]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_particles.c
no time to explain, more changes on the path to q3bsp support
[xonotic/darkplaces.git] / cl_particles.c
index 09d12c7c5b8267822c1c68da4ae78aaf937e6319..e03b0e36371610ae58bca0900a5705c8e65eff77 100644 (file)
@@ -20,40 +20,207 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-#define MAX_PARTICLES                  16384   // default max # of particles at one time
+#ifdef WORKINGLQUAKE
+#define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
+#define NUMVERTEXNORMALS       162
+siextern float r_avertexnormals[NUMVERTEXNORMALS][3];
+#define m_bytenormals r_avertexnormals
+#define VectorNormalizeFast VectorNormalize
+#define CL_PointContents(v) (Mod_PointInLeaf(v,cl.worldmodel)->contents)
+typedef unsigned char qbyte;
+#define cl_stainmaps.integer 0
+void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
+{
+}
+#define CL_EntityParticles R_EntityParticles
+#define CL_ReadPointFile_f R_ReadPointFile_f
+#define CL_ParseParticleEffect R_ParseParticleEffect
+#define CL_ParticleExplosion R_ParticleExplosion
+#define CL_ParticleExplosion2 R_ParticleExplosion2
+#define CL_BlobExplosion R_BlobExplosion
+#define CL_RunParticleEffect R_RunParticleEffect
+#define CL_LavaSplash R_LavaSplash
+#define CL_RocketTrail2 R_RocketTrail2
+void R_CalcBeam_Vertex3f (float *vert, vec3_t org1, vec3_t org2, float width)
+{
+       vec3_t right1, right2, diff, normal;
+
+       VectorSubtract (org2, org1, normal);
+       VectorNormalizeFast (normal);
+
+       // calculate 'right' vector for start
+       VectorSubtract (r_origin, org1, diff);
+       VectorNormalizeFast (diff);
+       CrossProduct (normal, diff, right1);
+
+       // calculate 'right' vector for end
+       VectorSubtract (r_origin, org2, diff);
+       VectorNormalizeFast (diff);
+       CrossProduct (normal, diff, right2);
+
+       vert[ 0] = org1[0] + width * right1[0];
+       vert[ 1] = org1[1] + width * right1[1];
+       vert[ 2] = org1[2] + width * right1[2];
+       vert[ 3] = org1[0] - width * right1[0];
+       vert[ 4] = org1[1] - width * right1[1];
+       vert[ 5] = org1[2] - width * right1[2];
+       vert[ 6] = org2[0] - width * right2[0];
+       vert[ 7] = org2[1] - width * right2[1];
+       vert[ 8] = org2[2] - width * right2[2];
+       vert[ 9] = org2[0] + width * right2[0];
+       vert[10] = org2[1] + width * right2[1];
+       vert[11] = org2[2] + width * right2[2];
+}
+void fractalnoise(qbyte *noise, int size, int startgrid)
+{
+       int x, y, g, g2, amplitude, min, max, size1 = size - 1, sizepower, gridpower;
+       int *noisebuf;
+#define n(x,y) noisebuf[((y)&size1)*size+((x)&size1)]
+
+       for (sizepower = 0;(1 << sizepower) < size;sizepower++);
+       if (size != (1 << sizepower))
+               Sys_Error("fractalnoise: size must be power of 2\n");
+
+       for (gridpower = 0;(1 << gridpower) < startgrid;gridpower++);
+       if (startgrid != (1 << gridpower))
+               Sys_Error("fractalnoise: grid must be power of 2\n");
+
+       startgrid = bound(0, startgrid, size);
+
+       amplitude = 0xFFFF; // this gets halved before use
+       noisebuf = malloc(size*size*sizeof(int));
+       memset(noisebuf, 0, size*size*sizeof(int));
+
+       for (g2 = startgrid;g2;g2 >>= 1)
+       {
+               // brownian motion (at every smaller level there is random behavior)
+               amplitude >>= 1;
+               for (y = 0;y < size;y += g2)
+                       for (x = 0;x < size;x += g2)
+                               n(x,y) += (rand()&amplitude);
+
+               g = g2 >> 1;
+               if (g)
+               {
+                       // subdivide, diamond-square algorithm (really this has little to do with squares)
+                       // diamond
+                       for (y = 0;y < size;y += g2)
+                               for (x = 0;x < size;x += g2)
+                                       n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
+                       // square
+                       for (y = 0;y < size;y += g2)
+                               for (x = 0;x < size;x += g2)
+                               {
+                                       n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
+                                       n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
+                               }
+               }
+       }
+       // find range of noise values
+       min = max = 0;
+       for (y = 0;y < size;y++)
+               for (x = 0;x < size;x++)
+               {
+                       if (n(x,y) < min) min = n(x,y);
+                       if (n(x,y) > max) max = n(x,y);
+               }
+       max -= min;
+       max++;
+       // normalize noise and copy to output
+       for (y = 0;y < size;y++)
+               for (x = 0;x < size;x++)
+                       *noise++ = (qbyte) (((n(x,y) - min) * 256) / max);
+       free(noisebuf);
+#undef n
+}
+void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up)
+{
+       float d;
+
+       right[0] = forward[2];
+       right[1] = -forward[0];
+       right[2] = forward[1];
+
+       d = DotProduct(forward, right);
+       right[0] -= d * forward[0];
+       right[1] -= d * forward[1];
+       right[2] -= d * forward[2];
+       VectorNormalizeFast(right);
+       CrossProduct(right, forward, up);
+}
+#if QW
+#include "pmove.h"
+extern qboolean PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace);
+#endif
+float CL_TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int contents, int hitbmodels, void **hitent)
+{
+#if QW
+       pmtrace_t trace;
+#else
+       trace_t trace;
+#endif
+       memset (&trace, 0, sizeof(trace));
+       trace.fraction = 1;
+       VectorCopy (end, trace.endpos);
+#if QW
+       PM_RecursiveHullCheck (cl.model_precache[1]->hulls, 0, 0, 1, start, end, &trace);
+#else
+       RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
+#endif
+       VectorCopy(trace.endpos, impact);
+       VectorCopy(trace.plane.normal, normal);
+       return trace.fraction;
+}
+#else
+#include "cl_collision.h"
+#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
 {
-       pt_static, pt_grav, pt_blob, pt_blob2, pt_bulletsmoke, pt_smoke, pt_snow, pt_rain, pt_spark, pt_bubble, pt_fade, pt_steam, pt_splash, pt_splashpuff, pt_flame, pt_blood, pt_oneframe, pt_lavasplash, pt_raindropsplash, pt_underwaterspark, pt_explosionsplash, pt_stardust
+       pt_static, pt_rain, pt_bubble, pt_blood, pt_grow, pt_decal, pt_decalfade
 }
 ptype_t;
 
-#define P_TEXNUM_FIRSTBIT 0
-#define P_TEXNUM_BITS 6
-#define P_ORIENTATION_FIRSTBIT (P_TEXNUM_FIRSTBIT + P_TEXNUM_BITS)
-#define P_ORIENTATION_BITS 2
-#define P_FLAGS_FIRSTBIT (P_ORIENTATION_FIRSTBIT + P_ORIENTATION_BITS)
-#define P_DYNLIGHT (1 << (P_FLAGS_FIRSTBIT + 0))
-#define P_ADDITIVE (1 << (P_FLAGS_FIRSTBIT + 1))
+#define PARTICLE_INVALID 0
+#define PARTICLE_BILLBOARD 1
+#define PARTICLE_SPARK 2
+#define PARTICLE_ORIENTED_DOUBLESIDED 3
+#define PARTICLE_BEAM 4
+
+#define PBLEND_ALPHA 0
+#define PBLEND_ADD 1
+#define PBLEND_MOD 2
 
 typedef struct particle_s
 {
        ptype_t         type;
-       unsigned int    flags; // dynamically lit, orientation, additive blending, texnum
+       int                     orientation;
+       int                     texnum;
+       int                     blendmode;
        vec3_t          org;
        vec3_t          vel;
        float           die;
        float           scalex;
        float           scaley;
        float           alpha; // 0-255
+       float           alphafade; // how much alpha reduces per second
        float           time2; // used for various things (snow fluttering, for example)
        float           bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical)
+       float           gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
        vec3_t          oldorg;
        vec3_t          vel2; // used for snow fluttering (base velocity, wind for instance)
        float           friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
        float           pressure; // if non-zero, apply pressure to other particles
        qbyte           color[4];
+#ifndef WORKINGLQUAKE
+       entity_render_t *owner; // decal stuck to this entity
+       model_t         *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive)
+       vec3_t          relativeorigin; // decal at this location in entity's coordinate space
+       vec3_t          relativedirection; // decal oriented this way relative to entity's coordinate space
+#endif
 }
 particle_t;
 
@@ -93,36 +260,43 @@ static int particlepalette[256] =
        0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
 };
 
-static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
-//static int explounderwatersparkramp[8] = {0x00074b, 0x000f6f, 0x071f93, 0x0f33b7, 0x2b63cf, 0x4f97e3, 0xb5e7ff, 0xffffff};
+//static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
 
-// these must match r_part.c's textures
+// texture numbers in particle font
 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
-static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
-static const int tex_particle = 24;
-static const int tex_rain = 25;
-static const int tex_bubble = 26;
-//static const int tex_rocketglow = 27;
+static const int tex_bulletdecal[8] = {8, 9, 10, 11, 12, 13, 14, 15};
+static const int tex_blooddecal[8] = {16, 17, 18, 19, 20, 21, 22, 23};
+static const int tex_bloodparticle[8] = {24, 25, 26, 27, 28, 29, 30, 31};
+static const int tex_rainsplash[16] = {32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47};
+static const int tex_particle = 63;
+static const int tex_bubble = 62;
+static const int tex_raindrop = 61;
+static const int tex_beam = 60;
 
 static int                     cl_maxparticles;
 static int                     cl_numparticles;
 static particle_t      *particles;
 static particle_t      **freeparticles; // list used only in compacting particles array
-//static renderparticle_t      *cl_renderparticles;
-
-static cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
-static cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
-static cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
-static cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
-static cvar_t cl_particles_blood_size_min = {CVAR_SAVE, "cl_particles_blood_size_min", "5"};
-static cvar_t cl_particles_blood_size_max = {CVAR_SAVE, "cl_particles_blood_size_max", "10"};
-static cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
-static cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
-static cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
-static cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
-static cvar_t cl_particles_explosions = {CVAR_SAVE, "cl_particles_explosions", "0"};
 
+cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
+cvar_t cl_particles_quality = {CVAR_SAVE, "cl_particles_quality", "1"};
+cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
+cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
+cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
+cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
+cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"};
+cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
+cvar_t cl_particles_smoke_alpha = {CVAR_SAVE, "cl_particles_smoke_alpha", "0.5"};
+cvar_t cl_particles_smoke_alphafade = {CVAR_SAVE, "cl_particles_smoke_alphafade", "0.55"};
+cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
+cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
+cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "0"};
+cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "0"};
+cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "20"};
+
+#ifndef WORKINGLQUAKE
 static mempool_t *cl_part_mempool;
+#endif
 
 void CL_Particles_Clear(void)
 {
@@ -141,7 +315,7 @@ void CL_Particles_Init (void)
 
        i = COM_CheckParm ("-particles");
 
-       if (i)
+       if (i && i < com_argc - 1)
        {
                cl_maxparticles = (int)(atoi(com_argv[i+1]));
                if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
@@ -153,83 +327,132 @@ void CL_Particles_Init (void)
        Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
 
        Cvar_RegisterVariable (&cl_particles);
+       Cvar_RegisterVariable (&cl_particles_quality);
        Cvar_RegisterVariable (&cl_particles_size);
        Cvar_RegisterVariable (&cl_particles_bloodshowers);
        Cvar_RegisterVariable (&cl_particles_blood);
-       Cvar_RegisterVariable (&cl_particles_blood_size_min);
-       Cvar_RegisterVariable (&cl_particles_blood_size_max);
        Cvar_RegisterVariable (&cl_particles_blood_alpha);
+       Cvar_RegisterVariable (&cl_particles_bulletimpacts);
        Cvar_RegisterVariable (&cl_particles_smoke);
+       Cvar_RegisterVariable (&cl_particles_smoke_alpha);
+       Cvar_RegisterVariable (&cl_particles_smoke_alphafade);
        Cvar_RegisterVariable (&cl_particles_sparks);
        Cvar_RegisterVariable (&cl_particles_bubbles);
-       Cvar_RegisterVariable (&cl_particles_explosions);
-
+       Cvar_RegisterVariable (&cl_decals);
+       Cvar_RegisterVariable (&cl_decals_time);
+       Cvar_RegisterVariable (&cl_decals_fadetime);
+
+#ifdef WORKINGLQUAKE
+       particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles");
+       freeparticles = (void *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t *), "particles");
+#else
        cl_part_mempool = Mem_AllocPool("CL_Part");
        particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
        freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
+#endif
        cl_numparticles = 0;
+}
 
