]> 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 188ccb6a16cb4a05ac306073ee7d9354e8b9cf17..e03b0e36371610ae58bca0900a5705c8e65eff77 100644 (file)
@@ -26,7 +26,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 siextern float r_avertexnormals[NUMVERTEXNORMALS][3];
 #define m_bytenormals r_avertexnormals
 #define VectorNormalizeFast VectorNormalize
-#define Mod_PointContents(v,m) (Mod_PointInLeaf(v,m)->contents)
+#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)
@@ -41,7 +41,7 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i
 #define CL_RunParticleEffect R_RunParticleEffect
 #define CL_LavaSplash R_LavaSplash
 #define CL_RocketTrail2 R_RocketTrail2
-void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width)
+void R_CalcBeam_Vertex3f (float *vert, vec3_t org1, vec3_t org2, float width)
 {
        vec3_t right1, right2, diff, normal;
 
@@ -61,15 +61,15 @@ void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width)
        vert[ 0] = org1[0] + width * right1[0];
        vert[ 1] = org1[1] + width * right1[1];
        vert[ 2] = org1[2] + width * right1[2];
-       vert[ 4] = org1[0] - width * right1[0];
-       vert[ 5] = org1[1] - width * right1[1];
-       vert[ 6] = org1[2] - width * right1[2];
-       vert[ 8] = org2[0] - width * right2[0];
-       vert[ 9] = org2[1] - width * right2[1];
-       vert[10] = org2[2] - width * right2[2];
-       vert[12] = org2[0] + width * right2[0];
-       vert[13] = org2[1] + width * right2[1];
-       vert[14] = org2[2] + width * right2[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)
 {
@@ -133,36 +133,73 @@ void fractalnoise(qbyte *noise, int size, int startgrid)
        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                  8192    // default max # of particles at one time
+#define MAX_PARTICLES                  32768   // default max # of particles at one time
 #define ABSOLUTE_MIN_PARTICLES 512             // no fewer than this no matter what's on the command line
 
 typedef enum
 {
-       pt_static, pt_rain, pt_bubble, pt_blood
+       pt_static, pt_rain, pt_bubble, pt_blood, pt_grow, pt_decal, pt_decalfade
 }
 ptype_t;
 
 #define PARTICLE_INVALID 0
 #define PARTICLE_BILLBOARD 1
-#define PARTICLE_BEAM 2
+#define PARTICLE_SPARK 2
 #define PARTICLE_ORIENTED_DOUBLESIDED 3
+#define PARTICLE_BEAM 4
 
-#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 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;
@@ -178,6 +215,12 @@ typedef struct particle_s
        float           friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
        float           pressure; // if non-zero, apply pressure to other particles
        qbyte           color[4];
+#ifndef WORKINGLQUAKE
+       entity_render_t *owner; // decal stuck to this entity
+       model_t         *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive)
+       vec3_t          relativeorigin; // decal at this location in entity's coordinate space
+       vec3_t          relativedirection; // decal oriented this way relative to entity's coordinate space
+#endif
 }
 particle_t;
 
@@ -219,12 +262,16 @@ static int particlepalette[256] =
 
 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
 
-// these must match r_part.c's textures
+// texture numbers in particle font
 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
-static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
-static const int tex_particle = 24;
-static const int tex_rain = 25;
-static const int tex_bubble = 26;
+static const int tex_bulletdecal[8] = {8, 9, 10, 11, 12, 13, 14, 15};
+static const int tex_blooddecal[8] = {16, 17, 18, 19, 20, 21, 22, 23};
+static const int tex_bloodparticle[8] = {24, 25, 26, 27, 28, 29, 30, 31};
+static const int tex_rainsplash[16] = {32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47};
+static const int tex_particle = 63;
+static const int tex_bubble = 62;
+static const int tex_raindrop = 61;
+static const int tex_beam = 60;
 
 static int                     cl_maxparticles;
 static int                     cl_numparticles;
@@ -232,15 +279,20 @@ static particle_t *particles;
 static particle_t      **freeparticles; // list used only in compacting particles array
 
