)lhrandom(info->tex[0], info->tex[1]);
+                                                       tex = min(tex, info->tex[1] - 1);
                                                }
-                                               else if (gamemode == GAME_PRYDON)
+                                               if (!(drawastrail || definedastrail))
                                                {
-                                                       dec = qd*6;
-                                                       particle(particletype + pt_static, 0x103040, 0x204050, tex_particle, 6, qd*64, qd*192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0);
+                                                       trailpos[0] = lhrandom(originmins[0], originmaxs[0]);
+                                                       trailpos[1] = lhrandom(originmins[1], originmaxs[1]);
+                                                       trailpos[2] = lhrandom(originmins[2], originmaxs[2]);
                                                }
-                                               else
+                                               if(tintmins)
+                                               {
+                                                       tintlerp = lhrandom(0, 1);
+                                                       Vector4Lerp(tintmins, tintlerp, tintmaxs, tint);
+                                               }
+                                               VectorRandom(rvec);
+                                               part = CL_NewParticle(center, info->particletype, info->color[0], info->color[1], tex, lhrandom(info->size[0], info->size[1]), info->size[2], lhrandom(info->alpha[0], info->alpha[1]), info->alpha[2], info->gravity, info->bounce, trailpos[0] + info->originoffset[0] + info->originjitter[0] * rvec[0], trailpos[1] + info->originoffset[1] + info->originjitter[1] * rvec[1], trailpos[2] + info->originoffset[2] + info->originjitter[2] * rvec[2], lhrandom(velocitymins[0], velocitymaxs[0]) * info->velocitymultiplier + info->velocityoffset[0] + info->velocityjitter[0] * rvec[0] + velocity[0], lhrandom(velocitymins[1], velocitymaxs[1]) * info->velocitymultiplier + info->velocityoffset[1] + info->velocityjitter[1] * rvec[1] + velocity[1], lhrandom(velocitymins[2], velocitymaxs[2]) * info->velocitymultiplier + info->velocityoffset[2] + info->velocityjitter[2] * rvec[2] + velocity[2], info->airfriction, info->liquidfriction, 0, 0, info->countabsolute <= 0, lhrandom(info->time[0], info->time[1]), info->stretchfactor, info->blendmode, info->orientation, info->staincolor[0], info->staincolor[1], staintex, lhrandom(info->stainalpha[0], info->stainalpha[1]), lhrandom(info->stainsize[0], info->stainsize[1]), lhrandom(info->rotate[0], info->rotate[1]), lhrandom(info->rotate[2], info->rotate[3]), tintmins ? tint : NULL);
+                                               if (immediatebloodstain && part)
                                                {
-                                                       dec = qd*3;
-                                                       particle(particletype + pt_static, 0x502030, 0x502030, tex_particle, 3, qd*64, qd*192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0);
+                                                       immediatebloodstain = false;
+                                                       CL_ImmediateBloodStain(part);
                                                }
+                                               if (trailstep)
+                                                       VectorMA(trailpos, trailstep, traildir, trailpos);
                                        }
                                }
-                               break;
-#ifndef WORKINGLQUAKE
-                       case 7: // Nehahra smoke tracer
-                               dec = qd*7;
-                               if (smoke)
-                                       particle(particletype + pt_alphastatic, 0x303030, 0x606060, tex_smoke[rand()&7], 7, qd*64, qd*320, 0, 0, pos[0], pos[1], pos[2], 0, 0, lhrandom(4, 12), 0, 0, 4);
-                               break;
-                       case 8: // Nexuiz plasma trail
-                               dec = qd*4;
-                               if (smoke)
-                                       particle(particletype + pt_static, 0x283880, 0x283880, tex_particle, 4, qd*255, qd*1024, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 16);
-                               break;
-                       case 9: // glow trail
-                               dec = qd*3;
-                               if (smoke)
-                                       particle(particletype + pt_alphastatic, color, color, tex_particle, 5, qd*128, qd*320, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0);
-                               break;
+                       }
+               }
+       }
+       if (!found)
+               CL_ParticleEffect_Fallback(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, spawndlight, spawnparticles, wanttrail);
+}
+
+void CL_ParticleTrail(int effectnameindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor, qboolean spawndlight, qboolean spawnparticles, float tintmins[4], float tintmaxs[4], float fade)
+{
+       CL_NewParticlesFromEffectinfo(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, spawndlight, spawnparticles, tintmins, tintmaxs, fade, true);
+}
+
+void CL_ParticleBox(int effectnameindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor, qboolean spawndlight, qboolean spawnparticles, float tintmins[4], float tintmaxs[4], float fade)
+{
+       CL_NewParticlesFromEffectinfo(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, spawndlight, spawnparticles, tintmins, tintmaxs, fade, false);
+}
+
+// note: this one ONLY does boxes!
+void CL_ParticleEffect(int effectnameindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor)
+{
+       CL_ParticleBox(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, true, true, NULL, NULL, 1);
+}
+
+/*
+===============
+CL_EntityParticles
+===============
+*/
+void CL_EntityParticles (const entity_t *ent)
+{
+       int i, j;
+       vec_t pitch, yaw, dist = 64, beamlength = 16;
+       vec3_t org, v;
+       static vec3_t avelocities[NUMVERTEXNORMALS];
+       if (!cl_particles.integer) return;
+       if (cl.time <= cl.oldtime) return; // don't spawn new entity particles while paused
+
+       Matrix4x4_OriginFromMatrix(&ent->render.matrix, org);
+
+       if (!avelocities[0][0])
+               for (i = 0;i < NUMVERTEXNORMALS;i++)
+                       for (j = 0;j < 3;j++)
+                               avelocities[i][j] = lhrandom(0, 2.55);
+
+       for (i = 0;i < NUMVERTEXNORMALS;i++)
+       {
+               yaw = cl.time * avelocities[i][0];
+               pitch = cl.time * avelocities[i][1];
+               v[0] = org[0] + m_bytenormals[i][0] * dist + (cos(pitch)*cos(yaw)) * beamlength;
+               v[1] = org[1] + m_bytenormals[i][1] * dist + (cos(pitch)*sin(yaw)) * beamlength;
+               v[2] = org[2] + m_bytenormals[i][2] * dist + (-sin(pitch)) * beamlength;
+               CL_NewParticle(org, pt_entityparticle, particlepalette[0x6f], particlepalette[0x6f], tex_particle, 1, 0, 255, 0, 0, 0, v[0], v[1], v[2], 0, 0, 0, 0, 0, 0, 0, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+       }
+}
+
+
+void CL_ReadPointFile_f (void)
+{
+       double org[3], leakorg[3];
+       vec3_t vecorg;
+       int r, c, s;
+       char *pointfile = NULL, *pointfilepos, *t, tchar;
+       char name[MAX_QPATH];
+
+       if (!cl.worldmodel)
+               return;
+
+       dpsnprintf(name, sizeof(name), "%s.pts", cl.worldnamenoextension);
+       pointfile = (char *)FS_LoadFile(name, tempmempool, true, NULL);
+       if (!pointfile)
+       {
+               Con_Printf("Could not open %s\n", name);
+               return;
+       }
+
+       Con_Printf("Reading %s...\n", name);
+       VectorClear(leakorg);
+       c = 0;
+       s = 0;
+       pointfilepos = pointfile;
+       while (*pointfilepos)
+       {
+               while (*pointfilepos == '\n' || *pointfilepos == '\r')
+                       pointfilepos++;
+               if (!*pointfilepos)
+                       break;
+               t = pointfilepos;
+               while (*t && *t != '\n' && *t != '\r')
+                       t++;
+               tchar = *t;
+               *t = 0;
+#if _MSC_VER >= 1400
+#define sscanf sscanf_s
 #endif
-                       default:
-                               Sys_Error("CL_RocketTrail: unknown trail type %i", type);
+               r = sscanf (pointfilepos,"%lf %lf %lf", &org[0], &org[1], &org[2]);
+               VectorCopy(org, vecorg);
+               *t = tchar;
+               pointfilepos = t;
+               if (r != 3)
+                       break;
+               if (c == 0)
+                       VectorCopy(org, leakorg);
+               c++;
+
+               if (cl.num_particles < cl.max_particles - 3)
+               {
+                       s++;
+                       CL_NewParticle(vecorg, pt_alphastatic, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, 2, 0, 255, 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, true, 1<<30, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
                }
+       }
+       Mem_Free(pointfile);
+       VectorCopy(leakorg, vecorg);
+       Con_Printf("%i points read (%i particles spawned)\nLeak at %f %f %f\n", c, s, leakorg[0], leakorg[1], leakorg[2]);
 
-               // advance to next time and position
-               len -= dec;
-               VectorMA (pos, dec, vec, pos);
+       if (c == 0)
+       {
+               return;
        }
-#ifndef WORKINGLQUAKE
-       ent->persistent.trail_time = len;
-#endif
-}
 
-void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime)
-{
-       int tempcolor2, cr, cg, cb;
-       cr = red * 255;
-       cg = green * 255;
-       cb = blue * 255;
-       tempcolor2 = (bound(0, cr, 255) << 16) | (bound(0, cg, 255) << 8) | bound(0, cb, 255);
-       particle(particletype + pt_beam, tempcolor2, tempcolor2, tex_beam, radius, alpha * 255, alpha * 255 / lifetime, 0, 0, start[0], start[1], start[2], end[0], end[1], end[2], 0, 0, 0);
+       CL_NewParticle(vecorg, pt_beam, 0xFF0000, 0xFF0000, tex_beam, 64, 0, 255, 0, 0, 0, org[0] - 4096, org[1], org[2], org[0] + 4096, org[1], org[2], 0, 0, 0, 0, false, 1<<30, 1, PBLEND_ADD, PARTICLE_HBEAM, -1, -1, -1, 1, 1, 0, 0, NULL);
+       CL_NewParticle(vecorg, pt_beam, 0x00FF00, 0x00FF00, tex_beam, 64, 0, 255, 0, 0, 0, org[0], org[1] - 4096, org[2], org[0], org[1] + 4096, org[2], 0, 0, 0, 0, false, 1<<30, 1, PBLEND_ADD, PARTICLE_HBEAM, -1, -1, -1, 1, 1, 0, 0, NULL);
+       CL_NewParticle(vecorg, pt_beam, 0x0000FF, 0x0000FF, tex_beam, 64, 0, 255, 0, 0, 0, org[0], org[1], org[2] - 4096, org[0], org[1], org[2] + 4096, 0, 0, 0, 0, false, 1<<30, 1, PBLEND_ADD, PARTICLE_HBEAM, -1, -1, -1, 1, 1, 0, 0, NULL);
 }
 
-void CL_Tei_Smoke(const vec3_t org, const vec3_t dir, int count)
-{
-       float f;
-       if (!cl_particles.integer) return;
-
-       // smoke puff
-       if (cl_particles_smoke.integer)
-               for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
-                       particle(particletype + pt_smoke, 0x202020, 0x404040, tex_smoke[rand()&7], 5, 255 / cl_particles_quality.value, 512 / cl_particles_quality.value, 0, 0, org[0], org[1], org[2], dir[0], dir[1], dir[2], 0, count * 0.125f, count * 0.5f);
-}
+/*
+===============
+CL_ParseParticleEffect
 