-       // FIXME: r_refdef stuff should be allocated somewhere else?
-       //r_refdef.particles = cl_renderparticles = Mem_Alloc(cl_refdef_mempool, cl_maxparticles * sizeof(renderparticle_t));
+particle_t *particle(int ptype, int porientation, int pcolor1, int pcolor2, int ptex, int plight, int pblendmode, float pscalex, float pscaley, float palpha, float palphafade, float ptime, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float ptime2, float pvx2, float pvy2, float pvz2, float pfriction, float ppressure)
+{
+       if (cl_numparticles < cl_maxparticles)
+       {
+               particle_t *part;
+               int ptempcolor, ptempcolor2, pcr1, pcg1, pcb1, pcr2, pcg2, pcb2;
+               ptempcolor = (pcolor1);
+               ptempcolor2 = (pcolor2);
+               pcr2 = ((ptempcolor2) >> 16) & 0xFF;
+               pcg2 = ((ptempcolor2) >> 8) & 0xFF;
+               pcb2 = (ptempcolor2) & 0xFF;
+               if (ptempcolor != ptempcolor2)
+               {
+                       pcr1 = ((ptempcolor) >> 16) & 0xFF;
+                       pcg1 = ((ptempcolor) >> 8) & 0xFF;
+                       pcb1 = (ptempcolor) & 0xFF;
+                       ptempcolor = rand() & 0xFF;
+                       pcr2 = (((pcr2 - pcr1) * ptempcolor) >> 8) + pcr1;
+                       pcg2 = (((pcg2 - pcg1) * ptempcolor) >> 8) + pcg1;
+                       pcb2 = (((pcb2 - pcb1) * ptempcolor) >> 8) + pcb1;
+               }
+               part = &particles[cl_numparticles++];
+               memset(part, 0, sizeof(*part));
+               part->type = (ptype);
+               part->color[0] = pcr2;
+               part->color[1] = pcg2;
+               part->color[2] = pcb2;
+               part->color[3] = 0xFF;
+               part->orientation = porientation;
+               part->texnum = ptex;
+               part->blendmode = pblendmode;
+               part->scalex = (pscalex);
+               part->scaley = (pscaley);
+               part->alpha = (palpha);
+               part->alphafade = (palphafade);
+               part->die = cl.time + (ptime);
+               part->gravity = (pgravity);
+               part->bounce = (pbounce);
+               part->org[0] = (px);
+               part->org[1] = (py);
+               part->org[2] = (pz);
+               part->vel[0] = (pvx);
+               part->vel[1] = (pvy);
+               part->vel[2] = (pvz);
+               part->time2 = (ptime2);
+               part->vel2[0] = (pvx2);
+               part->vel2[1] = (pvy2);
+               part->vel2[2] = (pvz2);
+               part->friction = (pfriction);
+               part->pressure = (ppressure);
+               return part;
+       }
+       return NULL;
 }
 
-#define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, ptime, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
-{\
-       if (cl_numparticles >= cl_maxparticles)\
-               return;\
-       {\
-               particle_t      *part;\
-               int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\
-               unsigned int partflags;\
-               partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
-               if (padditive)\
-                       partflags |= P_ADDITIVE;\
-               if (plight)\
-                       partflags |= P_DYNLIGHT;\
-               tempcolor = (pcolor1);\
-               tempcolor2 = (pcolor2);\
-               cr2 = ((tempcolor2) >> 16) & 0xFF;\
-               cg2 = ((tempcolor2) >> 8) & 0xFF;\
-               cb2 = (tempcolor2) & 0xFF;\
-               if (tempcolor != tempcolor2)\
-               {\
-                       cr1 = ((tempcolor) >> 16) & 0xFF;\
-                       cg1 = ((tempcolor) >> 8) & 0xFF;\
-                       cb1 = (tempcolor) & 0xFF;\
-                       tempcolor = rand() & 0xFF;\
-                       cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\
-                       cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\
-                       cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\
-               }\
-               part = &particles[cl_numparticles++];\
-               part->type = (ptype);\
-               part->color[0] = cr2;\
-               part->color[1] = cg2;\
-               part->color[2] = cb2;\
-               part->color[3] = 0xFF;\
-               part->flags = partflags;\
-               /*part->tex = (ptex);*/\
-               /*part->orientation = (porientation);*/\
-               /*part->dynlight = (plight);*/\
-               /*part->additive = (padditive);*/\
-               part->scalex = (pscalex);\
-               part->scaley = (pscaley);\
-               part->alpha = (palpha);\
-               part->die = cl.time + (ptime);\
-               part->bounce = (pbounce);\
-               part->org[0] = (px);\
-               part->org[1] = (py);\
-               part->org[2] = (pz);\
-               part->vel[0] = (pvx);\
-               part->vel[1] = (pvy);\
-               part->vel[2] = (pvz);\
-               part->time2 = (ptime2);\
-               part->vel2[0] = (pvx2);\
-               part->vel2[1] = (pvy2);\
-               part->vel2[2] = (pvz2);\
-               part->friction = (pfriction);\
-               part->pressure = (ppressure);\
-       }\
+void CL_SpawnDecalParticleForSurface(void *hitent, const vec3_t org, const vec3_t normal, int color1, int color2, int texnum, float size, float alpha)
+{
+       particle_t *p;
+       if (!cl_decals.integer)
+               return;
+       p = particle(pt_decal, PARTICLE_ORIENTED_DOUBLESIDED, color1, color2, texnum, false, PBLEND_MOD, size, size, alpha, 0, cl_decals_time.value + cl_decals_fadetime.value, 0, 0, org[0] + normal[0], org[1] + normal[1], org[2] + normal[2], 0, 0, 0, cl.time + cl_decals_time.value, normal[0], normal[1], normal[2], 0, 0);
+#ifndef WORKINGLQUAKE
+       if (p)
+       {
+               p->owner = hitent;
+               p->ownermodel = p->owner->model;
+               Matrix4x4_Transform(&p->owner->inversematrix, org, p->relativeorigin);
+               Matrix4x4_Transform3x3(&p->owner->inversematrix, normal, p->relativedirection);
+               VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin);
+       }
+#endif
+}
+
+void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size, float alpha, int texnum, int color1, int color2)
+{
+       int i;
+       float bestfrac, bestorg[3], bestnormal[3];
+       float frac, v[3], normal[3], org2[3];
+       void *besthitent;
+#ifdef WORKINGLQUAKE
+       void *hitent;
+#else
+       entity_render_t *hitent;
+#endif
+       bestfrac = 10;
+       for (i = 0;i < 32;i++)
+       {
+               VectorRandom(org2);
+               VectorMA(org, maxdist, org2, org2);
+               frac = CL_TraceLine(org, org2, v, normal, 0, true, &hitent);
+               if (bestfrac > frac)
+               {
+                       bestfrac = frac;
+                       besthitent = hitent;
+                       VectorCopy(v, bestorg);
+                       VectorCopy(normal, bestnormal);
+               }
+       }
+       if (bestfrac < 1)
+               CL_SpawnDecalParticleForSurface(besthitent, bestorg, bestnormal, color1, color2, texnum, size, alpha);
 }
 
 /*
@@ -268,26 +491,41 @@ void CL_EntityParticles (entity_t *ent)
                forward[1] = cp*sy;
                forward[2] = -sp;
 
-               particle(pt_oneframe, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 9999, 0, ent->render.origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->render.origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->render.origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
+#ifdef WORKINGLQUAKE
+               particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, PBLEND_ADD, 2, 2, 255, 0, 0, 0, 0, ent->origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
+#else
+               particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, PBLEND_ADD, 2, 2, 255, 0, 0, 0, 0, ent->render.origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->render.origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->render.origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
+#endif
        }
 }
 
 
 void CL_ReadPointFile_f (void)
 {
-       vec3_t  org;
-       int             r, c;
-       char    *pointfile, *pointfilepos, *t, tchar;
+       vec3_t org, leakorg;
+       int r, c, s;
+       char *pointfile = NULL, *pointfilepos, *t, tchar;
+       char name[MAX_OSPATH];
+
+       if (!cl.worldmodel)
+               return;
 
-       pointfile = COM_LoadFile(va("maps/%s.pts", sv.name), true);
+       FS_StripExtension(cl.worldmodel->name, name);
+       strcat(name, ".pts");
+#if WORKINGLQUAKE
+       pointfile = COM_LoadTempFile (name);
+#else
+       pointfile = FS_LoadFile(name, true);
+#endif
        if (!pointfile)
        {
-               Con_Printf ("couldn't open %s.pts\n", sv.name);
+               Con_Printf ("Could not open %s\n", name);
                return;
        }
 
-       Con_Printf ("Reading %s.pts...\n", sv.name);
+       Con_Printf ("Reading %s...\n", name);
        c = 0;
+       s = 0;
        pointfilepos = pointfile;
        while (*pointfilepos)
        {
@@ -305,18 +543,25 @@ void CL_ReadPointFile_f (void)
                pointfilepos = t;
                if (r != 3)
                        break;
+               if (c == 0)
+                       VectorCopy(org, leakorg);
                c++;
 
-               if (cl_numparticles >= cl_maxparticles)
+               if (cl_numparticles < cl_maxparticles - 3)
                {
-                       Con_Printf ("Not enough free particles\n");
-                       break;
+                       s++;
+                       particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, PBLEND_ALPHA, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
                }
-               particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 99999, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
        }
-
+#ifndef WORKINGLQUAKE
        Mem_Free(pointfile);
-       Con_Printf ("%i points read\n", c);
+#endif
+       VectorCopy(leakorg, org);
+       Con_Printf ("%i points read (%i particles spawned)\nLeak at %f %f %f\n", c, s, org[0], org[1], org[2]);
+
+       particle(pt_static, PARTICLE_BEAM, 0xFF0000, 0xFF0000, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0] - 4096, org[1], org[2], 0, 0, 0, 0, org[0] + 4096, org[1], org[2], 0, 0);
+       particle(pt_static, PARTICLE_BEAM, 0x00FF00, 0x00FF00, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0], org[1] - 4096, org[2], 0, 0, 0, 0, org[0], org[1] + 4096, org[2], 0, 0);
+       particle(pt_static, PARTICLE_BEAM, 0x0000FF, 0x0000FF, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0], org[1], org[2] - 4096, 0, 0, 0, 0, org[0], org[1], org[2] + 4096, 0, 0);
 }
 
 /*
@@ -328,8 +573,8 @@ Parse an effect out of the server message
 */
 void CL_ParseParticleEffect (void)
 {
-       vec3_t          org, dir;
-       int                     i, count, msgcount, color;
+       vec3_t org, dir;
+       int i, count, msgcount, color;
 
        for (i=0 ; i<3 ; i++)
                org[i] = MSG_ReadCoord ();
@@ -352,101 +597,64 @@ CL_ParticleExplosion
 