 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
+cvar_t cl_particles_quality = {CVAR_SAVE, "cl_particles_quality", "1"};
 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
 cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
-cvar_t cl_particles_blood_size = {CVAR_SAVE, "cl_particles_blood_size", "8"};
 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
 cvar_t cl_particles_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;
@@ -275,15 +327,20 @@ void CL_Particles_Init (void)
        Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
 
        Cvar_RegisterVariable (&cl_particles);
+       Cvar_RegisterVariable (&cl_particles_quality);
        Cvar_RegisterVariable (&cl_particles_size);
        Cvar_RegisterVariable (&cl_particles_bloodshowers);
        Cvar_RegisterVariable (&cl_particles_blood);
-       Cvar_RegisterVariable (&cl_particles_blood_size);
        Cvar_RegisterVariable (&cl_particles_blood_alpha);
        Cvar_RegisterVariable (&cl_particles_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_decals);
+       Cvar_RegisterVariable (&cl_decals_time);
+       Cvar_RegisterVariable (&cl_decals_fadetime);
 
 #ifdef WORKINGLQUAKE
        particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles");
@@ -296,61 +353,106 @@ void CL_Particles_Init (void)
        cl_numparticles = 0;
 }
 
-#define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, palphafade, ptime, pgravity, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
-{\
-       if (cl_numparticles >= cl_maxparticles)\
-               return;\
-       {\
-               particle_t      *part;\
-               int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\
-               unsigned int partflags;\
-               partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
-               if (padditive)\
-                       partflags |= P_ADDITIVE;\
-               /*if (plight)*/\
-               /*      partflags |= P_DYNLIGHT;*/\
-               tempcolor = (pcolor1);\
-               tempcolor2 = (pcolor2);\
-               cr2 = ((tempcolor2) >> 16) & 0xFF;\
-               cg2 = ((tempcolor2) >> 8) & 0xFF;\
-               cb2 = (tempcolor2) & 0xFF;\
-               if (tempcolor != tempcolor2)\
-               {\
-                       cr1 = ((tempcolor) >> 16) & 0xFF;\
-                       cg1 = ((tempcolor) >> 8) & 0xFF;\
-                       cb1 = (tempcolor) & 0xFF;\
-                       tempcolor = rand() & 0xFF;\
-                       cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\
-                       cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\
-                       cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\
-               }\
-               part = &particles[cl_numparticles++];\
-               part->type = (ptype);\
-               part->color[0] = cr2;\
-               part->color[1] = cg2;\
-               part->color[2] = cb2;\
-               part->color[3] = 0xFF;\
-               part->flags = partflags;\
-               part->scalex = (pscalex);\
-               part->scaley = (pscaley);\
-               part->alpha = (palpha);\
-               part->alphafade = (palphafade);\
-               part->die = cl.time + (ptime);\
-               part->gravity = (pgravity);\
-               part->bounce = (pbounce);\
-               part->org[0] = (px);\
-               part->org[1] = (py);\
-               part->org[2] = (pz);\
-               part->vel[0] = (pvx);\
-               part->vel[1] = (pvy);\
-               part->vel[2] = (pvz);\
-               part->time2 = (ptime2);\
-               part->vel2[0] = (pvx2);\
-               part->vel2[1] = (pvy2);\
-               part->vel2[2] = (pvz2);\
-               part->friction = (pfriction);\
-               part->pressure = (ppressure);\
-       }\
+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;
+}
+
+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);
 }
 
 /*
@@ -390,9 +492,9 @@ void CL_EntityParticles (entity_t *ent)
                forward[2] = -sp;
 
 #ifdef WORKINGLQUAKE
-               particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 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);
+               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, false, 2, 2, 255, 0, 0, 0, 0, ent->render.origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->render.origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->render.origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
+               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
        }
 }
@@ -400,36 +502,30 @@ void CL_EntityParticles (entity_t *ent)
 