-void CL_Tei_PlasmaHit(const vec3_t org, const vec3_t dir, int count)
+Parse an effect out of the server message
+===============
+*/
+void CL_ParseParticleEffect (void)
 {
-       float f;
-       if (!cl_particles.integer) return;
+       vec3_t org, dir;
+       int i, count, msgcount, color;
 
-       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);
+       MSG_ReadVector(&cl_message, org, cls.protocol);
+       for (i=0 ; i<3 ; i++)
+               dir[i] = MSG_ReadChar(&cl_message) * (1.0 / 16.0);
+       msgcount = MSG_ReadByte(&cl_message);
+       color = MSG_ReadByte(&cl_message);
 
-       // smoke puff
-       if (cl_particles_smoke.integer)
-               for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
-                       particle(particletype + pt_smoke, 0x202020, 0x404040, tex_smoke[rand()&7], 5, 255 / cl_particles_quality.value, 512 / cl_particles_quality.value, 0, 0, org[0], org[1], org[2], dir[0], dir[1], dir[2], 0, count * 0.125f, count);
+       if (msgcount == 255)
+               count = 1024;
+       else
+               count = msgcount;
 
-       // sparks
-       if (cl_particles_sparks.integer)
-               for (f = 0;f < count;f += 1.0f / cl_particles_quality.value)
-                       particle(particletype + pt_spark, 0x2030FF, 0x80C0FF, tex_particle, 2.0f, lhrandom(64, 255) / cl_particles_quality.value, 512 / cl_particles_quality.value, 0, 0, org[0], org[1], org[2], dir[0], dir[1], dir[2], 0, 0, count * 3.0f);
+       CL_ParticleEffect(EFFECT_SVC_PARTICLE, count, org, org, dir, dir, NULL, color);
 }
 
 /*
 ===============
-CL_MoveParticles
+CL_ParticleExplosion
+
 ===============
 */
-void CL_MoveParticles (void)
+void CL_ParticleExplosion (const vec3_t org)
 {
-       particle_t *p;
-       int i, maxparticle, j, a, content;
-       float gravity, dvel, bloodwaterfade, frametime, f, dist, org[3], oldorg[3];
-       int hitent;
+       int i;
        trace_t trace;
+       //vec3_t v;
+       //vec3_t v2;
+       R_Stain(org, 96, 40, 40, 40, 64, 88, 88, 88, 64);
+       CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
 
-       // LordHavoc: early out condition
-       if (!cl_numparticles)
+       if (cl_particles_quake.integer)
        {
-               cl_freeparticle = 0;
-               return;
+               for (i = 0;i < 1024;i++)
+               {
+                       int r, color;
+                       r = rand()&3;
+                       if (i & 1)
+                       {
+                               color = particlepalette[ramp1[r]];
+                               CL_NewParticle(org, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, -4, -4, 16, 256, true, 0.1006 * (8 - r), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                       }
+                       else
+                       {
+                               color = particlepalette[ramp2[r]];
+                               CL_NewParticle(org, pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, 1, 1, 16, 256, true, 0.0669 * (8 - r), 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                       }
+               }
        }
-
-#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;
-
-       maxparticle = -1;
-       j = 0;
-       for (i = 0, p = particles;i < cl_numparticles;i++, p++)
+       else
        {
-               if (!p->type)
-                       continue;
-               maxparticle = i;
-               content = 0;
-
-               p->alpha -= p->alphafade * frametime;
-
-               if (p->alpha <= 0)
+               i = CL_PointSuperContents(org);
+               if (i & (SUPERCONTENTS_SLIME | SUPERCONTENTS_WATER))
                {
-                       p->type = NULL;
-                       continue;
+                       if (cl_particles.integer && cl_particles_bubbles.integer)
+                               for (i = 0;i < 128 * cl_particles_quality.value;i++)
+                                       CL_NewParticle(org, pt_bubble, 0x404040, 0x808080, tex_bubble, 2, 0, lhrandom(128, 255), 128, -0.125, 1.5, org[0], org[1], org[2], 0, 0, 0, 0.0625, 0.25, 16, 96, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
                }
-
-               if (p->type->orientation != PARTICLE_BEAM)
+               else
                {
-                       VectorCopy(p->org, oldorg);
-                       VectorMA(p->org, frametime, p->vel, p->org);
-                       VectorCopy(p->org, org);
-                       if (p->bounce)
+                       if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
                        {
-                               if (p->type == particletype + pt_rain)
-                               {
-                                       // raindrop - splash on solid/water/slime/lava
-                                       trace = CL_TraceBox(oldorg, vec3_origin, vec3_origin, p->org, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK, false);
-                                       if (trace.fraction < 1)
-                                       {
-                                               int count;
-                                               // convert from a raindrop particle to a rainsplash decal
-                                               VectorCopy(trace.endpos, p->org);
-                                               VectorCopy(trace.plane.normal, p->vel);
-                                               VectorAdd(p->org, p->vel, p->org);
-                                               p->type = particletype + pt_raindecal;
-                                               p->texnum = tex_rainsplash[0];
-                                               p->time2 = cl.time;
-                                               p->alphafade = p->alpha / 0.4;
-                                               p->bounce = 0;
-                                               p->friction = 0;
-                                               p->gravity = 0;
-                                               p->size = 8.0;
-                                               count = rand() & 3;
-                                               while(count--)
-                                                       particle(particletype + pt_spark, 0x000000, 0x707070, tex_particle, 0.25f, (1.0f / cl_particles_quality.value) * lhrandom(64, 255), (1.0f / cl_particles_quality.value) * 512, 1, 0, p->org[0], p->org[1], p->org[2], p->vel[0]*16, p->vel[1]*16, 32 + p->vel[2]*16, 0, 0, 32);
-                                       }
-                               }
-                               else if (p->type == particletype + pt_blood)
-                               {
-                                       // blood - splash on solid
-                                       trace = CL_TraceBox(oldorg, vec3_origin, vec3_origin, p->org, true, &hitent, SUPERCONTENTS_SOLID, false);
-                                       if (trace.fraction < 1)
-                                       {
-                                               // convert from a blood particle to a blood decal
-                                               VectorCopy(trace.endpos, p->org);
-                                               VectorCopy(trace.plane.normal, p->vel);
-                                               VectorAdd(p->org, p->vel, p->org);
-#ifndef WORKINGLQUAKE
-                                               if (cl_stainmaps.integer)
-                                                       R_Stain(p->org, 32, 32, 16, 16, p->alpha * p->size * (1.0f / 40.0f), 192, 48, 48, p->alpha * p->size * (1.0f / 40.0f));
-#endif
-                                               if (!cl_decals.integer)
-                                               {
-                                                       p->type = NULL;
-                                                       continue;
-                                               }
-
-                                               p->type = particletype + pt_decal;
-                                               p->texnum = tex_blooddecal[rand()&7];
-#ifndef WORKINGLQUAKE
-                                               p->owner = hitent;
-                                               p->ownermodel = cl_entities[hitent].render.model;
-                                               Matrix4x4_Transform(&cl_entities[hitent].render.inversematrix, p->org, p->relativeorigin);
-                                               Matrix4x4_Transform3x3(&cl_entities[hitent].render.inversematrix, p->vel, p->relativedirection);
-#endif
-                                               p->time2 = cl.time;
-                                               p->alphafade = 0;
-                                               p->bounce = 0;
-                                               p->friction = 0;
-                                               p->gravity = 0;
-                                               p->size *= 2.0f;
-                                       }
-                               }
-                               else
+                               for (i = 0;i < 512 * cl_particles_quality.value;i++)
                                {
-                                       trace = CL_TraceBox(oldorg, vec3_origin, vec3_origin, p->org, true, NULL, SUPERCONTENTS_SOLID, false);
-                                       if (trace.fraction < 1)
+                                       int k = 0;
+                                       vec3_t v, v2;
+                                       do
                                        {
-                                               VectorCopy(trace.endpos, p->org);
-                                               if (p->bounce < 0)
-                                               {
-                                                       p->type = NULL;
-                                                       continue;
-                                               }
-                                               else
-                                               {
-                                                       dist = DotProduct(p->vel, trace.plane.normal) * -p->bounce;
-                                                       VectorMA(p->vel, dist, trace.plane.normal, p->vel);
-                                                       if (DotProduct(p->vel, p->vel) < 0.03)
-                                                               VectorClear(p->vel);
-                                               }
+                                               VectorRandom(v2);
+                                               VectorMA(org, 128, v2, v);
+                                               trace = CL_TraceLine(org, v, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, collision_extendmovelength.value, true, false, NULL, false, false);
                                        }
+                                       while (k < 16 && trace.fraction < 0.1f);
+                                       VectorSubtract(trace.endpos, org, v2);
+                                       VectorScale(v2, 2.0f, v2);
+                                       CL_NewParticle(org, pt_spark, 0x903010, 0xFFD030, tex_particle, 1.0f, 0, lhrandom(0, 255), 512, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, true, 0, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
                                }
                        }
-                       p->vel[2] -= p->gravity * gravity;
-
-                       if (p->friction)
-                       {
-                               f = p->friction * frametime;
-#ifdef WORKINGLQUAKE
-                               if (CL_PointQ1Contents(p->org) != CONTENTS_EMPTY)
-#else
-                               if (CL_PointSuperContents(p->org) & SUPERCONTENTS_LIQUIDSMASK)
-#endif
-                                       f *= 4;
-                               f = 1.0f - f;
-                               VectorScale(p->vel, f, p->vel);
-                       }
                }
+       }
 