 ===============
 */
-void CL_ParticleExplosion (vec3_t org, int smoke)
+void CL_ParticleExplosion (vec3_t org)
 {
-       int i;
-       R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
-
-       i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
-       if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
-               for (i = 0;i < 128;i++)
-                       particle(pt_bubble, PARTICLE_BILLBOARD, 0x808080, 0xFFFFFF, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, 0, 0);
-
-       if (cl_particles.integer && cl_particles_explosions.integer)
+       int i, k;
+       //vec3_t v;
+       //vec3_t v2;
+       if (cl_stainmaps.integer)
+               R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
+       CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+
+       i = CL_PointContents(org);
+       if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
+       {
+               for (i = 0;i < 128 * cl_particles_quality.value;i++)
+                       particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 2, 2, (1.0f / cl_particles_quality.value) * lhrandom(128, 255), (1.0f / cl_particles_quality.value) * 256, 9999, -0.25, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, (1.0 / 16.0), 0);
+       }
+       else
        {
-               int j, k;
-               float f;
-               vec3_t v, end, ang;
-               qbyte noise1[32*32], noise2[32*32];
-
-               VectorClear(end); // hush MSVC
-               i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
-               if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
+               /*
+               // LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close
+               // smoke puff
+               if (cl_particles.integer && cl_particles_smoke.integer)
                {
-                       //for (i = 0;i < 128;i++)
-                       //      particle(pt_bubble, PARTICLE_BILLBOARD, 0x808080, 0xFFFFFF, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, 0, 0);
-
-                       ang[2] = lhrandom(0, 360);
-                       fractalnoisequick(noise1, 32, 4);
-                       fractalnoisequick(noise2, 32, 8);
-                       for (i = 0;i < 32;i++)
+                       for (i = 0;i < 64;i++)
                        {
-                               for (j = 0;j < 32;j++)
+#ifdef WORKINGLQUAKE
+                               v2[0] = lhrandom(-64, 64);
+                               v2[1] = lhrandom(-64, 64);
+                               v2[2] = lhrandom(-8, 24);
+#else
+                               for (k = 0;k < 16;k++)
                                {
-                                       VectorRandom(v);
-                                       VectorMA(org, 16, v, v);
-                                       TraceLine(org, v, end, NULL, 0, true);
-                                       ang[0] = (j + 0.5f) * (360.0f / 32.0f);
-                                       ang[1] = (i + 0.5f) * (360.0f / 32.0f);
-                                       AngleVectors(ang, v, NULL, NULL);
-                                       f = noise1[j*32+i] * 1.5f;
-                                       VectorScale(v, f, v);
-                                       k = noise2[j*32+i] * 0x010101;
-                                       particle(pt_underwaterspark, PARTICLE_BILLBOARD, k, k, tex_smoke[rand()&7], false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
-                                       VectorScale(v, 0.75, v);
-                                       k = explosparkramp[(noise2[j*32+i] >> 5)];
-                                       particle(pt_underwaterspark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
+                                       v[0] = org[0] + lhrandom(-64, 64);
+                                       v[1] = org[1] + lhrandom(-64, 64);
+                                       v[2] = org[2] + lhrandom(-8, 24);
+                                       if (CL_TraceLine(org, v, v2, NULL, 0, true, NULL) >= 0.1)
+                                               break;
                                }
+                               VectorSubtract(v2, org, v2);
+#endif
+                               VectorScale(v2, 2.0f, v2);
+                               particle(pt_static, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 12, 12, 255, 512, 9999, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, 0, 0);
                        }
                }
-               else
+               */
+
+               if (cl_particles.integer && cl_particles_sparks.integer)
                {
-                       ang[2] = lhrandom(0, 360);
-                       fractalnoisequick(noise1, 32, 4);
-                       fractalnoisequick(noise2, 32, 8);
-                       for (i = 0;i < 32;i++)
+                       // sparks
+                       for (i = 0;i < 256 * cl_particles_quality.value;i++)
                        {
-                               for (j = 0;j < 32;j++)
-                               {
-                                       VectorRandom(v);
-                                       VectorMA(org, 16, v, v);
-                                       TraceLine(org, v, end, NULL, 0, true);
-                                       ang[0] = (j + 0.5f) * (360.0f / 32.0f);
-                                       ang[1] = (i + 0.5f) * (360.0f / 32.0f);
-                                       AngleVectors(ang, v, NULL, NULL);
-                                       f = noise1[j*32+i] * 1.5f;
-                                       VectorScale(v, f, v);
-                                       k = noise2[j*32+i] * 0x010101;
-                                       particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_smoke[rand()&7], false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
-                                       VectorScale(v, 0.75, v);
-                                       k = explosparkramp[(noise2[j*32+i] >> 5)];
-                                       particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
-                               //      VectorRandom(v);
-                               //      VectorScale(v, 384, v);
-                               //      particle(pt_spark, PARTICLE_BILLBOARD, explosparkramp[rand()&7], tex_particle, false, true, 2, 2, lhrandom(16, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
-                               }
+                               k = particlepalette[0x68 + (rand() & 7)];
+                               particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 1.5f, 0.05f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 160, 0, 0, 0, 0, 0, 0);
                        }
                }
        }
-       else
-       {
-               /*
-               int i;
-               vec3_t v;
-               for (i = 0;i < 256;i++)
-               {
-                       do
-                       {
-                               VectorRandom(v);
-                       }
-                       while(DotProduct(v,v) < 0.75);
-                       VectorScale(v, 512, v);
-                       k = explosparkramp[rand()&7];
-                       particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, 255, 9999, 1.5, org[0], org[1], org[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
-               }
-               */
+
+       if (cl_explosions.integer)
                R_NewExplosion(org);
-       }
 }
 
 /*
@@ -460,10 +668,10 @@ void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
        int i, k;
        if (!cl_particles.integer) return;
 
-       for (i = 0;i < 512;i++)
+       for (i = 0;i < 512 * cl_particles_quality.value;i++)
        {
                k = particlepalette[colorStart + (i % colorLength)];
-               particle(pt_fade, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 0.3, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192), 384, 0, 0, 0, 1, 0);
+               particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 1.5, 1.5, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 384, 0.3, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192), 0, 0, 0, 0, 1, 0);
        }
 }
 
@@ -475,18 +683,12 @@ CL_BlobExplosion
 */
 void CL_BlobExplosion (vec3_t org)
 {
-       //int i;
-       if (!cl_particles.integer) return;
-
-       R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
-       //R_Stain(org, 96, 96, 64, 96, 128, 160, 128, 160, 128);
+       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);
 
-       R_NewExplosion(org);
-
-       //for (i = 0;i < 256;i++)
-       //      particle(pt_blob , PARTICLE_BILLBOARD, particlepalette[ 66+(rand()%6)], tex_particle, false, true, 4, 4, 255, 9999, 0, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(-128, 128), 0, 0, 0, 0, 0, 0);
-       //for (i = 0;i < 256;i++)
-       //      particle(pt_blob2, PARTICLE_BILLBOARD, particlepalette[150+(rand()%6)], tex_particle, false, true, 4, 4, 255, 9999, 0, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(-128, 128), 0, 0, 0, 0, 0, 0);
+       if (cl_explosions.integer)
+               R_NewExplosion(org);
 }
 
 /*
@@ -498,17 +700,21 @@ CL_RunParticleEffect
 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
 {
        int k;
-       if (!cl_particles.integer) return;
 
        if (count == 1024)
        {
-               CL_ParticleExplosion(org, false);
+               CL_ParticleExplosion(org);
                return;
        }
+       if (!cl_particles.integer) return;
+       count *= cl_particles_quality.value;
        while (count--)
        {
                k = particlepalette[color + (rand()&7)];
-               particle(pt_fade, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 128, 9999, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-15, 15), lhrandom(-15, 15), lhrandom(-15, 15), 384, 0, 0, 0, 0, 0);
+               if (gamemode == GAME_GOODVSBAD2)
+                       particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 5, 5, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 300, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-10, 10), lhrandom(-10, 10), lhrandom(-10, 10), 0, 0, 0, 0, 0, 0);
+               else
+                       particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 1, 1, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 512, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), dir[0] + lhrandom(-15, 15), dir[1] + lhrandom(-15, 15), dir[2] + lhrandom(-15, 15), 0, 0, 0, 0, 0, 0);
        }
 }
 
@@ -520,38 +726,57 @@ CL_SparkShower
 */
 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
 {
+       vec3_t org2, org3;
        int k;
-       if (!cl_particles.integer) return;
 
-       R_Stain(org, 32, 96, 96, 96, 32, 128, 128, 128, 32);
+       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);
 
-       // smoke puff
-       if (cl_particles_smoke.integer)
-               particle(pt_bulletsmoke, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_smoke[rand()&7], true, true, 2, 2, 255, 9999, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
+       if (!cl_particles.integer) return;
 
-       if (cl_particles_sparks.integer)
+       if (cl_particles_bulletimpacts.integer)
        {
-               // sparks
-               while(count--)
+               // smoke puff
+               if (cl_particles_smoke.integer)
+               {
+                       k = count * 0.25 * cl_particles_quality.value;
+                       while(k--)
+                       {
+                               org2[0] = org[0] + 0.125f * lhrandom(-count, count);
+                               org2[1] = org[1] + 0.125f * lhrandom(-count, count);
+                               org2[2] = org[2] + 0.125f * lhrandom(-count, count);
+                               CL_TraceLine(org, org2, org3, NULL, 0, true, NULL);
+                               particle(pt_grow, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 3, 3, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 1024, 9999, -0.2, 0, org3[0], org3[1], org3[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 15, 0, 0, 0, 0, 0);
+                       }
+               }
+
+               if (cl_particles_sparks.integer)
                {
-                       k = particlepalette[0x68 + (rand() & 7)];
-                       particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 9999, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 480, 0, 0, 0, 1, 0);
+                       // sparks
+                       count *= cl_particles_quality.value;
+                       while(count--)
+                       {
+                               k = particlepalette[0x68 + (rand() & 7)];
+                               particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 0.4f, 0.015f, (1.0f / cl_particles_quality.value) * lhrandom(64, 255), (1.0f / cl_particles_quality.value) * 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 0, 0, 0, 0, 0, 0);
+                       }
                }
        }
 }
 
 void CL_PlasmaBurn (vec3_t org)
 {
-       if (!cl_particles.integer) return;
-
-       R_Stain(org, 48, 96, 96, 96, 48, 128, 128, 128, 48);
+       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 r, s;
+       float s;
+       vec3_t org2, org3;
        // bloodcount is used to accumulate counts too small to cause a blood particle
-       static int bloodcount = 0;
        if (!cl_particles.integer) return;
        if (!cl_particles_blood.integer) return;
 
@@ -562,17 +787,18 @@ void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
        bloodcount += count;
        while(bloodcount > 0)
        {
-               r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
-               particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, cl_particles_blood_alpha.value * 255, 9999, -1, org[0], org[1], org[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
-               bloodcount -= r;
+               org2[0] = org[0] + 0.125f * lhrandom(-bloodcount, bloodcount);
+               org2[1] = org[1] + 0.125f * lhrandom(-bloodcount, bloodcount);
+               org2[2] = org[2] + 0.125f * lhrandom(-bloodcount, bloodcount);
+               CL_TraceLine(org, org2, org3, NULL, 0, true, NULL);
+               particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 9999, 0, -1, org3[0], org3[1], org3[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
+               bloodcount -= 16 / cl_particles_quality.value;
        }
 }
 
 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
 {
-       float c;
-       float r;
-       vec3_t diff, center, velscale;
+       vec3_t org, vel, diff, center, velscale;
        if (!cl_particles.integer) return;
        if (!cl_particles_bloodshowers.integer) return;
        if (!cl_particles_blood.integer) return;
@@ -581,24 +807,21 @@ void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
        center[0] = (mins[0] + maxs[0]) * 0.5;
        center[1] = (mins[1] + maxs[1]) * 0.5;
        center[2] = (mins[2] + maxs[2]) * 0.5;
-       // FIXME: change velspeed back to 2.0x after fixing mod
        velscale[0] = velspeed * 2.0 / diff[0];
        velscale[1] = velspeed * 2.0 / diff[1];
        velscale[2] = velspeed * 2.0 / diff[2];
 
-       c = count * 5;
-       while (c > 0)
+       bloodcount += count * 5.0f;
+       while (bloodcount > 0)
        {
-               vec3_t org, vel;
                org[0] = lhrandom(mins[0], maxs[0]);
                org[1] = lhrandom(mins[1], maxs[1]);
                org[2] = lhrandom(mins[2], maxs[2]);
                vel[0] = (org[0] - center[0]) * velscale[0];
                vel[1] = (org[1] - center[1]) * velscale[1];
                vel[2] = (org[2] - center[2]) * velscale[2];
-               r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
-               c -= r;
-               particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, cl_particles_blood_alpha.value * 255, 9999, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
+               bloodcount -= 16 / cl_particles_quality.value;
+               particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
        }
 }
 
@@ -611,18 +834,18 @@ void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int color
        if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
        if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
 
+       count *= cl_particles_quality.value;
        while (count--)
        {
                k = particlepalette[colorbase + (rand()&3)];
-               particle(gravity ? pt_grav : pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 2, 2, 255, lhrandom(1, 2), 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel), 0, 0, 0, 0, 0, 0);
+               particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 2, 2, 255 / cl_particles_quality.value, 0, lhrandom(1, 2), gravity ? 1 : 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel), 0, 0, 0, 0, 0, 0);
        }
 }
 
 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
 {
        int k;
-       vec3_t vel;
-       float t, z;
+       float t, z, minz, maxz;
        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;}
@@ -640,6 +863,13 @@ void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int color
        if (t < 0 || t > 2) // sanity check
                t = 2;
 