 void CL_ReadPointFile_f (void)
 {
-       vec3_t  org;
-       int             r, c;
-       char    *pointfile = NULL, *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;
+
+       FS_StripExtension(cl.worldmodel->name, name);
+       strcat(name, ".pts");
 #if WORKINGLQUAKE
-       char    name[MAX_OSPATH];
-       
-       sprintf (name,"maps/%s.pts", cl.worldmodel->name);
-       COM_FOpenFile (name, &f);
-       if (f)
-       {
-               int pointfilelength;
-               fseek(f, 0, SEEK_END);
-               pointfilelength = ftell(f);
-               fseek(f, 0, SEEK_SET);
-               pointfile = malloc(pointfilelength + 1);
-               fread(pointfile, 1, pointfilelength, f);
-               pointfile[pointfilelength] = 0;
-               fclose(f);
-       }
+       pointfile = COM_LoadTempFile (name);
 #else
-       pointfile = COM_LoadFile(va("maps/%s.pts", cl.worldmodel->name), true);
+       pointfile = FS_LoadFile(name, true);
 #endif
        if (!pointfile)
        {
-               Con_Printf ("couldn't open %s.pts\n", cl.worldmodel->name);
+               Con_Printf ("Could not open %s\n", name);
                return;
        }
 
-       Con_Printf ("Reading %s.pts...\n", cl.worldmodel->name);
+       Con_Printf ("Reading %s...\n", name);
        c = 0;
+       s = 0;
        pointfilepos = pointfile;
        while (*pointfilepos)
        {
@@ -447,22 +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, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
        }
-
-#ifdef WORKINGLQUAKE
-       free(pointfile);
-#else
+#ifndef WORKINGLQUAKE
        Mem_Free(pointfile);
 #endif
-       Con_Printf ("%i points read\n", c);
+       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);
 }
 
 /*
@@ -505,24 +604,28 @@ void CL_ParticleExplosion (vec3_t org)
        //vec3_t v2;
        if (cl_stainmaps.integer)
                R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
+       CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
 
-       i = Mod_PointContents(org, cl.worldmodel);
+       i = CL_PointContents(org);
        if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
        {
-               for (i = 0;i < 128;i++)
-               {
-                       particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, lhrandom(128, 255), 256, 9999, -0.25, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, (1.0 / 16.0), 0);
-               }
+               for (i = 0;i < 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
        {
                /*
                // LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close
                // smoke puff
-               if (cl_particles_smoke.integer)
+               if (cl_particles.integer && cl_particles_smoke.integer)
                {
                        for (i = 0;i < 64;i++)
                        {
+#ifdef WORKINGLQUAKE
+                               v2[0] = lhrandom(-64, 64);
+                               v2[1] = lhrandom(-64, 64);
+                               v2[2] = lhrandom(-8, 24);
+#else
                                for (k = 0;k < 16;k++)
                                {
                                        v[0] = org[0] + lhrandom(-64, 64);
@@ -532,19 +635,20 @@ void CL_ParticleExplosion (vec3_t org)
                                                break;
                                }
                                VectorSubtract(v2, org, v2);
+#endif
                                VectorScale(v2, 2.0f, v2);
-                               particle(pt_static, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, true, 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);
+                               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);
                        }
                }
                */
 
-               if (cl_particles_sparks.integer)
+               if (cl_particles.integer && cl_particles_sparks.integer)
                {
                        // sparks
-                       for (i = 0;i < 256;i++)
+                       for (i = 0;i < 256 * cl_particles_quality.value;i++)
                        {
                                k = particlepalette[0x68 + (rand() & 7)];
-                               particle(pt_static, PARTICLE_BEAM, k, k, tex_particle, false, true, 1.5f, 0.05f, lhrandom(0, 255), 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);
+                               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);
                        }
                }
        }
@@ -564,10 +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_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 384, 0.3, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192), 0, 0, 0, 0, 1, 0);
+               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);
        }
 }
 
@@ -581,6 +685,7 @@ void CL_BlobExplosion (vec3_t org)
 {
        if (cl_stainmaps.integer)
                R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
+       CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
 
        if (cl_explosions.integer)
                R_NewExplosion(org);
@@ -602,10 +707,14 @@ void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
                return;
        }
        if (!cl_particles.integer) return;
+       count *= cl_particles_quality.value;
        while (count--)
        {
                k = particlepalette[color + (rand()&7)];
-               particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 255, 512, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-15, 15), lhrandom(-15, 15), lhrandom(-15, 15), 0, 0, 0, 0, 0, 0);
+               if (gamemode == GAME_GOODVSBAD2)
+                       particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 5, 5, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 300, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-10, 10), lhrandom(-10, 10), lhrandom(-10, 10), 0, 0, 0, 0, 0, 0);
+               else
+                       particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 1, 1, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 512, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), dir[0] + lhrandom(-15, 15), dir[1] + lhrandom(-15, 15), dir[2] + lhrandom(-15, 15), 0, 0, 0, 0, 0, 0);
        }
 }
 