-               if (p->type != particletype + pt_static)
-               {
-                       switch (p->type - particletype)
-                       {
-                       case pt_entityparticle:
-                               // particle that removes itself after one rendered frame
-                               if (p->time2)
-                                       p->type = NULL;
-                               else
-                                       p->time2 = 1;
-                               break;
-                       case pt_blood:
-#ifdef WORKINGLQUAKE
-                               a = CL_PointQ1Contents(p->org);
-                               if (a <= CONTENTS_WATER)
-#else
-                               a = CL_PointSuperContents(p->org);
-                               if (a & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME))
-#endif
-                               {
-                                       p->size += frametime * 8;
-                                       //p->alpha -= bloodwaterfade;
-                               }
-                               else
-                                       p->vel[2] -= gravity;
-#ifdef WORKINGLQUAKE
-                               if (a == CONTENTS_SOLID || a == CONTENTS_LAVA)
-#else
-                               if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_LAVA | SUPERCONTENTS_NODROP))
-#endif
-                                       p->type = NULL;
-                               break;
-                       case pt_bubble:
-#ifdef WORKINGLQUAKE
-                               a = CL_PointQ1Contents(p->org);
-                               if (a != CONTENTS_WATER && a != CONTENTS_SLIME)
-#else
-                               a = CL_PointSuperContents(p->org);
-                               if (!(a & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)))
-#endif
-                               {
-                                       p->type = NULL;
-                                       break;
-                               }
-                               break;
-                       case pt_rain:
-#ifdef WORKINGLQUAKE
-                               a = CL_PointQ1Contents(p->org);
-                               if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
-#else
-                               a = CL_PointSuperContents(p->org);
-                               if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK))
-#endif
-                                       p->type = NULL;
-                               break;
-                       case pt_snow:
-                               if (cl.time > p->time2)
-                               {
-                                       // snow flutter
-                                       p->time2 = cl.time + (rand() & 3) * 0.1;
-                                       p->vel[0] = p->relativedirection[0] + lhrandom(-32, 32);
-                                       p->vel[1] = p->relativedirection[1] + lhrandom(-32, 32);
-                                       //p->vel[2] = p->relativedirection[2] + lhrandom(-32, 32);
-                               }
-#ifdef WORKINGLQUAKE
-                               a = CL_PointQ1Contents(p->org);
-                               if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
-#else
-                               a = CL_PointSuperContents(p->org);
-                               if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK))
-#endif
-                                       p->type = NULL;
-                               break;
-                       case pt_smoke:
-                               //p->size += frametime * 15;
-                               break;
-                       case pt_decal:
-                               // FIXME: this has fairly wacky handling of alpha
-                               p->alphafade = cl.time > (p->time2 + cl_decals_time.value) ? (255 / cl_decals_fadetime.value) : 0;
-#ifndef WORKINGLQUAKE
-                               if (cl_entities[p->owner].render.model == p->ownermodel)
-                               {
-                                       Matrix4x4_Transform(&cl_entities[p->owner].render.matrix, p->relativeorigin, p->org);
-                                       Matrix4x4_Transform3x3(&cl_entities[p->owner].render.matrix, p->relativedirection, p->vel);
-                               }
-                               else
-                                       p->type = NULL;
-#endif
-                               break;
-                       case pt_raindecal:
-                               a = max(0, (cl.time - p->time2) * 40);
-                               if (a < 16)
-                                       p->texnum = tex_rainsplash[a];
-                               else
-                                       p->type = NULL;
-                               break;
-                       default:
-                               break;
-                       }
-               }
+       if (cl_particles_explosions_shell.integer)
+               R_NewExplosion(org);
+}
+
+/*
+===============
+CL_ParticleExplosion2
+
+===============
+*/
+void CL_ParticleExplosion2 (const vec3_t org, int colorStart, int colorLength)
+{
+       int i, k;
+       if (!cl_particles.integer) return;
+
+       for (i = 0;i < 512 * cl_particles_quality.value;i++)
+       {
+               k = particlepalette[colorStart + (i % colorLength)];
+               if (cl_particles_quake.integer)
+                       CL_NewParticle(org, pt_alphastatic, k, k, tex_particle, 1, 0, 255, 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, -4, -4, 16, 256, true, 0.3, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+               else
+                       CL_NewParticle(org, pt_alphastatic, k, k, tex_particle, lhrandom(0.5, 1.5), 0, 255, 512, 0, 0, org[0], org[1], org[2], 0, 0, 0, lhrandom(1.5, 3), lhrandom(1.5, 3), 8, 192, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
        }
-       cl_numparticles = maxparticle + 1;
-       cl_freeparticle = 0;
 }
 
-#define MAX_PARTICLETEXTURES 64
-// particletexture_t is a rectangle in the particlefonttexture
-typedef struct particletexture_s
+static void CL_Sparks(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float sparkcount)
 {
-       rtexture_t *texture;
-       float s1, t1, s2, t2;
+       vec3_t center;
+       VectorMAM(0.5f, originmins, 0.5f, originmaxs, center);
+       if (cl_particles_sparks.integer)
+       {
+               sparkcount *= cl_particles_quality.value;
+               while(sparkcount-- > 0)
+                       CL_NewParticle(center, pt_spark, particlepalette[0x68], particlepalette[0x6f], tex_particle, 0.5f, 0, lhrandom(64, 255), 512, 1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]) + cl.movevars_gravity * 0.1f, 0, 0, 0, 64, true, 0, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
+       }
 }
-particletexture_t;
 
-#if WORKINGLQUAKE
-static int particlefonttexture;
-#else
-static rtexturepool_t *particletexturepool;
-static rtexture_t *particlefonttexture;
-#endif
-static particletexture_t particletexture[MAX_PARTICLETEXTURES];
+static void CL_Smoke(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float smokecount)
+{
+       vec3_t center;
+       VectorMAM(0.5f, originmins, 0.5f, originmaxs, center);
+       if (cl_particles_smoke.integer)
+       {
+               smokecount *= cl_particles_quality.value;
+               while(smokecount-- > 0)
+                       CL_NewParticle(center, pt_smoke, 0x101010, 0x101010, tex_smoke[rand()&7], 2, 2, 255, 256, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 0, smokecount > 0 ? 16 : 0, true, 0, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+       }
+}
+
+void CL_ParticleCube (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, vec_t gravity, vec_t randomvel)
+{
+       vec3_t center;
+       int k;
+       if (!cl_particles.integer) return;
+       VectorMAM(0.5f, mins, 0.5f, maxs, center);
+
+       count = (int)(count * cl_particles_quality.value);
+       while (count--)
+       {
+               k = particlepalette[colorbase + (rand()&3)];
+               CL_NewParticle(center, pt_alphastatic, k, k, tex_particle, 2, 0, 255, 128, gravity, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0], dir[1], dir[2], 0, 0, 0, randomvel, true, 0, 1, PBLEND_ALPHA, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+       }
+}
+
+void CL_ParticleRain (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, int type)
+{
+       int k;
+       float minz, maxz, lifetime = 30;
+       vec3_t org;
+       if (!cl_particles.integer) return;
+       if (dir[2] < 0) // falling
+       {
+               minz = maxs[2] + dir[2] * 0.1;
+               maxz = maxs[2];
+               if (cl.worldmodel)
+                       lifetime = (maxz - cl.worldmodel->normalmins[2]) / max(1, -dir[2]);
+       }
+       else // rising??
+       {
+               minz = mins[2];
+               maxz = maxs[2] + dir[2] * 0.1;
+               if (cl.worldmodel)
+                       lifetime = (cl.worldmodel->normalmaxs[2] - minz) / max(1, dir[2]);
+       }
+
+       count = (int)(count * cl_particles_quality.value);
+
+       switch(type)
+       {
+       case 0:
+               if (!cl_particles_rain.integer) break;
+               count *= 4; // ick, this should be in the mod or maps?
+
+               while(count--)
+               {
+                       k = particlepalette[colorbase + (rand()&3)];
+                       VectorSet(org, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz));
+                       if (gamemode == GAME_GOODVSBAD2)
+                               CL_NewParticle(org, pt_rain, k, k, tex_particle, 20, 0, lhrandom(32, 64), 0, 0, -1, org[0], org[1], org[2], dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
+                       else
+                               CL_NewParticle(org, pt_rain, k, k, tex_particle, 0.5, 0, lhrandom(32, 64), 0, 0, -1, org[0], org[1], org[2], dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime, 1, PBLEND_ADD, PARTICLE_SPARK, -1, -1, -1, 1, 1, 0, 0, NULL);
+               }
+               break;
+       case 1:
+               if (!cl_particles_snow.integer) break;
+               while(count--)
+               {
+                       k = particlepalette[colorbase + (rand()&3)];
+                       VectorSet(org, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz));
+                       if (gamemode == GAME_GOODVSBAD2)
+                               CL_NewParticle(org, pt_snow, k, k, tex_particle, 20, 0, lhrandom(64, 128), 0, 0, -1, org[0], org[1], org[2], dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+                       else
+                               CL_NewParticle(org, pt_snow, k, k, tex_particle, 1, 0, lhrandom(64, 128), 0, 0, -1, org[0], org[1], org[2], dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime, 1, PBLEND_ADD, PARTICLE_BILLBOARD, -1, -1, -1, 1, 1, 0, 0, NULL);
+               }
+               break;
+       default:
+               Con_Printf ("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
+       }
+}
 
-static cvar_t r_drawparticles = {0, "r_drawparticles", "1", "enables drawing of particles"};
+cvar_t r_drawparticles = {0, "r_drawparticles", "1", "enables drawing of particles"};
+static cvar_t r_drawparticles_drawdistance = {CVAR_SAVE, "r_drawparticles_drawdistance", "2000", "particles further than drawdistance*size will not be drawn"};
+static cvar_t r_drawparticles_nearclip_min = {CVAR_SAVE, "r_drawparticles_nearclip_min", "4", "particles closer than drawnearclip_min will not be drawn"};
+static cvar_t r_drawparticles_nearclip_max = {CVAR_SAVE, "r_drawparticles_nearclip_max", "4", "particles closer than drawnearclip_min will be faded"};
+cvar_t r_drawdecals = {0, "r_drawdecals", "1", "enables drawing of decals"};
+static cvar_t r_drawdecals_drawdistance = {CVAR_SAVE, "r_drawdecals_drawdistance", "500", "decals further than drawdistance*size will not be drawn"};
 
 #define PARTICLETEXTURESIZE 64
 #define PARTICLEFONTSIZE (PARTICLETEXTURESIZE*8)
@@ -1747,20 +2050,26 @@ static unsigned char shadebubble(float dx, float dy, vec3_t light)
                return 0;
 }
 
+int particlefontwidth, particlefontheight, particlefontcellwidth, particlefontcellheight, particlefontrows, particlefontcols;
+static void CL_Particle_PixelCoordsForTexnum(int texnum, int *basex, int *basey, int *width, int *height)
+{
+       *basex = (texnum % particlefontcols) * particlefontcellwidth;
+       *basey = ((texnum / particlefontcols) % particlefontrows) * particlefontcellheight;
+       *width = particlefontcellwidth;
+       *height = particlefontcellheight;
+}
+
 static void setuptex(int texnum, unsigned char *data, unsigned char *particletexturedata)
 {
-       int basex, basey, y;
-       basex = ((texnum >> 0) & 7) * PARTICLETEXTURESIZE;
-       basey = ((texnum >> 3) & 7) * PARTICLETEXTURESIZE;
-       particletexture[texnum].s1 = (basex + 1) / (float)PARTICLEFONTSIZE;
-       particletexture[texnum].t1 = (basey + 1) / (float)PARTICLEFONTSIZE;
-       particletexture[texnum].s2 = (basex + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
-       particletexture[texnum].t2 = (basey + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
+       int basex, basey, w, h, y;
+       CL_Particle_PixelCoordsForTexnum(texnum, &basex, &basey, &w, &h);
+       if(w != PARTICLETEXTURESIZE || h != PARTICLETEXTURESIZE)
+               Sys_Error("invalid particle texture size for autogenerating");
        for (y = 0;y < PARTICLETEXTURESIZE;y++)
                memcpy(particletexturedata + ((basey + y) * PARTICLEFONTSIZE + basex) * 4, data + y * PARTICLETEXTURESIZE * 4, PARTICLETEXTURESIZE * 4);
 }
 
-void particletextureblotch(unsigned char *data, float radius, float red, float green, float blue, float alpha)
+static void particletextureblotch(unsigned char *data, float radius, float red, float green, float blue, float alpha)
 {
        int x, y;
        float cx, cy, dx, dy, f, iradius;
@@ -1778,27 +2087,31 @@ void particletextureblotch(unsigned char *data, float radius, float red, float g
                        f = (1.0f - sqrt(dx * dx + dy * dy) * iradius) * alpha;
                        if (f > 0)
                        {
+                               if (f > 1)
+                                       f = 1;
                                d = data + (y * PARTICLETEXTURESIZE + x) * 4;
-                               d[0] += f * (red   - d[0]);
-                               d[1] += f * (green - d[1]);
-                               d[2] += f * (blue  - d[2]);
+                               d[0] += (int)(f * (blue  - d[0]));
+                               d[1] += (int)(f * (green - d[1]));
+                               d[2] += (int)(f * (red   - d[2]));
                        }
                }
        }
 }
 