+       minz = z - fabs(dir[2]) * 0.1;
+       maxz = z + fabs(dir[2]) * 0.1;
+       minz = bound(mins[2], minz, maxs[2]);
+       maxz = bound(mins[2], maxz, maxs[2]);
+
+       count *= cl_particles_quality.value;
+
        switch(type)
        {
        case 0:
@@ -647,21 +877,29 @@ void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int color
 
                while(count--)
                {
-                       vel[0] = dir[0] + lhrandom(-16, 16);
-                       vel[1] = dir[1] + lhrandom(-16, 16);
-                       vel[2] = dir[2] + lhrandom(-32, 32);
                        k = particlepalette[colorbase + (rand()&3)];
-                       particle(pt_rain, PARTICLE_UPRIGHT_FACING, k, k, tex_particle, true, true, 1, 64, 64, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2], 0, 0);
+                       if (gamemode == GAME_GOODVSBAD2)
+                       {
+                               particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 20, 20, lhrandom(8, 16) / cl_particles_quality.value, 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
+                       }
+                       else
+                       {
+                               particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 0.5, 0.02, lhrandom(8, 16) / cl_particles_quality.value, 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
+                       }
                }
                break;
        case 1:
                while(count--)
                {
-                       vel[0] = dir[0] + lhrandom(-16, 16);
-                       vel[1] = dir[1] + lhrandom(-16, 16);
-                       vel[2] = dir[2] + lhrandom(-32, 32);
                        k = particlepalette[colorbase + (rand()&3)];
-                       particle(pt_snow, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 2, 2, 255, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2], 0, 0);
+                       if (gamemode == GAME_GOODVSBAD2)
+                       {
+                               particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 20, 20, lhrandom(64, 128) / cl_particles_quality.value, 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
+                       }
+                       else
+                       {
+                               particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 1, 1, lhrandom(64, 128) / cl_particles_quality.value, 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
+                       }
                }
                break;
        default:
@@ -674,7 +912,6 @@ void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
        int k;
        float t;
        vec3_t o, v, center;
-       //Con_Printf("CL_Stardust ('%f %f %f', '%f %f %f', %d);\n", mins[0], mins[1], mins[2], maxs[0], maxs[1], maxs[2], count);
        if (!cl_particles.integer) return;
 
        if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
@@ -685,6 +922,7 @@ void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
        center[1] = (mins[1] + maxs[1]) * 0.5f;
        center[2] = (mins[2] + maxs[2]) * 0.5f;
 
+       count *= cl_particles_quality.value;
        while (count--)
        {
                k = particlepalette[224 + (rand()&15)];
@@ -695,7 +933,7 @@ void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
                VectorNormalizeFast(v);
                VectorScale(v, 100, v);
                v[2] += sv_gravity.value * 0.15f;
-               particle(pt_stardust, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 9999, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
+               particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.5, 1.5, lhrandom(64, 128) / cl_particles_quality.value, 128 / cl_particles_quality.value, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
        }
 }
 
@@ -708,10 +946,13 @@ void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
        if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
        if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
 
+       count *= cl_particles_quality.value;
        while (count--)
        {
                k = particlepalette[224 + (rand()&15)];
-               particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 9999, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0);
+               particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 4, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, 9999, -1, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0);
+               if (count & 1)
+                       particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 6, 6, lhrandom(48, 96) / cl_particles_quality.value, 64 / cl_particles_quality.value, 9999, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 32), 0, 0, 0, 0, 0, 0);
        }
 }
 
@@ -720,10 +961,11 @@ void CL_Flames (vec3_t org, vec3_t vel, int count)
        int k;
        if (!cl_particles.integer) return;
 
+       count *= cl_particles_quality.value;
        while (count--)
        {
                k = particlepalette[224 + (rand()&15)];
-               particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 9999, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0);
+               particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 4, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, 9999, -1, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0);
        }
 }
 
@@ -737,14 +979,15 @@ CL_LavaSplash
 */
 void CL_LavaSplash (vec3_t origin)
 {
-       int                     i, j, k;
-       float           vel;
+       float i, j, inc, vel;
+       int k, l;
        vec3_t          dir, org;
        if (!cl_particles.integer) return;
 
-       for (i=-128 ; i<128 ; i+=16)
+       inc = 32 / cl_particles_quality.value;
+       for (i = -128;i < 128;i += inc)
        {
-               for (j=-128 ; j<128 ; j+=16)
+               for (j = -128;j < 128;j += inc)
                {
                        dir[0] = j + lhrandom(0, 8);
                        dir[1] = i + lhrandom(0, 8);
@@ -753,8 +996,17 @@ void CL_LavaSplash (vec3_t origin)
                        org[1] = origin[1] + dir[1];
                        org[2] = origin[2] + lhrandom(0, 64);
                        vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
-                       k = particlepalette[224 + (rand()&7)];
-                       particle(pt_lavasplash, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 9999, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
+                       if (gamemode == GAME_GOODVSBAD2)
+                       {
+                               k = particlepalette[0 + (rand()&255)];
+                               l = particlepalette[0 + (rand()&255)];
+                               particle(pt_static, PARTICLE_BILLBOARD, k, l, tex_particle, false, PBLEND_ADD, 12, 12, inc * 8, inc * 8, 9999, 0.05, 1, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
+                       }
+                       else
+                       {
+                               k = l = particlepalette[224 + (rand()&7)];
+                               particle(pt_static, PARTICLE_BILLBOARD, k, l, tex_particle, false, PBLEND_ADD, 12, 12, inc * 8, inc * 8, 9999, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
+                       }
                }
        }
 }
@@ -765,143 +1017,137 @@ CL_TeleportSplash
 
 ===============
 */
-void CL_TeleportSplash (vec3_t org)
+#if WORKINGLQUAKE
+void R_TeleportSplash (vec3_t org)
 {
-       int                     i, j, k;
+       float i, j, k, inc;
        if (!cl_particles.integer) return;
 
-       for (i=-16 ; i<16 ; i+=8)
-               for (j=-16 ; j<16 ; j+=8)
-                       for (k=-24 ; k<32 ; k+=8)
-                               //particle(pt_fade, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 9999, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), i*2 + lhrandom(-12.5, 12.5), j*2 + lhrandom(-12.5, 12.5), k*2 + lhrandom(27.5, 52.5), 384.0f, 0, 0, 0, 1, 0);
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 9999, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 256.0f, 0, 0, 0, 1, 0);
+       inc = 8 / cl_particles_quality.value;
+       for (i = -16;i < 16;i += inc)
+               for (j = -16;j < 16;j += inc)
+                       for (k = -24;k < 32;k += inc)
+                               particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, PBLEND_ADD, 10, 10, inc * 32, inc * lhrandom(8, 16), inc * 32, 9999, 0, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 0, 0, 0, 0, 1, 0);
 }
+#endif
 
+#ifdef WORKINGLQUAKE
+void R_RocketTrail (vec3_t start, vec3_t end, int type)
+#else
 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
+#endif
 {
-       vec3_t          vec, dir, vel, pos;
-       float           len, dec, speed;
-       int                     contents, bubbles;
-       if (!cl_particles.integer) return;
+       vec3_t vec, dir, vel, pos;
+       float len, dec, speed, qd;
+       int contents, smoke, blood, bubbles;
+
+       if (end[0] == start[0] && end[1] == start[1] && end[2] == start[2])
+               return;
 
        VectorSubtract(end, start, dir);
        VectorNormalize(dir);
 
-       //if (type == 0 && host_frametime != 0) // rocket glow
-       //      particle(pt_oneframe, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_rocketglow, false, true, 24, 24, 255, 9999, 0, end[0] - 12 * dir[0], end[1] - 12 * dir[1], end[2] - 12 * dir[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
-
        VectorSubtract (end, start, vec);
+#ifdef WORKINGLQUAKE
+       len = VectorNormalize (vec);
+       dec = 0;
+       speed = 1.0f / cl.frametime;
+       VectorSubtract(end, start, vel);
+#else
        len = VectorNormalizeLength (vec);
        dec = -ent->persistent.trail_time;
        ent->persistent.trail_time += len;
        if (ent->persistent.trail_time < 0.01f)
                return;
 
+       // if we skip out, leave it reset
+       ent->persistent.trail_time = 0.0f;
+
        speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
        VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
+#endif
        VectorScale(vel, speed, vel);
 
        // advance into this frame to reach the first puff location
        VectorMA(start, dec, vec, pos);
        len -= dec;
 
-       // if we skip out, leave it reset
-       ent->persistent.trail_time = 0.0f;
-
-       contents = Mod_PointInLeaf(pos, cl.worldmodel)->contents;
+       contents = CL_PointContents(pos);
        if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
                return;
 
-       bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
+       smoke = cl_particles.integer && cl_particles_smoke.integer;
+       blood = cl_particles.integer && cl_particles_blood.integer;
+       bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
+       qd = 1.0f / cl_particles_quality.value;
 
        while (len >= 0)
        {
                switch (type)
                {
                        case 0: // rocket trail
-                               if (!cl_particles_smoke.integer)
-                                       return;
-                               //dec = 5;
-                               //particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_particle, true, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 256.0f, 0, 0, 0, 0, 0);
-                               dec = 6;
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 256.0f, 0, 0, 0, 0, 0);
-                               //particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-10, 10), lhrandom(-10, 10), lhrandom(-10, 10), 128.0f, 0, 0, 0, 0, 0);
-                               //dec = 10;
-                               //particle(pt_smoke, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], false, true, 2, 2, 160, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
-                               if (bubbles && cl_particles_bubbles.integer)
-                               {
-                                       particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
-                                       //particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
-                               }
-                               else
+                               dec = qd*3;
+                               if (smoke)
                                {
-                                       //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 2, 2, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 512.0f, 0, 0, 0, 1, 0);
-                                       //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 2, 2, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 512.0f, 0, 0, 0, 1, 0);
-                                       //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
-                                       //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
-                                       //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
-                                       //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
+                                       particle(pt_grow,   PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*125, qd*cl_particles_smoke_alphafade.value*125, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 7, 0, 0, 0, 0, 0);
+                                       particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*288, qd*cl_particles_smoke_alphafade.value*1400, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
                                }
+                               if (bubbles)
+                                       particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 2, 2, qd*lhrandom(64, 255), qd*256, 9999, -0.25, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, (1.0 / 16.0), 0);
                                break;
 
                        case 1: // grenade trail
                                // FIXME: make it gradually stop smoking
-                               if (!cl_particles_smoke.integer)
-                                       return;
-                               //dec = 5;
-                               //particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_particle, true, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 256.0f, 0, 0, 0, 0, 0);
-                               dec = 6;
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 256.0f, 0, 0, 0, 0, 0);
-                               //particle(pt_smoke, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], false, true, 2, 2, 160, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
-                               if (bubbles && cl_particles_bubbles.integer)
-                               {
-                                       particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
-                                       //particle(pt_bubble, PARTICLE_BILLBOARD, c * 2, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
-                               }
+                               dec = qd*3;
+                               if (smoke)
+                                       particle(pt_grow, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*100, qd*cl_particles_smoke_alphafade.value*100, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 7, 0, 0, 0, 0, 0);
                                break;
 
 
                        case 2: // blood
-                               if (!cl_particles_blood.integer)
-                                       return;
-                               dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
-                               particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
-                               //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
-                               //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_particle, true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
-                               break;
-
                        case 4: // slight blood
-                               if (!cl_particles_blood.integer)
-                                       return;
-                               dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
-                               particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
-                               //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 128.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
-                               //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_particle, true, false, dec, dec, cl_particles_blood_alpha.value * 128.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
+                               dec = qd*16;
+                               if (blood)
+                                       particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 9999, 0, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
                                break;
 
                        case 3: // green tracer
-                               dec = 6;
-                               //particle(pt_fade, PARTICLE_BILLBOARD, 0x373707, 0x373707, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0x373707, 0x373707, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
+                               dec = qd*6;
+                               if (smoke)
+                               {
+                                       if (gamemode == GAME_GOODVSBAD2)
+                                               particle(pt_static, PARTICLE_BILLBOARD, 0x00002E, 0x000030, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
+                                       else
+                                               particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
+                               }
                                break;
 
                        case 5: // flame tracer
-                               dec = 6;
-                               //particle(pt_fade, PARTICLE_BILLBOARD, 0xCF632B, 0xCF632B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0xCF632B, 0xCF632B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
+                               dec = qd*6;
+                               if (smoke)
+                                       particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
                                break;
 
                        case 6: // voor trail
-                               dec = 6;
-                               //particle(pt_fade, PARTICLE_BILLBOARD, 0x47232B, 0x47232B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
-                               particle(pt_fade, PARTICLE_BILLBOARD, 0x47232B, 0x47232B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
+                               dec = qd*6;
+                               if (smoke)
+                               {
+                                       if (gamemode == GAME_GOODVSBAD2)
+                                               particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0 + (rand()&255)], particlepalette[0 + (rand()&255)], tex_particle, false, PBLEND_ALPHA, 6, 6, qd*255, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
+                                       else
+                                               particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
+                               }
                                break;
 