@@ -617,25 +726,39 @@ CL_SparkShower
 */
 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
 {
+       vec3_t org2, org3;
        int k;
-       if (!cl_particles.integer) return;
 
        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);
+
+       if (!cl_particles.integer) return;
 
        if (cl_particles_bulletimpacts.integer)
        {
                // smoke puff
                if (cl_particles_smoke.integer)
-                       particle(pt_static, PARTICLE_BILLBOARD, 0x606060, 0xA0A0A0, tex_smoke[rand()&7], true, true, 4, 4, 255, 1024, 9999, -0.2, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
+               {
+                       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)
                {
                        // sparks
+                       count *= cl_particles_quality.value;
                        while(count--)
                        {
                                k = particlepalette[0x68 + (rand() & 7)];
-                               particle(pt_static, PARTICLE_BEAM, k, k, tex_particle, false, true, 0.4f, 0.015f, lhrandom(64, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 0, 0, 0, 0, 0, 0);
+                               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);
                        }
                }
        }
@@ -645,12 +768,14 @@ void CL_PlasmaBurn (vec3_t org)
 {
        if (cl_stainmaps.integer)
                R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32);
+       CL_SpawnDecalParticleForPoint(org, 6, 6, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
 }
 
 static float bloodcount = 0;
 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
 {
-       float s, r, a;
+       float s;
+       vec3_t org2, org3;
        // bloodcount is used to accumulate counts too small to cause a blood particle
        if (!cl_particles.integer) return;
        if (!cl_particles_blood.integer) return;
@@ -660,20 +785,20 @@ void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
        if (count > 1000)
                count = 1000;
        bloodcount += count;
-       r = cl_particles_blood_size.value;
-       a = cl_particles_blood_alpha.value * 255;
        while(bloodcount > 0)
        {
-               particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
-               bloodcount -= r;
+               org2[0] = org[0] + 0.125f * lhrandom(-bloodcount, bloodcount);
+               org2[1] = org[1] + 0.125f * lhrandom(-bloodcount, bloodcount);
+               org2[2] = org[2] + 0.125f * lhrandom(-bloodcount, bloodcount);
+               CL_TraceLine(org, org2, org3, NULL, 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 r;
-       float a;
-       vec3_t diff, center, velscale;
+       vec3_t org, vel, diff, center, velscale;
        if (!cl_particles.integer) return;
        if (!cl_particles_bloodshowers.integer) return;
        if (!cl_particles_blood.integer) return;
@@ -682,25 +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];
 
        bloodcount += count * 5.0f;
-       r = cl_particles_blood_size.value;
-       a = cl_particles_blood_alpha.value * 255;
        while (bloodcount > 0)
        {
-               vec3_t org, vel;
                org[0] = lhrandom(mins[0], maxs[0]);
                org[1] = lhrandom(mins[1], maxs[1]);
                org[2] = lhrandom(mins[2], maxs[2]);
                vel[0] = (org[0] - center[0]) * velscale[0];
                vel[1] = (org[1] - center[1]) * velscale[1];
                vel[2] = (org[2] - center[2]) * velscale[2];
-               bloodcount -= r;
-               particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
+               bloodcount -= 16 / cl_particles_quality.value;
+               particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
        }
 }
 
@@ -713,10 +834,11 @@ void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int color
        if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
        if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
 
+       count *= cl_particles_quality.value;
        while (count--)
        {
                k = particlepalette[colorbase + (rand()&3)];
-               particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 2, 2, 255, 0, lhrandom(1, 2), gravity ? 1 : 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel), 0, 0, 0, 0, 0, 0);
+               particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 2, 2, 255 / cl_particles_quality.value, 0, lhrandom(1, 2), gravity ? 1 : 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel), 0, 0, 0, 0, 0, 0);
        }
 }
 