-void particletextureclamp(unsigned char *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
+#if 0
+static void particletextureclamp(unsigned char *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
 {
        int i;
        for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
        {
-               data[0] = bound(minr, data[0], maxr);
+               data[0] = bound(minb, data[0], maxb);
                data[1] = bound(ming, data[1], maxg);
-               data[2] = bound(minb, data[2], maxb);
+               data[2] = bound(minr, data[2], maxr);
        }
 }
+#endif
 
-void particletextureinvert(unsigned char *data)
+static void particletextureinvert(unsigned char *data)
 {
        int i;
        for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
@@ -1813,41 +2126,49 @@ void particletextureinvert(unsigned char *data)
 static void R_InitBloodTextures (unsigned char *particletexturedata)
 {
        int i, j, k, m;
-       unsigned char data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4];
+       size_t datasize = PARTICLETEXTURESIZE*PARTICLETEXTURESIZE*4;
+       unsigned char *data = (unsigned char *)Mem_Alloc(tempmempool, datasize);
 
        // blood particles
        for (i = 0;i < 8;i++)
        {
-               memset(&data[0][0][0], 255, sizeof(data));
+               memset(data, 255, datasize);
                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);
+                       particletextureblotch(data, PARTICLETEXTURESIZE/16, 96, 0, 0, 160);
+               //particletextureclamp(data, 32, 32, 32, 255, 255, 255);
+               particletextureinvert(data);
+               setuptex(tex_bloodparticle[i], data, particletexturedata);
        }
 
        // blood decals
        for (i = 0;i < 8;i++)
        {
-               memset(&data[0][0][0], 255, sizeof(data));
+               memset(data, 255, datasize);
                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);
+                               particletextureblotch(data, (float)j*PARTICLETEXTURESIZE/64.0f, 96, 0, 0, 320 - j * 8);
+               //particletextureclamp(data, 32, 32, 32, 255, 255, 255);
+               particletextureinvert(data);
+               setuptex(tex_blooddecal[i], data, particletexturedata);
        }
 
+       Mem_Free(data);
 }
 
+//uncomment this to make engine save out particle font to a tga file when run
+//#define DUMPPARTICLEFONT
+
 static void R_InitParticleTexture (void)
 {
        int x, y, d, i, k, m;
-       float dx, dy, radius, f, f2;
-       unsigned char data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4], noise3[64][64], data2[64][16][4];
+       int basex, basey, w, h;
+       float dx, dy, f, s1, t1, s2, t2;
        vec3_t light;
-       unsigned char *particletexturedata;
+       char *buf;
+       fs_offset_t filesize;
+       char texturename[MAX_QPATH];
+       skinframe_t *sf;
 
        // a note: decals need to modulate (multiply) the background color to
        // properly darken it (stain), and they need to be able to alpha fade,
@@ -1858,179 +2179,279 @@ static void R_InitParticleTexture (void)
        // and white on black background) so we can alpha fade it to black, then
        // we invert it again during the blendfunc to make it work...
 
-       particletexturedata = (unsigned char *)Mem_Alloc(tempmempool, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
-       memset(particletexturedata, 255, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
-
-       // smoke
-       for (i = 0;i < 8;i++)
+#ifndef DUMPPARTICLEFONT
+       decalskinframe = R_SkinFrame_LoadExternal("particles/particlefont.tga", TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, false);
+       if (decalskinframe)
        {
-               memset(&data[0][0][0], 255, sizeof(data));
-               do
-               {
-                       unsigned char noise1[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise2[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2];
+               particlefonttexture = decalskinframe->base;
+               // TODO maybe allow custom grid size?
+               particlefontwidth = image_width;
+               particlefontheight = image_height;
+               particlefontcellwidth = image_width / 8;
+               particlefontcellheight = image_height / 8;
+               particlefontcols = 8;
+               particlefontrows = 8;
+       }
+       else
+#endif
+       {
+               unsigned char *particletexturedata = (unsigned char *)Mem_Alloc(tempmempool, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
+               size_t datasize = PARTICLETEXTURESIZE*PARTICLETEXTURESIZE*4;
+               unsigned char *data = (unsigned char *)Mem_Alloc(tempmempool, datasize);
+               unsigned char *noise1 = (unsigned char *)Mem_Alloc(tempmempool, PARTICLETEXTURESIZE*2*PARTICLETEXTURESIZE*2);
+               unsigned char *noise2 = (unsigned char *)Mem_Alloc(tempmempool, PARTICLETEXTURESIZE*2*PARTICLETEXTURESIZE*2);
+
+               particlefontwidth = particlefontheight = PARTICLEFONTSIZE;
+               particlefontcellwidth = particlefontcellheight = PARTICLETEXTURESIZE;
+               particlefontcols = 8;
+               particlefontrows = 8;
 
-                       fractalnoise(&noise1[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8);
-                       fractalnoise(&noise2[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4);
-                       m = 0;
-                       for (y = 0;y < PARTICLETEXTURESIZE;y++)
+               memset(particletexturedata, 255, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
+
+               // smoke
+               for (i = 0;i < 8;i++)
+               {
+                       memset(data, 255, datasize);
+                       do
                        {
-                               dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-                               for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                               fractalnoise(noise1, PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8);
+                               fractalnoise(noise2, PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4);
+                               m = 0;
+                               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                                {
-                                       dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-                                       d = (noise2[y][x] - 128) * 3 + 192;
-                                       if (d > 0)
-                                               d = d * (1-(dx*dx+dy*dy));
-                                       d = (d * noise1[y][x]) >> 7;
-                                       d = bound(0, d, 255);
-                                       data[y][x][3] = (unsigned char) d;
-                                       if (m < d)
-                                               m = d;
+                                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                                       {
+                                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                                               d = (noise2[y*PARTICLETEXTURESIZE*2+x] - 128) * 3 + 192;
+                                               if (d > 0)
+                                                       d = (int)(d * (1-(dx*dx+dy*dy)));
+                                               d = (d * noise1[y*PARTICLETEXTURESIZE*2+x]) >> 7;
+                                               d = bound(0, d, 255);
+                                               data[(y*PARTICLETEXTURESIZE+x)*4+3] = (unsigned char) d;
+                                               if (m < d)
+                                                       m = d;
+                                       }
                                }
                        }
+                       while (m < 224);
+                       setuptex(tex_smoke[i], data, particletexturedata);
                }
-               while (m < 224);
-               setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
-       }
 
-       // rain splash
-       for (i = 0;i < 16;i++)
-       {
-               memset(&data[0][0][0], 255, sizeof(data));
-               radius = i * 3.0f / 4.0f / 16.0f;
-               f2 = 255.0f * ((15.0f - i) / 15.0f);
+               // rain splash
+               memset(data, 255, datasize);
                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);
-                               f = f2 * (1.0 - 4.0f * fabs(radius - sqrt(dx*dx+dy*dy)));
-                               data[y][x][3] = (int) (bound(0.0f, f, 255.0f));
+                               f = 255.0f * (1.0 - 4.0f * fabs(10.0f - sqrt(dx*dx+dy*dy)));
+                               data[(y*PARTICLETEXTURESIZE+x)*4+3] = (int) (bound(0.0f, f, 255.0f));
                        }
                }
-               setuptex(tex_rainsplash[i], &data[0][0][0], particletexturedata);
-       }
+               setuptex(tex_rainsplash, data, particletexturedata);
 
-       // normal particle
-       memset(&data[0][0][0], 255, sizeof(data));
-       for (y = 0;y < PARTICLETEXTURESIZE;y++)
-       {
-               dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-               for (x = 0;x < PARTICLETEXTURESIZE;x++)
+               // normal particle
+               memset(data, 255, datasize);
+               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                {
-                       dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-                       d = 256 * (1 - (dx*dx+dy*dy));
-                       d = bound(0, d, 255);
-                       data[y][x][3] = (unsigned char) d;
+                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                       {
+                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                               d = (int)(256 * (1 - (dx*dx+dy*dy)));
+                               d = bound(0, d, 255);
+                               data[(y*PARTICLETEXTURESIZE+x)*4+3] = (unsigned char) d;
+                       }
                }
-       }
-       setuptex(tex_particle, &data[0][0][0], particletexturedata);
+               setuptex(tex_particle, data, particletexturedata);
 
-       // rain
-       memset(&data[0][0][0], 255, sizeof(data));
-       light[0] = 1;light[1] = 1;light[2] = 1;
-       VectorNormalize(light);
-       for (y = 0;y < PARTICLETEXTURESIZE;y++)
-       {
-               dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-               // stretch upper half of bubble by +50% and shrink lower half by -50%
-               // (this gives an elongated teardrop shape)
-               if (dy > 0.5f)
-                       dy = (dy - 0.5f) * 2.0f;
-               else
-                       dy = (dy - 0.5f) / 1.5f;
-               for (x = 0;x < PARTICLETEXTURESIZE;x++)
+               // rain
+               memset(data, 255, datasize);
+               light[0] = 1;light[1] = 1;light[2] = 1;
+               VectorNormalize(light);
+               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                {
-                       dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-                       // shrink bubble width to half
-                       dx *= 2.0f;
-                       data[y][x][3] = shadebubble(dx, dy, light);
+                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                       // stretch upper half of bubble by +50% and shrink lower half by -50%
+                       // (this gives an elongated teardrop shape)
+                       if (dy > 0.5f)
+                               dy = (dy - 0.5f) * 2.0f;
+                       else
+                               dy = (dy - 0.5f) / 1.5f;
+                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                       {
+                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                               // shrink bubble width to half
+                               dx *= 2.0f;
+                               data[(y*PARTICLETEXTURESIZE+x)*4+3] = shadebubble(dx, dy, light);
+                       }
                }
-       }
-       setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
+               setuptex(tex_raindrop, data, particletexturedata);
 
-       // bubble
-       memset(&data[0][0][0], 255, sizeof(data));
-       light[0] = 1;light[1] = 1;light[2] = 1;
-       VectorNormalize(light);
-       for (y = 0;y < PARTICLETEXTURESIZE;y++)
-       {
-               dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-               for (x = 0;x < PARTICLETEXTURESIZE;x++)
+               // bubble
+               memset(data, 255, datasize);
+               light[0] = 1;light[1] = 1;light[2] = 1;
+               VectorNormalize(light);
+               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                {
-                       dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-                       data[y][x][3] = shadebubble(dx, dy, light);
+                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                       {
+                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                               data[(y*PARTICLETEXTURESIZE+x)*4+3] = shadebubble(dx, dy, light);
+                       }
                }
-       }
-       setuptex(tex_bubble, &data[0][0][0], particletexturedata);
-
-       // Blood particles and blood decals
-       R_InitBloodTextures (particletexturedata);
+               setuptex(tex_bubble, data, particletexturedata);
 
-       // bullet decals
-       for (i = 0;i < 8;i++)
-       {
-               memset(&data[0][0][0], 255, sizeof(data));
-               for (k = 0;k < 12;k++)
-                       particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 0, 0, 0, 128);
-               for (k = 0;k < 3;k++)
-                       particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/2, 0, 0, 0, 160);
-               //particletextureclamp(&data[0][0][0], 64, 64, 64, 255, 255, 255);
-               particletextureinvert(&data[0][0][0]);
-               setuptex(tex_bulletdecal[i], &data[0][0][0], particletexturedata);
-       }
+               // Blood particles and blood decals
+               R_InitBloodTextures (particletexturedata);
 