                        case 7: // Nehahra smoke tracer
-                               if (!cl_particles_smoke.integer)
-                                       return;
-                               dec = 10;
-                               particle(pt_smoke, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, false, dec, dec, 64, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+                               dec = qd*7;
+                               if (smoke)
+                                       particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, PBLEND_ALPHA, 7, 7, qd*64, qd*320, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
+                               break;
+                       case 8: // Nexuiz plasma trail
+                               dec = qd*4;
+                               if (smoke)
+                                       particle(pt_static, PARTICLE_BILLBOARD, 0x283880, 0x283880, tex_particle, false, PBLEND_ADD, 4, 4, qd*255, qd*1024, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
                                break;
                }
 
@@ -909,28 +1155,75 @@ void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
                len -= dec;
                VectorMA (pos, dec, vec, pos);
        }
+#ifndef WORKINGLQUAKE
        ent->persistent.trail_time = len;
+#endif
 }
 
 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
 {
-       vec3_t          vec, pos;
-       int                     len;
+       float dec, len;
+       vec3_t vec, pos;
        if (!cl_particles.integer) return;
        if (!cl_particles_smoke.integer) return;
 
        VectorCopy(start, pos);
-       VectorSubtract (end, start, vec);
-       len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
-       VectorScale(vec, 3, vec);
+       VectorSubtract(end, start, vec);
+#ifdef WORKINGLQUAKE
+       len = VectorNormalize(vec);
+#else
+       len = VectorNormalizeLength(vec);
+#endif
        color = particlepalette[color];
-       while (len--)
+       dec = 3.0f / cl_particles_quality.value;
+       while (len > 0)
        {
-               particle(pt_smoke, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
-               VectorAdd (pos, vec, pos);
+               particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, PBLEND_ALPHA, 5, 5, 128 / cl_particles_quality.value, 320 / cl_particles_quality.value, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+               len -= dec;
+               VectorMA(pos, dec, vec, pos);
        }
 }
 
+void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime)
+{
+       int tempcolor2, cr, cg, cb;
+       cr = red * 255;
+       cg = green * 255;
+       cb = blue * 255;
+       tempcolor2 = (bound(0, cr, 255) << 16) | (bound(0, cg, 255) << 8) | bound(0, cb, 255);
+       particle(pt_static, PARTICLE_BEAM, tempcolor2, tempcolor2, tex_beam, false, PBLEND_ADD, radius, radius, alpha * 255, alpha * 255 / lifetime, 9999, 0, 0, start[0], start[1], start[2], 0, 0, 0, 0, end[0], end[1], end[2], 0, 0);
+}
+
+void CL_Tei_Smoke(const vec3_t org, const vec3_t dir, int count)
+{
+       float f;
+       if (!cl_particles.integer) return;
+
+       // smoke puff
+       if (cl_particles_smoke.integer)
+               for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
+                       particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 5, 5, 255 / cl_particles_quality.value, 512 / cl_particles_quality.value, 9999, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count) * 0.5f, dir[1] + lhrandom(-count, count) * 0.5f, dir[2] + lhrandom(-count, count) * 0.5f, 15, 0, 0, 0, 0, 0);
+}
+
+void CL_Tei_PlasmaHit(const vec3_t org, const vec3_t dir, int count)
+{
+       float f;
+       if (!cl_particles.integer) return;
+
+       if (cl_stainmaps.integer)
+               R_Stain(org, 40, 96, 96, 96, 40, 128, 128, 128, 40);
+       CL_SpawnDecalParticleForPoint(org, 6, 8, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+
+       // smoke puff
+       if (cl_particles_smoke.integer)
+               for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
+                       particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 5, 5, 255 / cl_particles_quality.value, 512 / cl_particles_quality.value, 9999, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count), dir[1] + lhrandom(-count, count), dir[2] + lhrandom(-count, count), 15, 0, 0, 0, 0, 0);
+
+       // sparks
+       if (cl_particles_sparks.integer)
+               for (f = 0;f < count;f += 1.0f / cl_particles_quality.value)
+                       particle(pt_static, PARTICLE_SPARK, 0x2030FF, 0x80C0FF, tex_particle, false, PBLEND_ADD, 2.0f, 0.1f, lhrandom(64, 255) / cl_particles_quality.value, 512 / cl_particles_quality.value, 9999, 0, 0, org[0], org[1], org[2], lhrandom(-count, count) * 3.0f + dir[0], lhrandom(-count, count) * 3.0f + dir[1], lhrandom(-count, count) * 3.0f + dir[2], 0, 0, 0, 0, 0, 0);
+}
 
 /*
 ===============
@@ -940,50 +1233,79 @@ CL_MoveParticles
 void CL_MoveParticles (void)
 {
        particle_t *p;
-       //renderparticle_t *r, *rend;
        int i, activeparticles, maxparticle, j, a, pressureused = false, content;
-       float gravity, dvel, frametime, f, dist, normal[3], v[3], org[3];
+       float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
+#ifdef WORKINGLQUAKE
+       void *hitent;
+#else
+       entity_render_t *hitent;
+#endif
 
        // LordHavoc: early out condition
        if (!cl_numparticles)
-       {
-               //r_refdef.numparticles = 0;
                return;
-       }
 
+#ifdef WORKINGLQUAKE
+       frametime = cl.frametime;
+#else
        frametime = cl.time - cl.oldtime;
-       if (!frametime)
-               return; // if absolutely still, don't update particles
+#endif
        gravity = frametime * sv_gravity.value;
        dvel = 1+4*frametime;
+       bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
 
        activeparticles = 0;
        maxparticle = -1;
        j = 0;
-       for (i = 0, p = particles/*, r = r_refdef.particles, rend = r + cl_maxparticles*/;i < cl_numparticles;i++, p++)
+       for (i = 0, p = particles;i < cl_numparticles;i++, p++)
        {
-               if (p->die < cl.time)
-               {
-                       freeparticles[j++] = p;
-                       continue;
-               }
-
                content = 0;
                VectorCopy(p->org, p->oldorg);
                VectorMA(p->org, frametime, p->vel, p->org);
                VectorCopy(p->org, org);
                if (p->bounce)
                {
-                       if (TraceLine(p->oldorg, p->org, v, normal, 0, true) < 1)
+                       if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true, &hitent) < 1)
                        {
                                VectorCopy(v, p->org);
                                if (p->bounce < 0)
                                {
                                        // assume it's blood (lame, but...)
-                                       R_Stain(v, 64, 32, 16, 16, p->alpha * p->scalex * (1.0f / 100.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 100.0f));
-                                       p->die = -1;
-                                       freeparticles[j++] = p;
-                                       continue;
+#ifndef WORKINGLQUAKE
+                                       if (cl_stainmaps.integer)
+                                               R_Stain(v, 32, 32, 16, 16, p->alpha * p->scalex * (1.0f / 40.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 40.0f));
+#endif
+                                       if (cl_decals.integer)
+                                       {
+                                               p->type = pt_decal;
+                                               p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
+                                               // convert from a blood particle to a blood decal
+                                               p->texnum = tex_blooddecal[rand()&7];
+#ifndef WORKINGLQUAKE
+                                               p->owner = hitent;
+                                               p->ownermodel = hitent->model;
+                                               Matrix4x4_Transform(&hitent->inversematrix, v, p->relativeorigin);
+                                               Matrix4x4_Transform3x3(&hitent->inversematrix, normal, p->relativedirection);
+                                               VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin);
+#endif
+                                               p->time2 = cl.time + cl_decals_time.value;
+                                               p->die = p->time2 + cl_decals_fadetime.value;
+                                               p->alphafade = 0;
+                                               VectorCopy(normal, p->vel2);
+                                               VectorClear(p->vel);
+                                               VectorAdd(p->org, normal, p->org);
+                                               p->bounce = 0;
+                                               p->friction = 0;
+                                               p->gravity = 0;
+                                               p->scalex *= 1.25f;
+                                               p->scaley *= 1.25f;
+                                       }
+                                       else
+                                       {
+                                               p->die = -1;
+                                               freeparticles[j++] = p;
+                                               continue;
+                                       }
                                }
                                else
                                {
@@ -994,297 +1316,105 @@ void CL_MoveParticles (void)
                                }
                        }
                }
+               p->vel[2] -= p->gravity * gravity;
+               p->alpha -= p->alphafade * frametime;
                if (p->friction)
                {
                        f = p->friction * frametime;
                        if (!content)
-                               content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
+                               content = CL_PointContents(p->org);
                        if (content != CONTENTS_EMPTY)
                                f *= 4;
                        f = 1.0f - f;
                        VectorScale(p->vel, f, p->vel);
                }
 