@@ -746,6 +868,8 @@ void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int color
        minz = bound(mins[2], minz, maxs[2]);
        maxz = bound(mins[2], maxz, maxs[2]);
 
+       count *= cl_particles_quality.value;
+
        switch(type)
        {
        case 0:
@@ -754,14 +878,28 @@ void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int color
                while(count--)
                {
                        k = particlepalette[colorbase + (rand()&3)];
-                       particle(pt_rain, PARTICLE_BEAM, k, k, tex_particle, true, true, 0.5, 0.02, lhrandom(8, 16), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
+                       if (gamemode == GAME_GOODVSBAD2)
+                       {
+                               particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 20, 20, lhrandom(8, 16) / cl_particles_quality.value, 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
+                       }
+                       else
+                       {
+                               particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 0.5, 0.02, lhrandom(8, 16) / cl_particles_quality.value, 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
+                       }
                }
                break;
        case 1:
                while(count--)
                {
                        k = particlepalette[colorbase + (rand()&3)];
-                       particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
+                       if (gamemode == GAME_GOODVSBAD2)
+                       {
+                               particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 20, 20, lhrandom(64, 128) / cl_particles_quality.value, 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
+                       }
+                       else
+                       {
+                               particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 1, 1, lhrandom(64, 128) / cl_particles_quality.value, 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
+                       }
                }
                break;
        default:
@@ -784,6 +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)];
@@ -794,7 +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_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 128, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
+               particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.5, 1.5, lhrandom(64, 128) / cl_particles_quality.value, 128 / cl_particles_quality.value, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
        }
 }
 
@@ -807,12 +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_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0);
+               particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 4, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, 9999, -1, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0);
                if (count & 1)
-                       particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, 6, 6, lhrandom(48, 96), 64, 9999, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 32), 0, 0, 0, 0, 0, 0);
+                       particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 6, 6, lhrandom(48, 96) / cl_particles_quality.value, 64 / cl_particles_quality.value, 9999, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 32), 0, 0, 0, 0, 0, 0);
        }
 }
 
@@ -821,10 +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_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0);
+               particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 4, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, 9999, -1, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0);
        }
 }
 
@@ -838,14 +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);
@@ -854,8 +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_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 192, 9999, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
+                       if (gamemode == GAME_GOODVSBAD2)
+                       {
+                               k = particlepalette[0 + (rand()&255)];
+                               l = particlepalette[0 + (rand()&255)];
+                               particle(pt_static, PARTICLE_BILLBOARD, k, l, tex_particle, false, PBLEND_ADD, 12, 12, inc * 8, inc * 8, 9999, 0.05, 1, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
+                       }
+                       else
+                       {
+                               k = l = particlepalette[224 + (rand()&7)];
+                               particle(pt_static, PARTICLE_BILLBOARD, k, l, tex_particle, false, PBLEND_ADD, 12, 12, inc * 8, inc * 8, 9999, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
+                       }
                }
        }
 }
@@ -869,13 +1020,14 @@ CL_TeleportSplash
 #if WORKINGLQUAKE
 void R_TeleportSplash (vec3_t org)
 {
-       int i, j, k;
+       float i, j, k, inc;
        if (!cl_particles.integer) return;
 
-       for (i=-16 ; i<16 ; i+=8)
-               for (j=-16 ; j<16 ; j+=8)
-                       for (k=-24 ; k<32 ; k+=8)
-                               particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 256, 9999, 0, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 0, 0, 0, 0, 1, 0);
+       inc = 8 / cl_particles_quality.value;
+       for (i = -16;i < 16;i += inc)
+               for (j = -16;j < 16;j += inc)
+                       for (k = -24;k < 32;k += inc)
+                               particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, PBLEND_ADD, 10, 10, inc * 32, inc * lhrandom(8, 16), inc * 32, 9999, 0, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 0, 0, 0, 0, 1, 0);
 }
 #endif
 
@@ -886,9 +1038,12 @@ 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, r;
+       float len, dec, speed, qd;
        int contents, smoke, blood, bubbles;
 
+       if (end[0] == start[0] && end[1] == start[1] && end[2] == start[2])
+               return;
+
        VectorSubtract(end, start, dir);
        VectorNormalize(dir);
 