-#if WORKINGLQUAKE
-       glBindTexture(GL_TEXTURE_2D, (particlefonttexture = gl_extension_number++));
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-#else
+               // bullet decals
+               for (i = 0;i < 8;i++)
+               {
+                       memset(data, 255, datasize);
+                       for (k = 0;k < 12;k++)
+                               particletextureblotch(data, PARTICLETEXTURESIZE/16, 0, 0, 0, 128);
+                       for (k = 0;k < 3;k++)
+                               particletextureblotch(data, PARTICLETEXTURESIZE/2, 0, 0, 0, 160);
+                       //particletextureclamp(data, 64, 64, 64, 255, 255, 255);
+                       particletextureinvert(data);
+                       setuptex(tex_bulletdecal[i], data, particletexturedata);
+               }
 
-#if 0
-       Image_WriteTGARGBA ("particles/particlefont.tga", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata);
+#ifdef DUMPPARTICLEFONT
+               Image_WriteTGABGRA ("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);
+               decalskinframe = R_SkinFrame_LoadInternalBGRA("particlefont", TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, particletexturedata, PARTICLEFONTSIZE, PARTICLEFONTSIZE, false);
+               particlefonttexture = decalskinframe->base;
+
+               Mem_Free(particletexturedata);
+               Mem_Free(data);
+               Mem_Free(noise1);
+               Mem_Free(noise2);
+       }
        for (i = 0;i < MAX_PARTICLETEXTURES;i++)
+       {
+               CL_Particle_PixelCoordsForTexnum(i, &basex, &basey, &w, &h);
                particletexture[i].texture = particlefonttexture;
+               particletexture[i].s1 = (basex + 1) / (float)particlefontwidth;
+               particletexture[i].t1 = (basey + 1) / (float)particlefontheight;
+               particletexture[i].s2 = (basex + w - 1) / (float)particlefontwidth;
+               particletexture[i].t2 = (basey + h - 1) / (float)particlefontheight;
+       }
 
-       // nexbeam
-       fractalnoise(&noise3[0][0], 64, 4);
-       m = 0;
-       for (y = 0;y < 64;y++)
+#ifndef DUMPPARTICLEFONT
+       particletexture[tex_beam].texture = loadtextureimage(particletexturepool, "particles/nexbeam.tga", false, TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, true, vid.sRGB3D);
+       if (!particletexture[tex_beam].texture)
+#endif
        {
-               dy = (y - 0.5f*64) / (64*0.5f-1);
-               for (x = 0;x < 16;x++)
+               unsigned char noise3[64][64], data2[64][16][4];
+               // nexbeam
+               fractalnoise(&noise3[0][0], 64, 4);
+               m = 0;
+               for (y = 0;y < 64;y++)
                {
-                       dx = (x - 0.5f*16) / (16*0.5f-2);
-                       d = (1 - sqrt(fabs(dx))) * noise3[y][x];
-                       data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (unsigned char) bound(0, d, 255);
-                       data2[y][x][3] = 255;
+                       dy = (y - 0.5f*64) / (64*0.5f-1);
+                       for (x = 0;x < 16;x++)
+                       {
+                               dx = (x - 0.5f*16) / (16*0.5f-2);
+                               d = (int)((1 - sqrt(fabs(dx))) * noise3[y][x]);
+                               data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (unsigned char) bound(0, d, 255);
+                               data2[y][x][3] = 255;
+                       }
                }
-       }
 
-#if 0
-       Image_WriteTGARGBA ("particles/nexbeam.tga", 64, 64, &data2[0][0][0]);
+#ifdef DUMPPARTICLEFONT
+               Image_WriteTGABGRA ("particles/nexbeam.tga", 64, 64, &data2[0][0][0]);
 #endif
-
-       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].texture = R_LoadTexture2D(particletexturepool, "nexbeam", 16, 64, &data2[0][0][0], TEXTYPE_BGRA, TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, -1, 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);
+
+       // now load an texcoord/texture override file
+       buf = (char *) FS_LoadFile("particles/particlefont.txt", tempmempool, false, &filesize);
+       if(buf)
+       {
+               const char *bufptr;
+               bufptr = buf;
+               for(;;)
+               {
+                       if(!COM_ParseToken_Simple(&bufptr, true, false, true))
+                               break;
+                       if(!strcmp(com_token, "\n"))
+                               continue; // empty line
+                       i = atoi(com_token);
+
+                       texturename[0] = 0;
+                       s1 = 0;
+                       t1 = 0;
+                       s2 = 1;
+                       t2 = 1;
+
+                       if (COM_ParseToken_Simple(&bufptr, true, false, true) && strcmp(com_token, "\n"))
+                       {
+                               strlcpy(texturename, com_token, sizeof(texturename));
+                               s1 = atof(com_token);
+                               if (COM_ParseToken_Simple(&bufptr, true, false, true) && strcmp(com_token, "\n"))
+                               {
+                                       texturename[0] = 0;
+                                       t1 = atof(com_token);
+                                       if (COM_ParseToken_Simple(&bufptr, true, false, true) && strcmp(com_token, "\n"))
+                                       {
+                                               s2 = atof(com_token);
+                                               if (COM_ParseToken_Simple(&bufptr, true, false, true) && strcmp(com_token, "\n"))
+                                               {
+                                                       t2 = atof(com_token);
+                                                       strlcpy(texturename, "particles/particlefont.tga", sizeof(texturename));
+                                                       if (COM_ParseToken_Simple(&bufptr, true, false, true) && strcmp(com_token, "\n"))
+                                                               strlcpy(texturename, com_token, sizeof(texturename));
+                                               }
+                                       }
+                               }
+                               else
+                                       s1 = 0;
+                       }
+                       if (!texturename[0])
+                       {
+                               Con_Printf("particles/particlefont.txt: syntax should be texnum x1 y1 x2 y2 texturename or texnum x1 y1 x2 y2 or texnum texturename\n");
+                               continue;
+                       }
+                       if (i < 0 || i >= MAX_PARTICLETEXTURES)
+                       {
+                               Con_Printf("particles/particlefont.txt: texnum %i outside valid range (0 to %i)\n", i, MAX_PARTICLETEXTURES);
+                               continue;
+                       }
+                       sf = R_SkinFrame_LoadExternal(texturename, TEXF_ALPHA | TEXF_FORCELINEAR | TEXF_RGBMULTIPLYBYALPHA, true); // note: this loads as sRGB if sRGB is active!
+                       if(!sf)
+                       {
+                               // R_SkinFrame_LoadExternal already complained
+                               continue;
+                       }
+                       particletexture[i].texture = sf->base;
+                       particletexture[i].s1 = s1;
+                       particletexture[i].t1 = t1;
+                       particletexture[i].s2 = s2;
+                       particletexture[i].t2 = t2;
+               }
+               Mem_Free(buf);
+       }
 }
 
 static void r_part_start(void)
 {
+       int i;
+       // generate particlepalette for convenience from the main one
+       for (i = 0;i < 256;i++)
+               particlepalette[i] = palette_rgb[i][0] * 65536 + palette_rgb[i][1] * 256 + palette_rgb[i][2];
        particletexturepool = R_AllocTexturePool();
        R_InitParticleTexture ();
+       CL_Particles_LoadEffectInfo(NULL);
 }
 
 static void r_part_shutdown(void)
@@ -2040,233 +2461,700 @@ static void r_part_shutdown(void)
 
 static void r_part_newmap(void)
 {
-       cl_numparticles = 0;
-       cl_freeparticle = 0;
+       if (decalskinframe)
+               R_SkinFrame_MarkUsed(decalskinframe);
+       CL_Particles_LoadEffectInfo(NULL);
 }
 
+unsigned short particle_elements[MESHQUEUE_TRANSPARENT_BATCHSIZE*6];
+float particle_vertex3f[MESHQUEUE_TRANSPARENT_BATCHSIZE*12], particle_texcoord2f[MESHQUEUE_TRANSPARENT_BATCHSIZE*8], particle_color4f[MESHQUEUE_TRANSPARENT_BATCHSIZE*16];
+
 void R_Particles_Init (void)
 {
+       int i;
+       for (i = 0;i < MESHQUEUE_TRANSPARENT_BATCHSIZE;i++)
+       {
+               particle_elements[i*6+0] = i*4+0;
+               particle_elements[i*6+1] = i*4+1;
+               particle_elements[i*6+2] = i*4+2;
+               particle_elements[i*6+3] = i*4+0;
+               particle_elements[i*6+4] = i*4+2;
+               particle_elements[i*6+5] = i*4+3;
+       }
+
        Cvar_RegisterVariable(&r_drawparticles);
-#ifdef WORKINGLQUAKE
-       r_part_start();
-#else
-       R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
-#endif
+       Cvar_RegisterVariable(&r_drawparticles_drawdistance);
+       Cvar_RegisterVariable(&r_drawparticles_nearclip_min);
+       Cvar_RegisterVariable(&r_drawparticles_nearclip_max);
+       Cvar_RegisterVariable(&r_drawdecals);
+       Cvar_RegisterVariable(&r_drawdecals_drawdistance);
+       R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap, NULL, NULL);
 }
 
-#ifdef WORKINGLQUAKE
-void R_InitParticles(void)
+static void R_DrawDecal_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       CL_Particles_Init();
-       R_Particles_Init();
-}
-#endif
+       int surfacelistindex;
+       const decal_t *d;
+       float *v3f, *t2f, *c4f;
+       particletexture_t *tex;
+       vec_t right[3], up[3], size, ca;
+       float alphascale = (1.0f / 65536.0f) * cl_particles_alpha.value;
 
-float particle_vertex3f[12], particle_texcoord2f[8];
+       RSurf_ActiveWorldEntity();
 