-               switch (p->type)
+               if (p->type != pt_static)
                {
-               case pt_static:
-                       break;
-
-                       // LordHavoc: drop-through because of shared code
-               case pt_blob:
-                       p->vel[2] *= dvel;
-               case pt_blob2:
-                       p->vel[0] *= dvel;
-                       p->vel[1] *= dvel;
-                       p->alpha -= frametime * 256;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-
-               case pt_grav:
-                       p->vel[2] -= gravity;
-                       break;
-               case pt_lavasplash:
-                       p->vel[2] -= gravity * 0.05;
-                       p->alpha -= frametime * 192;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_snow:
-                       if (cl.time > p->time2)
-                       {
-                               p->time2 = cl.time + (rand() & 3) * 0.1;
-                               p->vel[0] = (rand()&63)-32 + p->vel2[0];
-                               p->vel[1] = (rand()&63)-32 + p->vel2[1];
-                               p->vel[2] = (rand()&63)-32 + p->vel2[2];
-                       }
-                       if (!content)
-                               content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
-                       a = content;
-                       if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
+                       switch (p->type)
                        {
-                               p->die = -1;
-                               /*
-                               if (a == CONTENTS_SOLID && Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents == CONTENTS_SOLID)
-                                       break; // still in solid
-                               p->die = cl.time + 1000;
-                               p->vel[0] = p->vel[1] = p->vel[2] = 0;
-                               switch (a)
-                               {
-                               case CONTENTS_LAVA:
-                               case CONTENTS_SLIME:
-                                       p->tex = tex_smoke[rand()&7];
-                                       p->orientation = PARTICLE_BILLBOARD;
-                                       p->type = pt_steam;
-                                       p->alpha = 96;
-                                       p->scalex = 5;
-                                       p->scaley = 5;
-                                       p->vel[2] = 96;
-                                       break;
-                               case CONTENTS_WATER:
-                                       p->tex = tex_smoke[rand()&7];
-                                       p->orientation = PARTICLE_BILLBOARD;
-                                       p->type = pt_splash;
-                                       p->alpha = 96;
-                                       p->scalex = 5;
-                                       p->scaley = 5;
-                                       p->vel[2] = 96;
-                                       break;
-                               default: // CONTENTS_SOLID and any others
-                                       TraceLine(p->oldorg, p->org, v, normal, 0, true);
-                                       VectorCopy(v, p->org);
-                                       p->tex = tex_smoke[rand()&7];
-                                       p->orientation = PARTICLE_BILLBOARD;
-                                       p->type = pt_fade;
-                                       p->time2 = 384.0f;
-                                       p->scalex = 5;
-                                       p->scaley = 5;
-                                       VectorClear(p->vel);
-                                       break;
-                               }
-                               */
-                       }
-                       break;
-               case pt_blood:
-                       p->friction = 1;
-                       if (!content)
-                               content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
-                       a = content;
-                       if (a != CONTENTS_EMPTY)
-                       {
-                               if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
+                       case pt_blood:
+                               if (!content)
+                                       content = CL_PointContents(p->org);
+                               a = content;
+                               if (a != CONTENTS_EMPTY)
                                {
-                                       //p->friction = 5;
-                                       p->scalex += frametime * (cl_particles_blood_size_min.value + cl_particles_blood_size_max.value);
-                                       p->scaley += frametime * (cl_particles_blood_size_min.value + cl_particles_blood_size_max.value);
-                                       p->alpha -= frametime * max(cl_particles_blood_alpha.value, 0.01f) * 128.0f;
-                                       //p->vel[2] += gravity * 0.25f;
-                                       if (p->alpha < 1)
+                                       if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
+                                       {
+                                               p->scalex += frametime * 8;
+                                               p->scaley += frametime * 8;
+                                               //p->alpha -= bloodwaterfade;
+                                       }
+                                       else
                                                p->die = -1;
                                }
                                else
+                                       p->vel[2] -= gravity;
+                               break;
+                       case pt_bubble:
+                               if (!content)
+                                       content = CL_PointContents(p->org);
+                               if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
+                               {
                                        p->die = -1;
-                       }
-                       else
-                               p->vel[2] -= gravity;
-                       break;
-               case pt_spark:
-                       p->alpha -= frametime * p->time2;
-                       p->vel[2] -= gravity;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       else
-                       {
+                                       break;
+                               }
+                               break;
+                       case pt_rain:
+                               if (cl.time > p->time2)
+                               {
+                                       // snow flutter
+                                       p->time2 = cl.time + (rand() & 3) * 0.1;
+                                       p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
+                                       p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
+                                       p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
+                               }
                                if (!content)
-                                       content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
-                               if (content != CONTENTS_EMPTY)
+                                       content = CL_PointContents(p->org);
+                               a = content;
+                               if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
                                        p->die = -1;
-                       }
-                       break;
-               case pt_explosionsplash:
-                       if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
-                               p->vel[2] -= gravity;
-                       else
-                               p->alpha = 0;
-                       p->scalex += frametime * 64.0f;
-                       p->scaley += frametime * 64.0f;
-                       p->alpha -= frametime * 1024.0f;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_fade:
-                       p->alpha -= frametime * p->time2;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_bubble:
-                       if (!content)
-                               content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
-                       if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
-                       {
-                               p->die = -1;
                                break;
-                               /*
-                               p->tex = tex_smoke[rand()&7];
-                               p->orientation = PARTICLE_BILLBOARD;
-                               p->type = pt_splashpuff;
-                               p->scalex = 4;
-                               p->scaley = 4;
-                               p->vel[0] = p->vel[1] = p->vel[2] = 0;
+                       case pt_grow:
+                               p->scalex += frametime * p->time2;
+                               p->scaley += frametime * p->time2;
                                break;
-                               */
-                       }
-                       p->vel[0] *= (1 - (frametime * 0.0625));
-                       p->vel[1] *= (1 - (frametime * 0.0625));
-                       p->vel[2] = (p->vel[2] + gravity * 0.25) * (1 - (frametime * 0.0625));
-                       if (cl.time > p->time2)
-                       {
-                               p->time2 = cl.time + lhrandom(0, 0.5);
-                               p->vel[0] += lhrandom(-32,32);
-                               p->vel[1] += lhrandom(-32,32);
-                               p->vel[2] += lhrandom(-32,32);
-                       }
-                       p->alpha -= frametime * 256;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_bulletsmoke:
-                       p->scalex += frametime * 16;
-                       p->scaley += frametime * 16;
-                       p->alpha -= frametime * 1024;
-                       p->vel[2] += gravity * 0.2;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_smoke:
-                       p->scalex += frametime * 16;
-                       p->scaley += frametime * 16;
-                       p->alpha -= frametime * 320;
-                       //p->vel[2] += gravity * 0.2;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_steam:
-                       p->scalex += frametime * 48;
-                       p->scaley += frametime * 48;
-                       p->alpha -= frametime * 512;
-                       p->vel[2] += gravity * 0.05;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_splashpuff:
-                       p->alpha -= frametime * 1024;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_rain:
-                       if (!content)
-                               content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
-                       a = content;
-                       if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
-                               p->die = -1;
-                       /*
-                       f = 0;
-                       b = Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents;
-                       VectorCopy(p->oldorg, o);
-                       while (f < 1)
-                       {
-                               a = b;
-                               f = TraceLine(o, p->org, v, normal, a, true);
-                               b = traceline_endcontents;
-                               if (f < 1 && b != CONTENTS_EMPTY && b != CONTENTS_SKY)
+                       case pt_decal:
+#ifndef WORKINGLQUAKE
+                               if (p->owner->model == p->ownermodel)
                                {
-                                       #if 1
+                                       Matrix4x4_Transform(&p->owner->matrix, p->relativeorigin, p->org);
+                                       Matrix4x4_Transform3x3(&p->owner->matrix, p->relativedirection, p->vel2);
+                               }
+                               else
                                        p->die = -1;
-                                       #else
-                                       p->die = cl.time + 1000;
-                                       p->vel[0] = p->vel[1] = p->vel[2] = 0;
-                                       VectorCopy(v, p->org);
-                                       switch (b)
-                                       {
-                                       case CONTENTS_LAVA:
-                                       case CONTENTS_SLIME:
-                                               p->tex = tex_smoke[rand()&7];
-                                               p->orientation = PARTICLE_BILLBOARD;
-                                               p->type = pt_steam;
-                                               p->scalex = 3;
-                                               p->scaley = 3;
-                                               p->vel[2] = 96;
-                                               break;
-                                       default: // water, solid, and anything else
-                                               p->tex = tex_rainsplash[0];
-                                               p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
-                                               p->time2 = 0;
-                                               VectorCopy(normal, p->vel2);
-                                       //      VectorAdd(p->org, normal, p->org);
-                                               p->type = pt_raindropsplash;
-                                               p->scalex = 8;
-                                               p->scaley = 8;
-                                               break;
-                                       }
-                                       #endif
-                                       break;
+#endif
+                               if (cl.time > p->time2)
+                               {
+                                       p->alphafade = p->alpha / (p->die - cl.time);
+                                       p->type = pt_decalfade;
                                }
-                       }
-                       */
-                       break;
-                       /*
-               case pt_raindropsplash:
-                       p->time2 += frametime * 64.0f;
-                       if (p->time2 >= 16.0f)
-                       {
+                               break;
+                       case pt_decalfade:
+#ifndef WORKINGLQUAKE
+                               if (p->owner->model == p->ownermodel)
+                               {
+                                       Matrix4x4_Transform(&p->owner->matrix, p->relativeorigin, p->org);
+                                       Matrix4x4_Transform3x3(&p->owner->matrix, p->relativedirection, p->vel2);
+                               }
+                               else
+                                       p->die = -1;
+#endif
+                               break;
+                       default:
+                               Con_Printf("unknown particle type %i\n", p->type);
                                p->die = -1;
                                break;
                        }
-                       p->tex = tex_rainsplash[(int) p->time2];
-                       p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
-                       break;
-                       */
-               case pt_flame:
-                       p->alpha -= frametime * 384;
-                       p->vel[2] += gravity;
-                       if (p->alpha < 16)
-                               p->die = -1;
-                       break;
-               case pt_oneframe:
-                       if (p->time2)
-                               p->die = -1;
-                       p->time2 = 1;
-                       break;
-               case pt_stardust:
-                       p->alpha -= frametime * 128;
-                       p->vel[2] -= gravity;
-                       if (p->alpha < 16)
-                               p->die = -1;
-                       break;
-               default:
-                       printf("unknown particle type %i\n", p->type);
-                       p->die = -1;
-                       break;
                }
 
-               // LordHavoc: immediate removal of unnecessary particles (must be done to ensure compactor below operates properly in all cases)
-               if (p->die < cl.time)
+               // remove dead particles
+               if (p->alpha < 1 || p->die < cl.time)
                        freeparticles[j++] = p;
                else
                {
@@ -1292,30 +1422,8 @@ void CL_MoveParticles (void)
                        activeparticles++;
                        if (p->pressure)
                                pressureused = true;
-
-                       /*
-                       // build renderparticle for renderer to use
-                       r->orientation = p->orientation;
-                       r->additive = p->additive;
-                       r->dir[0] = p->vel2[0];
-                       r->dir[1] = p->vel2[1];
-                       r->dir[2] = p->vel2[2];
-                       r->org[0] = p->org[0];
-                       r->org[1] = p->org[1];
-                       r->org[2] = p->org[2];
-                       r->tex = p->tex;
-                       r->scalex = p->scalex * cl_particles_size.value;
-                       r->scaley = p->scaley * cl_particles_size.value;
-                       r->dynlight = p->dynlight;
-                       r->color[0] = p->color[0] * (1.0f / 255.0f);
-                       r->color[1] = p->color[1] * (1.0f / 255.0f);
-                       r->color[2] = p->color[2] * (1.0f / 255.0f);
-                       r->color[3] = p->alpha * (1.0f / 255.0f);
-                       r++;
-                       */
                }
        }
-       //r_refdef.numparticles = r - r_refdef.particles;
        // fill in gaps to compact the array
        i = 0;
        while (maxparticle >= activeparticles)
@@ -1348,8 +1456,6 @@ void CL_MoveParticles (void)
                                                {
                                                        dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
                                                        VectorMA(p->vel, dist, diff, p->vel);
-                                                       //dist = freeparticles[j]->scalex * 4.0f * frametime / dist;
-                                                       //VectorMA(p->vel, dist, freeparticles[j]->vel, p->vel);
                                                }
                                        }
                                }
@@ -1358,19 +1464,29 @@ void CL_MoveParticles (void)
        }
 }
 
-static rtexturepool_t *particletexturepool;
+#define MAX_PARTICLETEXTURES 64
+// particletexture_t is a rectangle in the particlefonttexture
+typedef struct
+{
+       rtexture_t *texture;
+       float s1, t1, s2, t2;
+}
+particletexture_t;
 
+#if WORKINGLQUAKE
+static int particlefonttexture;
+#else
+static rtexturepool_t *particletexturepool;
 static rtexture_t *particlefonttexture;
-// [0] is normal, [1] is fog, they may be the same
-static particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
+#endif
+static particletexture_t particletexture[MAX_PARTICLETEXTURES];
 
 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
-static cvar_t r_particles_lighting = {0, "r_particles_lighting", "1"};
 
 static qbyte shadebubble(float dx, float dy, vec3_t light)
 {
-       float   dz, f, dot;
-       vec3_t  normal;
+       float dz, f, dot;
+       vec3_t normal;
        dz = 1 - (dx*dx+dy*dy);
        if (dz > 0) // it does hit the sphere
        {
@@ -1400,64 +1516,91 @@ static qbyte shadebubble(float dx, float dy, vec3_t light)
                return 0;
 }
 
-static void setuptex(int cltexnum, int fog, int rtexnum, qbyte *data, qbyte *particletexturedata)
+static void setuptex(int texnum, qbyte *data, qbyte *particletexturedata)
 {
        int basex, basey, y;
-       basex = ((rtexnum >> 0) & 7) * 32;
-       basey = ((rtexnum >> 3) & 7) * 32;
-       particletexture[cltexnum][fog].s1 = (basex + 1) / 256.0f;
-       particletexture[cltexnum][fog].t1 = (basey + 1) / 256.0f;
-       particletexture[cltexnum][fog].s2 = (basex + 31) / 256.0f;
-       particletexture[cltexnum][fog].t2 = (basey + 31) / 256.0f;
+       basex = ((texnum >> 0) & 7) * 32;
+       basey = ((texnum >> 3) & 7) * 32;
+       particletexture[texnum].s1 = (basex + 1) / 256.0f;
+       particletexture[texnum].t1 = (basey + 1) / 256.0f;
+       particletexture[texnum].s2 = (basex + 31) / 256.0f;
+       particletexture[texnum].t2 = (basey + 31) / 256.0f;
        for (y = 0;y < 32;y++)
                memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
 }
 
-static void R_InitParticleTexture (void)
+void particletextureblotch(qbyte *data, float radius, float red, float green, float blue, float alpha)
 {
-       int             x,y,d,i,m;
-       float   dx, dy, radius, f, f2;
-       qbyte   data[32][32][4], noise1[64][64], noise2[64][64];
-       vec3_t  light;
-       qbyte   particletexturedata[256*256*4];
-
-       memset(particletexturedata, 255, sizeof(particletexturedata));
-
-       // the particletexture[][] array numbers must match the cl_part.c textures
-       // smoke/blood
-       for (i = 0;i < 8;i++)
+       int x, y;
+       float cx, cy, dx, dy, f, iradius;
+       qbyte *d;
+       cx = lhrandom(radius + 1, 30 - radius);
+       cy = lhrandom(radius + 1, 30 - radius);
+       iradius = 1.0f / radius;
+       alpha *= (1.0f / 255.0f);
+       for (y = 0;y < 32;y++)
        {
-               do
+               for (x = 0;x < 32;x++)
                {
-                       fractalnoise(&noise1[0][0], 64, 4);
-                       fractalnoise(&noise2[0][0], 64, 8);
-                       m = 0;
-                       for (y = 0;y < 32;y++)
+                       dx = (x - cx);
+                       dy = (y - cy);
+                       f = (1.0f - sqrt(dx * dx + dy * dy) * iradius) * alpha;
+                       if (f > 0)
                        {
-                               dy = y - 16;
-                               for (x = 0;x < 32;x++)
-                               {
-                                       data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-                                       dx = x - 16;
-                                       d = (noise2[y][x] - 128) * 3 + 192;
-                                       if (d > 0)
-                                               d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
-                                       d = (d * noise1[y][x]) >> 7;
-                                       d = bound(0, d, 255);
-                                       data[y][x][3] = (qbyte) d;
-                                       if (m < d)
-                                               m = d;
-                               }
+                               d = data + (y * 32 + x) * 4;
+                               d[0] += f * (red   - d[0]);
+                               d[1] += f * (green - d[1]);
+                               d[2] += f * (blue  - d[2]);
                        }
                }
-               while (m < 224);
+       }
+}
+
+void particletextureclamp(qbyte *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
+{
+       int i;
+       for (i = 0;i < 32*32;i++, data += 4)
+       {
+               data[0] = bound(minr, data[0], maxr);
+               data[1] = bound(ming, data[1], maxg);
+               data[2] = bound(minb, data[2], maxb);
+       }
+}
 