@@ -917,81 +1072,82 @@ void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
        VectorMA(start, dec, vec, pos);
        len -= dec;
 
-       contents = Mod_PointContents(pos, cl.worldmodel);
+       contents = CL_PointContents(pos);
        if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
                return;
 
        smoke = cl_particles.integer && cl_particles_smoke.integer;
        blood = cl_particles.integer && cl_particles_blood.integer;
        bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
+       qd = 1.0f / cl_particles_quality.value;
 
        while (len >= 0)
        {
                switch (type)
                {
                        case 0: // rocket trail
-                               dec = 3;
+                               dec = qd*3;
                                if (smoke)
                                {
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 64, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, true, dec, dec, 128, 768, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
+                                       particle(pt_grow,   PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*125, qd*cl_particles_smoke_alphafade.value*125, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 7, 0, 0, 0, 0, 0);
+                                       particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*288, qd*cl_particles_smoke_alphafade.value*1400, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
                                }
                                if (bubbles)
-                               {
-                                       r = lhrandom(1, 2);
-                                       particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, r, r, lhrandom(64, 255), 256, 9999, -0.25, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, (1.0 / 16.0), 0);
-                               }
+                                       particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 2, 2, qd*lhrandom(64, 255), qd*256, 9999, -0.25, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, (1.0 / 16.0), 0);
                                break;
 
                        case 1: // grenade trail
                                // FIXME: make it gradually stop smoking
-                               dec = 3;
-                               if (cl_particles.integer && cl_particles_smoke.integer)
-                               {
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 96, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
-                               }
+                               dec = qd*3;
+                               if (smoke)
+                                       particle(pt_grow, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*100, qd*cl_particles_smoke_alphafade.value*100, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 7, 0, 0, 0, 0, 0);
                                break;
 
 
                        case 2: // blood
                        case 4: // slight blood
-                               dec = cl_particles_blood_size.value;
+                               dec = qd*16;
                                if (blood)
-                               {
-                                       particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, cl_particles_blood_alpha.value * 255.0f * 0.5, 9999, 0, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
-                               }
+                                       particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 9999, 0, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
                                break;
 
                        case 3: // green tracer
-                               dec = 6;
+                               dec = qd*6;
                                if (smoke)
                                {
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
+                                       if (gamemode == GAME_GOODVSBAD2)
+                                               particle(pt_static, PARTICLE_BILLBOARD, 0x00002E, 0x000030, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
+                                       else
+                                               particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
                                }
                                break;
 
                        case 5: // flame tracer
-                               dec = 6;
+                               dec = qd*6;
                                if (smoke)
-                               {
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
-                               }
+                                       particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
                                break;
 
                        case 6: // voor trail
-                               dec = 6;
+                               dec = qd*6;
                                if (smoke)
                                {
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
+                                       if (gamemode == GAME_GOODVSBAD2)
+                                               particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0 + (rand()&255)], particlepalette[0 + (rand()&255)], tex_particle, false, PBLEND_ALPHA, 6, 6, qd*255, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
+                                       else
+                                               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
-                               dec = 7;
+                               dec = qd*7;
                                if (smoke)
-                               {
-                                       particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, false, dec, dec, 64, 320, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
-                               }
+                                       particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, PBLEND_ALPHA, 7, 7, qd*64, qd*320, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
+                               break;
+                       case 8: // Nexuiz plasma trail
+                               dec = qd*4;
+                               if (smoke)
+                                       particle(pt_static, PARTICLE_BILLBOARD, 0x283880, 0x283880, tex_particle, false, PBLEND_ADD, 4, 4, qd*255, qd*1024, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
                                break;
                }
 
@@ -1006,27 +1162,68 @@ void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
 
 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
 {
+       float dec, len;
        vec3_t vec, pos;
-       int len;
        if (!cl_particles.integer) return;
        if (!cl_particles_smoke.integer) return;
 
        VectorCopy(start, pos);
-       VectorSubtract (end, start, vec);
+       VectorSubtract(end, start, vec);
 #ifdef WORKINGLQUAKE
-       len = (int) (VectorNormalize (vec) * (1.0f / 3.0f));
+       len = VectorNormalize(vec);
 #else
-       len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
+       len = VectorNormalizeLength(vec);
 #endif
-       VectorScale(vec, 3, vec);
        color = particlepalette[color];
-       while (len--)
+       dec = 3.0f / cl_particles_quality.value;
+       while (len > 0)
        {
-               particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
-               VectorAdd (pos, vec, pos);
+               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);
+}
 