-#ifdef WORKINGLQUAKE
-void R_DrawParticle(particle_t *p)
-{
-#else
-void R_DrawParticle_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+       r_refdef.stats[r_stat_drawndecals] += numsurfaces;
+//     R_Mesh_ResetTextureState();
+       GL_DepthMask(false);
+       GL_DepthRange(0, 1);
+       GL_PolygonOffset(0, 0);
+       GL_DepthTest(true);
+       GL_CullFace(GL_NONE);
+
+       // generate all the vertices at once
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       {
+               d = cl.decals + surfacelist[surfacelistindex];
+
+               // calculate color
+               c4f = particle_color4f + 16*surfacelistindex;
+               ca = d->alpha * alphascale;
+               // ensure alpha multiplier saturates properly
+               if (ca > 1.0f / 256.0f)
+                       ca = 1.0f / 256.0f;     
+               if (r_refdef.fogenabled)
+                       ca *= RSurf_FogVertex(d->org);
+               Vector4Set(c4f, d->color[0] * ca, d->color[1] * ca, d->color[2] * ca, 1);
+               Vector4Copy(c4f, c4f + 4);
+               Vector4Copy(c4f, c4f + 8);
+               Vector4Copy(c4f, c4f + 12);
+
+               // calculate vertex positions
+               size = d->size * cl_particles_size.value;
+               VectorVectors(d->normal, right, up);
+               VectorScale(right, size, right);
+               VectorScale(up, size, up);
+               v3f = particle_vertex3f + 12*surfacelistindex;
+               v3f[ 0] = d->org[0] - right[0] - up[0];
+               v3f[ 1] = d->org[1] - right[1] - up[1];
+               v3f[ 2] = d->org[2] - right[2] - up[2];
+               v3f[ 3] = d->org[0] - right[0] + up[0];
+               v3f[ 4] = d->org[1] - right[1] + up[1];
+               v3f[ 5] = d->org[2] - right[2] + up[2];
+               v3f[ 6] = d->org[0] + right[0] + up[0];
+               v3f[ 7] = d->org[1] + right[1] + up[1];
+               v3f[ 8] = d->org[2] + right[2] + up[2];
+               v3f[ 9] = d->org[0] + right[0] - up[0];
+               v3f[10] = d->org[1] + right[1] - up[1];
+               v3f[11] = d->org[2] + right[2] - up[2];
+
+               // calculate texcoords
+               tex = &particletexture[d->texnum];
+               t2f = particle_texcoord2f + 8*surfacelistindex;
+               t2f[0] = tex->s1;t2f[1] = tex->t2;
+               t2f[2] = tex->s1;t2f[3] = tex->t1;
+               t2f[4] = tex->s2;t2f[5] = tex->t1;
+               t2f[6] = tex->s2;t2f[7] = tex->t2;
+       }
+
+       // now render the decals all at once
+       // (this assumes they all use one particle font texture!)
+       GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+       R_SetupShader_Generic(particletexture[63].texture, NULL, GL_MODULATE, 1, false, false, true);
+       R_Mesh_PrepareVertices_Generic_Arrays(numsurfaces * 4, particle_vertex3f, particle_color4f, particle_texcoord2f);
+       R_Mesh_Draw(0, numsurfaces * 4, 0, numsurfaces * 2, NULL, NULL, 0, particle_elements, NULL, 0);
+}
+
+void R_DrawDecals (void)
 {
-       const particle_t *p = particles + surfacenumber;
-       rmeshstate_t m;
-#endif
-       pblend_t blendmode;
-       float org[3], up2[3], v[3], right[3], up[3], fog, ifog, cr, cg, cb, ca, size;
-       particletexture_t *tex;
+       int i;
+       int drawdecals = r_drawdecals.integer;
+       decal_t *decal;
+       float frametime;
+       float decalfade;
+       float drawdist2;
+       unsigned int killsequence = cl.decalsequence - bound(0, (unsigned int) cl_decals_max.integer, cl.decalsequence);
+
+       frametime = bound(0, cl.time - cl.decals_updatetime, 1);
+       cl.decals_updatetime = bound(cl.time - 1, cl.decals_updatetime + frametime, cl.time + 1);
+
+       // LordHavoc: early out conditions
+       if (!cl.num_decals)
+               return;
+
+       decalfade = frametime * 256 / cl_decals_fadetime.value;
+       drawdist2 = r_drawdecals_drawdistance.value * r_refdef.view.quality;
+       drawdist2 = drawdist2*drawdist2;
+
+       for (i = 0, decal = cl.decals;i < cl.num_decals;i++, decal++)
+       {
+               if (!decal->typeindex)
+                       continue;
+
+               if (killsequence > decal->decalsequence)
+                       goto killdecal;
+
+               if (cl.time > decal->time2 + cl_decals_time.value)
+               {
+                       decal->alpha -= decalfade;
+                       if (decal->alpha <= 0)
+                               goto killdecal;
+               }
 
-       VectorCopy(p->org, org);
-
-       blendmode = p->type->blendmode;
-       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 (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 (p->type->lighting)
-       {
-               float ambient[3], diffuse[3], diffusenormal[3];
-               R_CompleteLightPoint(ambient, diffuse, diffusenormal, org, true);
-               cr *= (ambient[0] + 0.5 * diffuse[0]);
-               cg *= (ambient[1] + 0.5 * diffuse[1]);
-               cb *= (ambient[2] + 0.5 * diffuse[2]);
-       }
-       if (fogenabled)
-       {
-               fog = VERTEXFOGTABLE(VectorDistance(org, r_vieworigin));
-               ifog = 1 - fog;
-               cr = cr * ifog;
-               cg = cg * ifog;
-               cb = cb * ifog;
-               if (blendmode == PBLEND_ALPHA)
+               if (decal->owner)
                {
-                       cr += fogcolor[0] * fog;
-                       cg += fogcolor[1] * fog;
-                       cb += fogcolor[2] * fog;
+                       if (cl.entities[decal->owner].render.model == decal->ownermodel)
+                       {
+                               Matrix4x4_Transform(&cl.entities[decal->owner].render.matrix, decal->relativeorigin, decal->org);
+                               Matrix4x4_Transform3x3(&cl.entities[decal->owner].render.matrix, decal->relativenormal, decal->normal);
+                       }
+                       else
+                               goto killdecal;
                }
+
+               if(cl_decals_visculling.integer && decal->clusterindex > -1000 && !CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, decal->clusterindex))
+                       continue;
+
+               if (!drawdecals)
+                       continue;
+
+               if (DotProduct(r_refdef.view.origin, decal->normal) > DotProduct(decal->org, decal->normal) && VectorDistance2(decal->org, r_refdef.view.origin) < drawdist2 * (decal->size * decal->size))
+                       R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, decal->org, R_DrawDecal_TransparentCallback, NULL, i, NULL);
+               continue;
+killdecal:
+               decal->typeindex = 0;
+               if (cl.free_decal > i)
+                       cl.free_decal = i;
+       }
+
+       // reduce cl.num_decals if possible
+       while (cl.num_decals > 0 && cl.decals[cl.num_decals - 1].typeindex == 0)
+               cl.num_decals--;
+
+       if (cl.num_decals == cl.max_decals && cl.max_decals < MAX_DECALS)
+       {
+               decal_t *olddecals = cl.decals;
+               cl.max_decals = min(cl.max_decals * 2, MAX_DECALS);
+               cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
+               memcpy(cl.decals, olddecals, cl.num_decals * sizeof(decal_t));
+               Mem_Free(olddecals);
        }
 
-       R_Mesh_Matrix(&r_identitymatrix);
+       r_refdef.stats[r_stat_totaldecals] = cl.num_decals;
+}
+
+static void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+{
+       vec3_t vecorg, vecvel, baseright, baseup;
+       int surfacelistindex;
+       int batchstart, batchcount;
+       const particle_t *p;
+       pblend_t blendmode;
+       rtexture_t *texture;
+       float *v3f, *t2f, *c4f;
+       particletexture_t *tex;
+       float up2[3], v[3], right[3], up[3], fog, ifog, size, len, lenfactor, alpha;
+//     float ambient[3], diffuse[3], diffusenormal[3];
+       float palpha, spintime, spinrad, spincos, spinsin, spinm1, spinm2, spinm3, spinm4;
+       vec4_t colormultiplier;
+       float minparticledist_start, minparticledist_end;
+       qboolean dofade;
 
-       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);
+       RSurf_ActiveWorldEntity();
 
-       GL_Color(cr, cg, cb, ca);
+       Vector4Set(colormultiplier, r_refdef.view.colorscale * (1.0 / 256.0f), r_refdef.view.colorscale * (1.0 / 256.0f), r_refdef.view.colorscale * (1.0 / 256.0f), cl_particles_alpha.value * (1.0 / 256.0f));
 