-               setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
-               setuptex(i + 0, 1, i + 0, &data[0][0][0], particletexturedata);
+void particletextureinvert(qbyte *data)
+{
+       int i;
+       for (i = 0;i < 32*32;i++, data += 4)
+       {
+               data[0] = 255 - data[0];
+               data[1] = 255 - data[1];
+               data[2] = 255 - data[2];
        }
-       /*
+}
+
+static void R_InitParticleTexture (void)
+{
+       int x, y, d, i, j, k, m;
+       float dx, dy, radius, f, f2;
+       qbyte data[32][32][4], noise1[64][64], noise2[64][64], data2[64][16][4];
+       vec3_t light;
+       qbyte particletexturedata[256*256*4];
+
+       // a note: decals need to modulate (multiply) the background color to
+       // properly darken it (stain), and they need to be able to alpha fade,
+       // this is a very difficult challenge because it means fading to white
+       // (no change to background) rather than black (darkening everything
+       // behind the whole decal polygon), and to accomplish this the texture is
+       // inverted (dark red blood on white background becomes brilliant cyan
+       // and white on black background) so we can alpha fade it to black, then
+       // we invert it again during the blendfunc to make it work...
+
+       memset(particletexturedata, 255, sizeof(particletexturedata));
+
+       // smoke
        for (i = 0;i < 8;i++)
        {
+               memset(&data[0][0][0], 255, sizeof(data));
                do
                {
                        fractalnoise(&noise1[0][0], 64, 4);
@@ -1468,13 +1611,11 @@ static void R_InitParticleTexture (void)
                                dy = y - 16;
                                for (x = 0;x < 32;x++)
                                {
-                                       d = (noise1[y][x] - 128) * 2 + 128;
-                                       d = bound(0, d, 255);
-                                       data[y][x][0] = data[y][x][1] = data[y][x][2] = d;
                                        dx = x - 16;
                                        d = (noise2[y][x] - 128) * 3 + 192;
                                        if (d > 0)
-                                               d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
+                                               d = d * (256 - (int) (dx*dx+dy*dy)) / 256;
+                                       d = (d * noise1[y][x]) >> 7;
                                        d = bound(0, d, 255);
                                        data[y][x][3] = (qbyte) d;
                                        if (m < d)
@@ -1483,18 +1624,13 @@ static void R_InitParticleTexture (void)
                        }
                }
                while (m < 224);
-
-               setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
-               for (y = 0;y < 32;y++)
-                       for (x = 0;x < 32;x++)
-                               data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-               setuptex(i + 0, 1, i + 8, &data[0][0][0], particletexturedata);
+               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 / 16.0f;
                f2 = 255.0f * ((15.0f - i) / 15.0f);
                for (y = 0;y < 32;y++)
@@ -1503,83 +1639,116 @@ static void R_InitParticleTexture (void)
                        for (x = 0;x < 32;x++)
                        {
                                dx = (x - 16) * 0.25f;
-                               data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
                                f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
-                               f = bound(0.0f, f, 255.0f);
-                               data[y][x][3] = (int) f;
+                               data[y][x][3] = (int) (bound(0.0f, f, 255.0f));
                        }
                }
-               setuptex(i + 8, 0, i + 16, &data[0][0][0], particletexturedata);
-               setuptex(i + 8, 1, i + 16, &data[0][0][0], particletexturedata);
+               setuptex(tex_rainsplash[i], &data[0][0][0], particletexturedata);
        }
 
        // normal particle
+       memset(&data[0][0][0], 255, sizeof(data));
        for (y = 0;y < 32;y++)
        {
                dy = y - 16;
                for (x = 0;x < 32;x++)
                {
-                       data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
                        dx = x - 16;
                        d = (256 - (dx*dx+dy*dy));
                        d = bound(0, d, 255);
                        data[y][x][3] = (qbyte) d;
                }
        }
-       setuptex(24, 0, 32, &data[0][0][0], particletexturedata);
-       setuptex(24, 1, 32, &data[0][0][0], particletexturedata);
+       setuptex(tex_particle, &data[0][0][0], particletexturedata);
 
        // rain
+       memset(&data[0][0][0], 255, sizeof(data));
        light[0] = 1;light[1] = 1;light[2] = 1;
        VectorNormalize(light);
        for (y = 0;y < 32;y++)
-       {
                for (x = 0;x < 32;x++)
-               {
-                       data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
                        data[y][x][3] = shadebubble((x - 16) * (1.0 / 8.0), y < 24 ? (y - 24) * (1.0 / 24.0) : (y - 24) * (1.0 / 8.0), light);
-               }
-       }
-       setuptex(25, 0, 33, &data[0][0][0], particletexturedata);
-       setuptex(25, 1, 33, &data[0][0][0], particletexturedata);
+       setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
 
        // bubble
+       memset(&data[0][0][0], 255, sizeof(data));
        light[0] = 1;light[1] = 1;light[2] = 1;
        VectorNormalize(light);
        for (y = 0;y < 32;y++)
-       {
                for (x = 0;x < 32;x++)
-               {
-                       data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
                        data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
-               }
+       setuptex(tex_bubble, &data[0][0][0], particletexturedata);
+
+       // blood particles
+       for (i = 0;i < 8;i++)
+       {
+               memset(&data[0][0][0], 255, sizeof(data));
+               for (k = 0;k < 24;k++)
+                       particletextureblotch(&data[0][0][0], 2, 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);
        }
-       setuptex(26, 0, 34, &data[0][0][0], particletexturedata);
-       setuptex(26, 1, 34, &data[0][0][0], particletexturedata);
 
-       // rocket flare
-       /*
-       for (y = 0;y < 32;y++)
+       // blood decals
+       for (i = 0;i < 8;i++)
        {
-               dy = y - 16;
-               for (x = 0;x < 32;x++)
+               memset(&data[0][0][0], 255, sizeof(data));
+               for (k = 0;k < 24;k++)
+                       particletextureblotch(&data[0][0][0], 2, 96, 0, 0, 96);
+               for (j = 3;j < 7;j++)
+                       for (k = 0, m = rand() % 12;k < m;k++)
+                               particletextureblotch(&data[0][0][0], j, 96, 0, 0, 192);
+               //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
+               particletextureinvert(&data[0][0][0]);
+               setuptex(tex_blooddecal[i], &data[0][0][0], particletexturedata);
+       }
+
+       // bullet decals
+       for (i = 0;i < 8;i++)
+       {
+               memset(&data[0][0][0], 255, sizeof(data));
+               for (k = 0;k < 12;k++)
+                       particletextureblotch(&data[0][0][0], 2, 0, 0, 0, 128);
+               for (k = 0;k < 3;k++)
+                       particletextureblotch(&data[0][0][0], 14, 0, 0, 0, 160);
+               //particletextureclamp(&data[0][0][0], 64, 64, 64, 255, 255, 255);
+               particletextureinvert(&data[0][0][0]);
+               setuptex(tex_bulletdecal[i], &data[0][0][0], particletexturedata);
+       }
+
+#if WORKINGLQUAKE
+       glBindTexture(GL_TEXTURE_2D, (particlefonttexture = gl_extension_number++));
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+#else
+       particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
+       for (i = 0;i < MAX_PARTICLETEXTURES;i++)
+               particletexture[i].texture = particlefonttexture;
+
+       // beam
+       fractalnoise(&noise1[0][0], 64, 4);
+       m = 0;
+       for (y = 0;y < 64;y++)
+       {
+               for (x = 0;x < 16;x++)
                {
-                       dx = x - 16;
-                       d = (2048.0f / (dx*dx+dy*dy+1)) - 8.0f;
-                       data[y][x][0] = bound(0, d * 1.0f, 255);
-                       data[y][x][1] = bound(0, d * 0.8f, 255);
-                       data[y][x][2] = bound(0, d * 0.5f, 255);
-                       data[y][x][3] = bound(0, d * 1.0f, 255);
+                       if (x < 8)
+                               d = x;
+                       else
+                               d = (15 - x);
+                       d = d * d * noise1[y][x] / (7 * 7);
+                       data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (qbyte) bound(0, d, 255);
+                       data2[y][x][3] = 255;
                }
        }
-       setuptex(27, 0, 35, &data[0][0][0], particletexturedata);
-       for (y = 0;y < 32;y++)
-               for (x = 0;x < 32;x++)
-                       data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-       setuptex(28, 1, 36, &data[0][0][0], particletexturedata);
-       */
 
-       particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
+       particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "beam", 16, 64, &data2[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       particletexture[tex_beam].s1 = 0;
+       particletexture[tex_beam].t1 = 0;
+       particletexture[tex_beam].s2 = 1;
+       particletexture[tex_beam].t2 = 1;
+#endif
 }
 
 static void r_part_start(void)
@@ -1595,87 +1764,101 @@ static void r_part_shutdown(void)
 
 static void r_part_newmap(void)
 {
+       cl_numparticles = 0;
 }
 
 void R_Particles_Init (void)
 {
        Cvar_RegisterVariable(&r_drawparticles);
-       Cvar_RegisterVariable(&r_particles_lighting);
+#ifdef WORKINGLQUAKE
+       r_part_start();
+#else
        R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
+#endif
 }
 
-int partindexarray[6] = {0, 1, 2, 0, 2, 3};
-
-void R_DrawParticles (void)
+#ifdef WORKINGLQUAKE
+void R_InitParticles(void)
 {
-       //renderparticle_t *r;
-       int i, lighting, dynlight, additive, texnum, orientation;
-       float minparticledist, org[3], uprightangles[3], up2[3], right2[3], v[3], right[3], up[3], tvxyz[4][4], tvst[4][2], fog, ifog, fogvec[3];
-       mleaf_t *leaf;
-       particletexture_t *tex, *texfog;
-       rmeshinfo_t m;
-       particle_t *p;
+       CL_Particles_Init();
+       R_Particles_Init();
+}
+#endif
 
-       // LordHavoc: early out conditions
-       //if ((!r_refdef.numparticles) || (!r_drawparticles.integer))
-       if ((!cl_numparticles) || (!r_drawparticles.integer))
-               return;
+float particle_vertex3f[12], particle_texcoord2f[8];
 
-       lighting = r_particles_lighting.integer;
-       if (!r_dynamic.integer)
-               lighting = 0;
+#ifdef WORKINGLQUAKE
+void R_DrawParticle(particle_t *p)
+{
+#else
+void R_DrawParticleCallback(const void *calldata1, int calldata2)
+{
+       const particle_t *p = calldata1;
+       rmeshstate_t m;
+#endif
+       float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
+       particletexture_t *tex;
+
+       VectorCopy(p->org, org);
+
+       tex = &particletexture[p->texnum];
+       cr = p->color[0] * (1.0f / 255.0f);
+       cg = p->color[1] * (1.0f / 255.0f);
+       cb = p->color[2] * (1.0f / 255.0f);
+       ca = p->alpha * (1.0f / 255.0f);
+       if (p->blendmode == PBLEND_MOD)
+       {
+               cr *= ca;
+               cg *= ca;
+               cb *= ca;
+               cr = min(cr, 1);
+               cg = min(cg, 1);
+               cb = min(cb, 1);
+               ca = 1;
+       }
 
-       c_particles += cl_numparticles; //r_refdef.numparticles;
+#ifndef WORKINGLQUAKE
+       if (fogenabled && p->blendmode != PBLEND_MOD)
+       {
+               VectorSubtract(org, r_origin, fogvec);
+               fog = exp(fogdensity/DotProduct(fogvec,fogvec));
+               ifog = 1 - fog;
+               cr = cr * ifog;
+               cg = cg * ifog;
+               cb = cb * ifog;
+               if (p->blendmode == 0)
+               {
+                       cr += fogcolor[0] * fog;
+                       cg += fogcolor[1] * fog;
+                       cb += fogcolor[2] * fog;
+               }
+       }
+       cr *= r_colorscale;
+       cg *= r_colorscale;
+       cb *= r_colorscale;
 
-       uprightangles[0] = 0;
-       uprightangles[1] = r_refdef.viewangles[1];
-       uprightangles[2] = 0;
-       AngleVectors (uprightangles, NULL, right2, up2);
+       GL_Color(cr, cg, cb, ca);
 
-       minparticledist = DotProduct(r_origin, vpn) + 16.0f;
+       R_Mesh_Matrix(&r_identitymatrix);
 
-       // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal
-       // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal
        memset(&m, 0, sizeof(m));
-       m.transparent = true;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       m.numtriangles = 2;
-       m.index = partindexarray;
-       m.numverts = 4;
-       m.vertex = &tvxyz[0][0];
-       m.vertexstep = sizeof(float[4]);
-       m.tex[0] = R_GetTexture(particlefonttexture);
-       m.texcoords[0] = &tvst[0][0];
-       m.texcoordstep[0] = sizeof(float[2]);
-
-       for (i = 0/*, r = r_refdef.particles*/, p = particles;i < /*r_refdef.numparticles*/cl_numparticles;i++, p++)
+       m.tex[0] = R_GetTexture(tex->texture);
+       m.pointer_texcoord[0] = particle_texcoord2f;
+       R_Mesh_State_Texture(&m);
+
+       if (p->blendmode == 0)
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       else if (p->blendmode == 1)
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       else
+               GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       GL_VertexPointer(particle_vertex3f);
+#endif
+       if (p->orientation == PARTICLE_BILLBOARD || p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
        {
-               // LordHavoc: only render if not too close
-               if (DotProduct(p->org, vpn) < minparticledist)
-                       continue;
-
-               // LordHavoc: check if it's in a visible leaf
-               leaf = Mod_PointInLeaf(p->org, cl.worldmodel);
-               if (leaf->visframe != r_framecount)
-                       continue;
-
-               VectorCopy(p->org, org);
-               orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
-               texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
-               dynlight = p->flags & P_DYNLIGHT;
-               additive = p->flags & P_ADDITIVE;
-               if (orientation == PARTICLE_BILLBOARD)
-               {
-                       VectorScale(vright, p->scalex, right);
-                       VectorScale(vup, p->scaley, up);
-               }
-               else if (orientation == PARTICLE_UPRIGHT_FACING)
-               {
-                       VectorScale(right2, p->scalex, right);
-                       VectorScale(up2, p->scaley, up);
-               }
-               else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
+               if (p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
                {
                        // double-sided
                        if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
@@ -1688,138 +1871,106 @@ void R_DrawParticles (void)
                        VectorScale(right, p->scalex, right);
                        VectorScale(up, p->scaley, up);
                }
-               else
-                       Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
-
-               m.cr = p->color[0] * (1.0f / 255.0f);
-               m.cg = p->color[1] * (1.0f / 255.0f);
-               m.cb = p->color[2] * (1.0f / 255.0f);
-               m.ca = p->alpha * (1.0f / 255.0f);
-               if (lighting >= 1 && (dynlight || lighting >= 2))
-               {
-                       R_CompleteLightPoint(v, org, true, leaf);
-                       m.cr *= v[0];
-                       m.cg *= v[1];
-                       m.cb *= v[2];
-               }
-
-               tex = &particletexture[texnum][0];
-
-               tvxyz[0][0] = org[0] - right[0] - up[0];
-               tvxyz[0][1] = org[1] - right[1] - up[1];
-               tvxyz[0][2] = org[2] - right[2] - up[2];
-               tvxyz[1][0] = org[0] - right[0] + up[0];
-               tvxyz[1][1] = org[1] - right[1] + up[1];
-               tvxyz[1][2] = org[2] - right[2] + up[2];
-               tvxyz[2][0] = org[0] + right[0] + up[0];
-               tvxyz[2][1] = org[1] + right[1] + up[1];
-               tvxyz[2][2] = org[2] + right[2] + up[2];
-               tvxyz[3][0] = org[0] + right[0] - up[0];
-               tvxyz[3][1] = org[1] + right[1] - up[1];
-               tvxyz[3][2] = org[2] + right[2] - up[2];
-               tvst[0][0] = tex->s1;
-               tvst[0][1] = tex->t1;
-               tvst[1][0] = tex->s1;
-               tvst[1][1] = tex->t2;
-               tvst[2][0] = tex->s2;
-               tvst[2][1] = tex->t2;
-               tvst[3][0] = tex->s2;
-               tvst[3][1] = tex->t1;
-
-               if (additive)
-               {
-                       m.blendfunc2 = GL_ONE;
-                       fog = 0;
-                       if (fogenabled)
-                       {
-                               texfog = &particletexture[texnum][1];
-                               VectorSubtract(org, r_origin, fogvec);
-                               ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
-                               if (ifog < (1.0f - (1.0f / 64.0f)))
-                               {
-                                       if (ifog >= (1.0f / 64.0f))
-                                       {
-                                               // partially fogged, darken it
-                                               m.cr *= ifog;
-                                               m.cg *= ifog;
-                                               m.cb *= ifog;
-                                               R_Mesh_Draw(&m);
-                                       }
-                               }
-                               else
-                                       R_Mesh_Draw(&m);
-                       }
-                       else
-                               R_Mesh_Draw(&m);
-               }
                else
                {
-                       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-                       fog = 0;
-                       if (fogenabled)
-                       {
-                               texfog = &particletexture[texnum][1];
-                               VectorSubtract(org, r_origin, fogvec);
-                               fog = exp(fogdensity/DotProduct(fogvec,fogvec));
-                               if (fog >= (1.0f / 64.0f))
-                               {
-                                       if (fog >= (1.0f - (1.0f / 64.0f)))
-                                       {
-                                               // fully fogged, just use the fog texture and render as alpha
-                                               m.cr = fogcolor[0];
-                                               m.cg = fogcolor[1];
-                                               m.cb = fogcolor[2];
-                                               tvst[0][0] = texfog->s1;
-                                               tvst[0][1] = texfog->t1;
-                                               tvst[1][0] = texfog->s1;
-                                               tvst[1][1] = texfog->t2;
-                                               tvst[2][0] = texfog->s2;
-                                               tvst[2][1] = texfog->t2;
-                                               tvst[3][0] = texfog->s2;
-                                               tvst[3][1] = texfog->t1;
-                                               R_Mesh_Draw(&m);
-                                       }
-                                       else
-                                       {
-                                               // partially fogged, darken the first pass
-                                               ifog = 1 - fog;
-                                               m.cr *= ifog;
-                                               m.cg *= ifog;
-                                               m.cb *= ifog;
-                                               if (tex->s1 == texfog->s1 && tex->t1 == texfog->t1)
-                                               {
-                                                       // fog texture is the same as the base, just change the color
-                                                       m.cr += fogcolor[0] * fog;
-                                                       m.cg += fogcolor[1] * fog;
-                                                       m.cb += fogcolor[2] * fog;
-                                                       R_Mesh_Draw(&m);
-                                               }
-                                               else
-                                               {
-                                                       // render the first pass (alpha), then do additive fog
-                                                       R_Mesh_Draw(&m);
-
-                                                       m.blendfunc2 = GL_ONE;
-                                                       m.cr = fogcolor[0] * fog;
-                                                       m.cg = fogcolor[1] * fog;
-                                                       m.cb = fogcolor[2] * fog;
-                                                       tvst[0][0] = texfog->s1;
-                                                       tvst[0][1] = texfog->t1;
-                                                       tvst[1][0] = texfog->s1;
-                                                       tvst[1][1] = texfog->t2;
-                                                       tvst[2][0] = texfog->s2;
-                                                       tvst[2][1] = texfog->t2;
-                                                       tvst[3][0] = texfog->s2;
-                                                       tvst[3][1] = texfog->t1;
-                                                       R_Mesh_Draw(&m);
-                                               }
-                                       }
-                               }
-                               else
-                                       R_Mesh_Draw(&m);
-                       }
-                       else
-                               R_Mesh_Draw(&m);
+                       VectorScale(vright, p->scalex, right);
+                       VectorScale(vup, p->scaley, up);
                }
+               particle_vertex3f[ 0] = org[0] - right[0] - up[0];
+               particle_vertex3f[ 1] = org[1] - right[1] - up[1];
+               particle_vertex3f[ 2] = org[2] - right[2] - up[2];
+               particle_vertex3f[ 3] = org[0] - right[0] + up[0];
+               particle_vertex3f[ 4] = org[1] - right[1] + up[1];
+               particle_vertex3f[ 5] = org[2] - right[2] + up[2];
+               particle_vertex3f[ 6] = org[0] + right[0] + up[0];
+               particle_vertex3f[ 7] = org[1] + right[1] + up[1];
+               particle_vertex3f[ 8] = org[2] + right[2] + up[2];
+               particle_vertex3f[ 9] = org[0] + right[0] - up[0];
+               particle_vertex3f[10] = org[1] + right[1] - up[1];
+               particle_vertex3f[11] = org[2] + right[2] - up[2];
+               particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
+               particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
+               particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
+               particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
        }
+       else if (p->orientation == PARTICLE_SPARK)
+       {
+               VectorMA(p->org, -p->scaley, p->vel, v);
+               VectorMA(p->org, p->scaley, p->vel, up2);
+               R_CalcBeam_Vertex3f(particle_vertex3f, v, up2, p->scalex);
+               particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
+               particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
+               particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
+               particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
+       }
+       else if (p->orientation == PARTICLE_BEAM)
+       {
+               R_CalcBeam_Vertex3f(particle_vertex3f, p->org, p->vel2, p->scalex);
+               VectorSubtract(p->vel2, p->org, up);
+               VectorNormalizeFast(up);
+               v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) - cl.time * 0.25;
+               v[1] = DotProduct(p->vel2, up) * (1.0f / 64.0f) - cl.time * 0.25;
+               particle_texcoord2f[0] = 1;particle_texcoord2f[1] = v[0];
+               particle_texcoord2f[2] = 0;particle_texcoord2f[3] = v[0];
+               particle_texcoord2f[4] = 0;particle_texcoord2f[5] = v[1];
+               particle_texcoord2f[6] = 1;particle_texcoord2f[7] = v[1];
+       }
+       else
+               Host_Error("R_DrawParticles: unknown particle orientation %i\n", p->orientation);
+
+#if WORKINGLQUAKE
+       if (p->blendmode == 0)
+               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       else if (p->blendmode == 1)
+               glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+       else
+               glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+       glColor4f(cr, cg, cb, ca);
+       glBegin(GL_QUADS);
+       glTexCoord2f(particle_texcoord2f[0], particle_texcoord2f[1]);glVertex3f(particle_vertex3f[ 0], particle_vertex3f[ 1], particle_vertex3f[ 2]);
+       glTexCoord2f(particle_texcoord2f[2], particle_texcoord2f[3]);glVertex3f(particle_vertex3f[ 3], particle_vertex3f[ 4], particle_vertex3f[ 5]);
+       glTexCoord2f(particle_texcoord2f[4], particle_texcoord2f[5]);glVertex3f(particle_vertex3f[ 6], particle_vertex3f[ 7], particle_vertex3f[ 8]);
+       glTexCoord2f(particle_texcoord2f[6], particle_texcoord2f[7]);glVertex3f(particle_vertex3f[ 9], particle_vertex3f[10], particle_vertex3f[11]);
+       glEnd();
+#else
+       R_Mesh_Draw(4, 2, polygonelements);
+#endif
 }
+
+void R_DrawParticles (void)
+{
+       int i;
+       float minparticledist;
+       particle_t *p;
+
+#ifdef WORKINGLQUAKE
+       CL_MoveParticles();
+#endif
+
+       // LordHavoc: early out conditions
+       if ((!cl_numparticles) || (!r_drawparticles.integer))
+               return;
+
+       minparticledist = DotProduct(r_origin, vpn) + 4.0f;
+
+#ifdef WORKINGLQUAKE
+       glBindTexture(GL_TEXTURE_2D, particlefonttexture);
+       glEnable(GL_BLEND);
+       glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+       glDepthMask(0);
+       // LordHavoc: only render if not too close
+       for (i = 0, p = particles;i < cl_numparticles;i++, p++)
+               if (DotProduct(p->org, vpn) >= minparticledist)
+                       R_DrawParticle(p);
+       glDepthMask(1);
+       glDisable(GL_BLEND);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+#else
+       // LordHavoc: only render if not too close
+       c_particles += cl_numparticles;
+       for (i = 0, p = particles;i < cl_numparticles;i++, p++)
+               if (DotProduct(p->org, vpn) >= minparticledist || p->orientation == PARTICLE_BEAM)
+                       R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
+#endif
+}
+