-       if (blendmode == PBLEND_ALPHA)
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       else if (blendmode == PBLEND_ADD)
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       else //if (blendmode == PBLEND_MOD)
-               GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+       r_refdef.stats[r_stat_particles] += numsurfaces;
+//     R_Mesh_ResetTextureState();
        GL_DepthMask(false);
+       GL_DepthRange(0, 1);
+       GL_PolygonOffset(0, 0);
        GL_DepthTest(true);
-#endif
-       size = p->size * cl_particles_size.value;
-       if (p->type->orientation == PARTICLE_BILLBOARD || p->type->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
+       GL_CullFace(GL_NONE);
+
+       spintime = r_refdef.scene.time;
+
+       minparticledist_start = DotProduct(r_refdef.view.origin, r_refdef.view.forward) + r_drawparticles_nearclip_min.value;
+       minparticledist_end = DotProduct(r_refdef.view.origin, r_refdef.view.forward) + r_drawparticles_nearclip_max.value;
+       dofade = (minparticledist_start < minparticledist_end);
+
+       // first generate all the vertices at once
+       for (surfacelistindex = 0, v3f = particle_vertex3f, t2f = particle_texcoord2f, c4f = particle_color4f;surfacelistindex < numsurfaces;surfacelistindex++, v3f += 3*4, t2f += 2*4, c4f += 4*4)
        {
-               if (p->type->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
+               p = cl.particles + surfacelist[surfacelistindex];
+
+               blendmode = (pblend_t)p->blendmode;
+               palpha = p->alpha;
+               if(dofade && p->orientation != PARTICLE_VBEAM && p->orientation != PARTICLE_HBEAM)
+                       palpha *= min(1, (DotProduct(p->org, r_refdef.view.forward)  - minparticledist_start) / (minparticledist_end - minparticledist_start));
+               alpha = palpha * colormultiplier[3];
+               // ensure alpha multiplier saturates properly
+               if (alpha > 1.0f)
+                       alpha = 1.0f;
+
+               switch (blendmode)
                {
-                       // double-sided
-                       if (DotProduct(p->vel, r_vieworigin) > DotProduct(p->vel, org))
+               case PBLEND_INVALID:
+               case PBLEND_INVMOD:
+                       // additive and modulate can just fade out in fog (this is correct)
+                       if (r_refdef.fogenabled)
+                               alpha *= RSurf_FogVertex(p->org);
+                       // collapse alpha into color for these blends (so that the particlefont does not need alpha on most textures)
+                       alpha *= 1.0f / 256.0f;
+                       c4f[0] = p->color[0] * alpha;
+                       c4f[1] = p->color[1] * alpha;
+                       c4f[2] = p->color[2] * alpha;
+                       c4f[3] = 0;
+                       break;
+               case PBLEND_ADD:
+                       // additive and modulate can just fade out in fog (this is correct)
+                       if (r_refdef.fogenabled)
+                               alpha *= RSurf_FogVertex(p->org);
+                       // collapse alpha into color for these blends (so that the particlefont does not need alpha on most textures)
+                       c4f[0] = p->color[0] * colormultiplier[0] * alpha;
+                       c4f[1] = p->color[1] * colormultiplier[1] * alpha;
+                       c4f[2] = p->color[2] * colormultiplier[2] * alpha;
+                       c4f[3] = 0;
+                       break;
+               case PBLEND_ALPHA:
+                       c4f[0] = p->color[0] * colormultiplier[0];
+                       c4f[1] = p->color[1] * colormultiplier[1];
+                       c4f[2] = p->color[2] * colormultiplier[2];
+                       c4f[3] = alpha;
+                       // note: lighting is not cheap!
+                       if (particletype[p->typeindex].lighting)
                        {
-                               VectorNegate(p->vel, v);
-                               VectorVectors(v, right, up);
+                               vecorg[0] = p->org[0];
+                               vecorg[1] = p->org[1];
+                               vecorg[2] = p->org[2];
+                               R_LightPoint(c4f, vecorg, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
                        }
-                       else
-                               VectorVectors(p->vel, right, up);
-                       VectorScale(right, size, right);
-                       VectorScale(up, size, up);
+                       // mix in the fog color
+                       if (r_refdef.fogenabled)
+                       {
+                               fog = RSurf_FogVertex(p->org);
+                               ifog = 1 - fog;
+                               c4f[0] = c4f[0] * fog + r_refdef.fogcolor[0] * ifog;
+                               c4f[1] = c4f[1] * fog + r_refdef.fogcolor[1] * ifog;
+                               c4f[2] = c4f[2] * fog + r_refdef.fogcolor[2] * ifog;
+                       }
+                       // for premultiplied alpha we have to apply the alpha to the color (after fog of course)
+                       VectorScale(c4f, alpha, c4f);
+                       break;
                }
-               else
+               // copy the color into the other three vertices
+               Vector4Copy(c4f, c4f + 4);
+               Vector4Copy(c4f, c4f + 8);
+               Vector4Copy(c4f, c4f + 12);
+
+               size = p->size * cl_particles_size.value;
+               tex = &particletexture[p->texnum];
+               switch(p->orientation)
                {
-                       VectorScale(r_viewleft, -size, right);
-                       VectorScale(r_viewup, size, up);
+//             case PARTICLE_INVALID:
+               case PARTICLE_BILLBOARD:
+                       if (p->angle + p->spin)
+                       {
+                               spinrad = (p->angle + p->spin * (spintime - p->delayedspawn)) * (float)(M_PI / 180.0f);
+                               spinsin = sin(spinrad) * size;
+                               spincos = cos(spinrad) * size;
+                               spinm1 = -p->stretch * spincos;
+                               spinm2 = -spinsin;
+                               spinm3 = spinsin;
+                               spinm4 = -p->stretch * spincos;
+                               VectorMAM(spinm1, r_refdef.view.left, spinm2, r_refdef.view.up, right);
+                               VectorMAM(spinm3, r_refdef.view.left, spinm4, r_refdef.view.up, up);
+                       }
+                       else
+                       {
+                               VectorScale(r_refdef.view.left, -size * p->stretch, right);
+                               VectorScale(r_refdef.view.up, size, up);
+                       }
+
+                       v3f[ 0] = p->org[0] - right[0] - up[0];
+                       v3f[ 1] = p->org[1] - right[1] - up[1];
+                       v3f[ 2] = p->org[2] - right[2] - up[2];
+                       v3f[ 3] = p->org[0] - right[0] + up[0];
+                       v3f[ 4] = p->org[1] - right[1] + up[1];
+                       v3f[ 5] = p->org[2] - right[2] + up[2];
+                       v3f[ 6] = p->org[0] + right[0] + up[0];
+                       v3f[ 7] = p->org[1] + right[1] + up[1];
+                       v3f[ 8] = p->org[2] + right[2] + up[2];
+                       v3f[ 9] = p->org[0] + right[0] - up[0];
+                       v3f[10] = p->org[1] + right[1] - up[1];
+                       v3f[11] = p->org[2] + right[2] - up[2];
+                       t2f[0] = tex->s1;t2f[1] = tex->t2;
+                       t2f[2] = tex->s1;t2f[3] = tex->t1;
+                       t2f[4] = tex->s2;t2f[5] = tex->t1;
+                       t2f[6] = tex->s2;t2f[7] = tex->t2;
+                       break;
+               case PARTICLE_ORIENTED_DOUBLESIDED:
+                       vecvel[0] = p->vel[0];
+                       vecvel[1] = p->vel[1];
+                       vecvel[2] = p->vel[2];
+                       VectorVectors(vecvel, baseright, baseup);
+                       if (p->angle + p->spin)
+                       {
+                               spinrad = (p->angle + p->spin * (spintime - p->delayedspawn)) * (float)(M_PI / 180.0f);
+                               spinsin = sin(spinrad) * size;
+                               spincos = cos(spinrad) * size;
+                               spinm1 = p->stretch * spincos;
+                               spinm2 = -spinsin;
+                               spinm3 = spinsin;
+                               spinm4 = p->stretch * spincos;
+                               VectorMAM(spinm1, baseright, spinm2, baseup, right);
+                               VectorMAM(spinm3, baseright, spinm4, baseup, up);
+                       }
+                       else
+                       {
+                               VectorScale(baseright, size * p->stretch, right);
+                               VectorScale(baseup, size, up);
+                       }
+                       v3f[ 0] = p->org[0] - right[0] - up[0];
+                       v3f[ 1] = p->org[1] - right[1] - up[1];
+                       v3f[ 2] = p->org[2] - right[2] - up[2];
+                       v3f[ 3] = p->org[0] - right[0] + up[0];
+                       v3f[ 4] = p->org[1] - right[1] + up[1];
+                       v3f[ 5] = p->org[2] - right[2] + up[2];
+                       v3f[ 6] = p->org[0] + right[0] + up[0];
+                       v3f[ 7] = p->org[1] + right[1] + up[1];
+                       v3f[ 8] = p->org[2] + right[2] + up[2];
+                       v3f[ 9] = p->org[0] + right[0] - up[0];
+                       v3f[10] = p->org[1] + right[1] - up[1];
+                       v3f[11] = p->org[2] + right[2] - up[2];
+                       t2f[0] = tex->s1;t2f[1] = tex->t2;
+                       t2f[2] = tex->s1;t2f[3] = tex->t1;
+                       t2f[4] = tex->s2;t2f[5] = tex->t1;
+                       t2f[6] = tex->s2;t2f[7] = tex->t2;
+                       break;
+               case PARTICLE_SPARK:
+                       len = VectorLength(p->vel);
+                       VectorNormalize2(p->vel, up);
+                       lenfactor = p->stretch * 0.04 * len;
+                       if(lenfactor < size * 0.5)
+                               lenfactor = size * 0.5;
+                       VectorMA(p->org, -lenfactor, up, v);
+                       VectorMA(p->org,  lenfactor, up, up2);
+                       R_CalcBeam_Vertex3f(v3f, v, up2, size);
+                       t2f[0] = tex->s1;t2f[1] = tex->t2;
+                       t2f[2] = tex->s1;t2f[3] = tex->t1;
+                       t2f[4] = tex->s2;t2f[5] = tex->t1;
+                       t2f[6] = tex->s2;t2f[7] = tex->t2;
+                       break;
+               case PARTICLE_VBEAM:
+                       R_CalcBeam_Vertex3f(v3f, p->org, p->vel, size);
+                       VectorSubtract(p->vel, p->org, up);
+                       VectorNormalize(up);
+                       v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) * p->stretch;
+                       v[1] = DotProduct(p->vel, up) * (1.0f / 64.0f) * p->stretch;
+                       t2f[0] = tex->s2;t2f[1] = v[0];
+                       t2f[2] = tex->s1;t2f[3] = v[0];
+                       t2f[4] = tex->s1;t2f[5] = v[1];
+                       t2f[6] = tex->s2;t2f[7] = v[1];
+                       break;
+               case PARTICLE_HBEAM:
+                       R_CalcBeam_Vertex3f(v3f, p->org, p->vel, size);
+                       VectorSubtract(p->vel, p->org, up);
+                       VectorNormalize(up);
+                       v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) * p->stretch;
+                       v[1] = DotProduct(p->vel, up) * (1.0f / 64.0f) * p->stretch;
+                       t2f[0] = v[0];t2f[1] = tex->t1;
+                       t2f[2] = v[0];t2f[3] = tex->t2;
+                       t2f[4] = v[1];t2f[5] = tex->t2;
+                       t2f[6] = v[1];t2f[7] = tex->t1;
+                       break;
                }
-               particle_vertex3f[ 0] = org[0] - right[0] - up[0];
-               particle_vertex3f[ 1] = org[1] - right[1] - up[1];
-               particle_vertex3f[ 2] = org[2] - right[2] - up[2];
-               particle_vertex3f[ 3] = org[0] - right[0] + up[0];
-               particle_vertex3f[ 4] = org[1] - right[1] + up[1];
-               particle_vertex3f[ 5] = org[2] - right[2] + up[2];
-               particle_vertex3f[ 6] = org[0] + right[0] + up[0];
-               particle_vertex3f[ 7] = org[1] + right[1] + up[1];
-               particle_vertex3f[ 8] = org[2] + right[2] + up[2];
-               particle_vertex3f[ 9] = org[0] + right[0] - up[0];
-               particle_vertex3f[10] = org[1] + right[1] - up[1];
-               particle_vertex3f[11] = org[2] + right[2] - up[2];
-               particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
-               particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
-               particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
-               particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
-       }
-       else if (p->type->orientation == PARTICLE_SPARK)
-       {
-               VectorMA(p->org, -0.02, p->vel, v);
-               VectorMA(p->org, 0.02, p->vel, up2);
-               R_CalcBeam_Vertex3f(particle_vertex3f, v, up2, size);
-               particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
-               particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
-               particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
-               particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
-       }
-       else if (p->type->orientation == PARTICLE_BEAM)
-       {
-               R_CalcBeam_Vertex3f(particle_vertex3f, p->org, p->vel, size);
-               VectorSubtract(p->vel, p->org, up);
-               VectorNormalize(up);
-               v[0] = DotProduct(p->org, up) * (1.0f / 64.0f);
-               v[1] = DotProduct(p->vel, up) * (1.0f / 64.0f);
-               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
+
+       // now render batches of particles based on blendmode and texture
+       blendmode = PBLEND_INVALID;
+       texture = NULL;
+       batchstart = 0;
+       batchcount = 0;
+       R_Mesh_PrepareVertices_Generic_Arrays(numsurfaces * 4, particle_vertex3f, particle_color4f, particle_texcoord2f);
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;)
        {
-               Con_Printf("R_DrawParticles: unknown particle orientation %i\n", p->type->orientation);
-               return;
-       }
+               p = cl.particles + surfacelist[surfacelistindex];
 
-#if WORKINGLQUAKE
-       if (blendmode == PBLEND_ALPHA)
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       else if (blendmode == PBLEND_ADD)
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-       else //if (blendmode == PBLEND_MOD)
-               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(0, 4, 2, polygonelements);
-#endif
+               if (texture != particletexture[p->texnum].texture)
+               {
+                       texture = particletexture[p->texnum].texture;
+                       R_SetupShader_Generic(texture, NULL, GL_MODULATE, 1, false, false, false);
+               }
+
+               if (p->blendmode == PBLEND_INVMOD)
+               {
+                       // inverse modulate blend - group these
+                       GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+                       // iterate until we find a change in settings
+                       batchstart = surfacelistindex++;
+                       for (;surfacelistindex < numsurfaces;surfacelistindex++)
+                       {
+                               p = cl.particles + surfacelist[surfacelistindex];
+                               if (p->blendmode != PBLEND_INVMOD || texture != particletexture[p->texnum].texture)
+                                       break;
+                       }
+               }
+               else
+               {
+                       // additive or alpha blend - group these
+                       // (we can group these because we premultiplied the texture alpha)
+                       GL_BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+                       // iterate until we find a change in settings
+                       batchstart = surfacelistindex++;
+                       for (;surfacelistindex < numsurfaces;surfacelistindex++)
+                       {
+                               p = cl.particles + surfacelist[surfacelistindex];
+                               if (p->blendmode == PBLEND_INVMOD || texture != particletexture[p->texnum].texture)
+                                       break;
+                       }
+               }
+
+               batchcount = surfacelistindex - batchstart;
+               R_Mesh_Draw(batchstart * 4, batchcount * 4, batchstart * 2, batchcount * 2, NULL, NULL, 0, particle_elements, NULL, 0);
+       }
 }
 
 void R_DrawParticles (void)
 {
-       int i;
-       float minparticledist;
+       int i, a;
+       int drawparticles = r_drawparticles.integer;
+       float minparticledist_start;
        particle_t *p;
+       float gravity, frametime, f, dist, oldorg[3], decaldir[3];
+       float drawdist2;
+       int hitent;
+       trace_t trace;
+       qboolean update;
 
-#ifdef WORKINGLQUAKE
-       CL_MoveParticles();
-#endif
+       frametime = bound(0, cl.time - cl.particles_updatetime, 1);
+       cl.particles_updatetime = bound(cl.time - 1, cl.particles_updatetime + frametime, cl.time + 1);
 
        // LordHavoc: early out conditions
-       if ((!cl_numparticles) || (!r_drawparticles.integer))
+       if (!cl.num_particles)
                return;
 
-       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 (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)
+       minparticledist_start = DotProduct(r_refdef.view.origin, r_refdef.view.forward) + r_drawparticles_nearclip_min.value;
+       gravity = frametime * cl.movevars_gravity;
+       update = frametime > 0;
+       drawdist2 = r_drawparticles_drawdistance.value * r_refdef.view.quality;
+       drawdist2 = drawdist2*drawdist2;
+
+       for (i = 0, p = cl.particles;i < cl.num_particles;i++, p++)
+       {
+               if (!p->typeindex)
+               {
+                       if (cl.free_particle > i)
+                               cl.free_particle = i;
+                       continue;
+               }
+
+               if (update)
                {
-                       renderstats.particles++;
-                       if (DotProduct(p->org, r_viewforward) >= minparticledist || p->type->orientation == PARTICLE_BEAM)
+                       if (p->delayedspawn > cl.time)
+                               continue;
+
+                       p->size += p->sizeincrease * frametime;
+                       p->alpha -= p->alphafade * frametime;
+
+                       if (p->alpha <= 0 || p->die <= cl.time)
+                               goto killparticle;
+
+                       if (p->orientation != PARTICLE_VBEAM && p->orientation != PARTICLE_HBEAM && frametime > 0)
                        {
-                               if (p->type == particletype + pt_decal)
-                                       R_DrawParticle_TransparentCallback(0, i, 0);
+                               if (p->liquidfriction && cl_particles_collisions.integer && (CL_PointSuperContents(p->org) & SUPERCONTENTS_LIQUIDSMASK))
+                               {
+                                       if (p->typeindex == pt_blood)
+                                               p->size += frametime * 8;
+                                       else
+                                               p->vel[2] -= p->gravity * gravity;
+                                       f = 1.0f - min(p->liquidfriction * frametime, 1);
+                                       VectorScale(p->vel, f, p->vel);
+                               }
                                else
-                                       R_MeshQueue_AddTransparent(p->org, R_DrawParticle_TransparentCallback, NULL, i, NULL);
+                               {
+                                       p->vel[2] -= p->gravity * gravity;
+                                       if (p->airfriction)
+                                       {
+                                               f = 1.0f - min(p->airfriction * frametime, 1);
+                                               VectorScale(p->vel, f, p->vel);
+                                       }
+                               }
+
+                               VectorCopy(p->org, oldorg);
+                               VectorMA(p->org, frametime, p->vel, p->org);
+//                             if (p->bounce && cl.time >= p->delayedcollisions)
+                               if (p->bounce && cl_particles_collisions.integer && VectorLength(p->vel))
+                               {
+                                       trace = CL_TraceLine(oldorg, p->org, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | ((p->typeindex == pt_rain || p->typeindex == pt_snow) ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, collision_extendmovelength.value, true, false, &hitent, false, false);
+                                       // if the trace started in or hit something of SUPERCONTENTS_NODROP
+                                       // or if the trace hit something flagged as NOIMPACT
+                                       // then remove the particle
+                                       if (trace.hitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT || ((trace.startsupercontents | trace.hitsupercontents) & SUPERCONTENTS_NODROP) || (trace.startsupercontents & SUPERCONTENTS_SOLID))
+                                               goto killparticle;
+                                       VectorCopy(trace.endpos, p->org);
+                                       // react if the particle hit something
+                                       if (trace.fraction < 1)
+                                       {
+                                               VectorCopy(trace.endpos, p->org);
+
+                                               if (p->staintexnum >= 0)
+                                               {
+                                                       // blood - splash on solid
+                                                       if (!(trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS))
+                                                       {
+                                                               R_Stain(p->org, 16,
+                                                                       p->staincolor[0], p->staincolor[1], p->staincolor[2], (int)(p->stainalpha * p->stainsize * (1.0f / 160.0f)),
+                                                                       p->staincolor[0], p->staincolor[1], p->staincolor[2], (int)(p->stainalpha * p->stainsize * (1.0f / 160.0f)));
+                                                               if (cl_decals.integer)
+                                                               {
+                                                                       // create a decal for the blood splat
+                                                                       a = 0xFFFFFF ^ (p->staincolor[0]*65536+p->staincolor[1]*256+p->staincolor[2]);
+                                                                       if (cl_decals_newsystem_bloodsmears.integer)
+                                                                       {
+                                                                               VectorCopy(p->vel, decaldir);
+                                                                               VectorNormalize(decaldir);
+                                                                       }
+                                                                       else
+                                                                               VectorCopy(trace.plane.normal, decaldir);
+                                                                       CL_SpawnDecalParticleForSurface(hitent, p->org, decaldir, a, a, p->staintexnum, p->stainsize, p->stainalpha); // staincolor needs to be inverted for decals!
+                                                               }
+                                                       }
+                                               }
+
+                                               if (p->typeindex == pt_blood)
+                                               {
+                                                       // blood - splash on solid
+                                                       if (trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS)
+                                                               goto killparticle;
+                                                       if(p->staintexnum == -1) // staintex < -1 means no stains at all
+                                                       {
+                                                               R_Stain(p->org, 16, 64, 16, 16, (int)(p->alpha * p->size * (1.0f / 80.0f)), 64, 32, 32, (int)(p->alpha * p->size * (1.0f / 80.0f)));
+                                                               if (cl_decals.integer)
+                                                               {
+                                                                       // create a decal for the blood splat
+                                                                       if (cl_decals_newsystem_bloodsmears.integer)
+                                                                       {
+                                                                               VectorCopy(p->vel, decaldir);
+                                                                               VectorNormalize(decaldir);
+                                                                       }
+                                                                       else
+                                                                               VectorCopy(trace.plane.normal, decaldir);
+                                                                       CL_SpawnDecalParticleForSurface(hitent, p->org, decaldir, p->color[0] * 65536 + p->color[1] * 256 + p->color[2], p->color[0] * 65536 + p->color[1] * 256 + p->color[2], tex_blooddecal[rand()&7], p->size * lhrandom(cl_particles_blood_decal_scalemin.value, cl_particles_blood_decal_scalemax.value), cl_particles_blood_decal_alpha.value * 768);
+                                                               }
+                                                       }
+                                                       goto killparticle;
+                                               }
+                                               else if (p->bounce < 0)
+                                               {
+                                                       // bounce -1 means remove on impact
+                                                       goto killparticle;
+                                               }
+                                               else
+                                               {
+                                                       // anything else - bounce off solid
+                                                       dist = DotProduct(p->vel, trace.plane.normal) * -p->bounce;
+                                                       VectorMA(p->vel, dist, trace.plane.normal, p->vel);
+                                               }
+                                       }
+                               }
+
+                               if (VectorLength2(p->vel) < 0.03)
+                               {
+                                       if(p->orientation == PARTICLE_SPARK) // sparks are virtually invisible if very slow, so rather let them go off
+                                               goto killparticle;
+                                       VectorClear(p->vel);
+                               }
+                       }
+
+                       if (p->typeindex != pt_static)
+                       {
+                               switch (p->typeindex)
+                               {
+                               case pt_entityparticle:
+                                       // particle that removes itself after one rendered frame
+                                       if (p->time2)
+                                               goto killparticle;
+                                       else
+                                               p->time2 = 1;
+                                       break;
+                               case pt_blood:
+                                       a = CL_PointSuperContents(p->org);
+                                       if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_LAVA | SUPERCONTENTS_NODROP))
+                                               goto killparticle;
+                                       break;
+                               case pt_bubble:
+                                       a = CL_PointSuperContents(p->org);
+                                       if (!(a & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)))
+                                               goto killparticle;
+                                       break;
+                               case pt_rain:
+                                       a = CL_PointSuperContents(p->org);
+                                       if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK))
+                                               goto killparticle;
+                                       break;
+                               case pt_snow:
+                                       if (cl.time > p->time2)
+                                       {
+                                               // snow flutter
+                                               p->time2 = cl.time + (rand() & 3) * 0.1;
+                                               p->vel[0] = p->vel[0] * 0.9f + lhrandom(-32, 32);
+                                               p->vel[1] = p->vel[0] * 0.9f + lhrandom(-32, 32);
+                                       }
+                                       a = CL_PointSuperContents(p->org);
+                                       if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK))
+                                               goto killparticle;
+                                       break;
+                               default:
+                                       break;
+                               }
                        }
                }
+               else if (p->delayedspawn > cl.time)
+                       continue;
+               if (!drawparticles)
+                       continue;
+               // don't render particles too close to the view (they chew fillrate)
+               // also don't render particles behind the view (useless)
+               // further checks to cull to the frustum would be too slow here
+               switch(p->typeindex)
+               {
+               case pt_beam:
+                       // beams have no culling
+                       R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, p->sortorigin, R_DrawParticle_TransparentCallback, NULL, i, NULL);
+                       break;
+               default:
+                       if(cl_particles_visculling.integer)
+                               if (!r_refdef.viewcache.world_novis)
+                                       if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.PointInLeaf)
+                                       {
+                                               mleaf_t *leaf = r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, p->org);
+                                               if(leaf)
+                                                       if(!CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex))
+                                                               continue;
+                                       }
+                       // anything else just has to be in front of the viewer and visible at this distance
+                       if (DotProduct(p->org, r_refdef.view.forward) >= minparticledist_start && VectorDistance2(p->org, r_refdef.view.origin) < drawdist2 * (p->size * p->size))
+                               R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, p->sortorigin, R_DrawParticle_TransparentCallback, NULL, i, NULL);
+                       break;
+               }
+
+               continue;
+killparticle:
+               p->typeindex = 0;
+               if (cl.free_particle > i)
+                       cl.free_particle = i;
        }
-#endif
-}
 
+       // reduce cl.num_particles if possible
+       while (cl.num_particles > 0 && cl.particles[cl.num_particles - 1].typeindex == 0)
+               cl.num_particles--;
+
+       if (cl.num_particles == cl.max_particles && cl.max_particles < MAX_PARTICLES)
+       {
+               particle_t *oldparticles = cl.particles;
+               cl.max_particles = min(cl.max_particles * 2, MAX_PARTICLES);
+               cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
+               memcpy(cl.particles, oldparticles, cl.num_particles * sizeof(particle_t));
+               Mem_Free(oldparticles);
+       }
+}