 /*
 ===============
@@ -1038,6 +1235,11 @@ void CL_MoveParticles (void)
        particle_t *p;
        int i, activeparticles, maxparticle, j, a, pressureused = false, content;
        float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
+#ifdef WORKINGLQUAKE
+       void *hitent;
+#else
+       entity_render_t *hitent;
+#endif
 
        // LordHavoc: early out condition
        if (!cl_numparticles)
@@ -1061,20 +1263,49 @@ void CL_MoveParticles (void)
                VectorCopy(p->org, p->oldorg);
                VectorMA(p->org, frametime, p->vel, p->org);
                VectorCopy(p->org, org);
-#ifndef WORKINGLQUAKE
                if (p->bounce)
                {
-                       if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true, NULL) < 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...)
+#ifndef WORKINGLQUAKE
                                        if (cl_stainmaps.integer)
                                                R_Stain(v, 32, 32, 16, 16, p->alpha * p->scalex * (1.0f / 40.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 40.0f));
-                                       p->die = -1;
-                                       freeparticles[j++] = p;
-                                       continue;
+#endif
+                                       if (cl_decals.integer)
+                                       {
+                                               p->type = pt_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
                                {
@@ -1085,14 +1316,13 @@ void CL_MoveParticles (void)
                                }
                        }
                }
-#endif
                p->vel[2] -= p->gravity * gravity;
                p->alpha -= p->alphafade * frametime;
                if (p->friction)
                {
                        f = p->friction * frametime;
                        if (!content)
-                               content = Mod_PointContents(p->org, cl.worldmodel);
+                               content = CL_PointContents(p->org);
                        if (content != CONTENTS_EMPTY)
                                f *= 4;
                        f = 1.0f - f;
@@ -1105,14 +1335,14 @@ void CL_MoveParticles (void)
                        {
                        case pt_blood:
                                if (!content)
-                                       content = Mod_PointContents(p->org, cl.worldmodel);
+                                       content = CL_PointContents(p->org);
                                a = content;
                                if (a != CONTENTS_EMPTY)
                                {
                                        if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
                                        {
-                                               p->scalex += frametime * cl_particles_blood_size.value;
-                                               p->scaley += frametime * cl_particles_blood_size.value;
+                                               p->scalex += frametime * 8;
+                                               p->scaley += frametime * 8;
                                                //p->alpha -= bloodwaterfade;
                                        }
                                        else
@@ -1123,7 +1353,7 @@ void CL_MoveParticles (void)
                                break;
                        case pt_bubble:
                                if (!content)
-                                       content = Mod_PointContents(p->org, cl.worldmodel);
+                                       content = CL_PointContents(p->org);
                                if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
                                {
                                        p->die = -1;
@@ -1140,13 +1370,44 @@ void CL_MoveParticles (void)
                                        p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
                                }
                                if (!content)
-                                       content = Mod_PointContents(p->org, cl.worldmodel);
+                                       content = CL_PointContents(p->org);
                                a = content;
                                if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
                                        p->die = -1;
                                break;
+                       case pt_grow:
+                               p->scalex += frametime * p->time2;
+                               p->scaley += frametime * p->time2;
+                               break;
+                       case pt_decal:
+#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
+                               if (cl.time > p->time2)
+                               {
+                                       p->alphafade = p->alpha / (p->die - cl.time);
+                                       p->type = pt_decalfade;
+                               }
+                               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:
-                               printf("unknown particle type %i\n", p->type);
+                               Con_Printf("unknown particle type %i\n", p->type);
                                p->die = -1;
                                break;
                        }
@@ -1207,6 +1468,7 @@ void CL_MoveParticles (void)
 // particletexture_t is a rectangle in the particlefonttexture
 typedef struct
 {
+       rtexture_t *texture;
        float s1, t1, s2, t2;
 }
 particletexture_t;
@@ -1254,33 +1516,91 @@ static qbyte shadebubble(float dx, float dy, vec3_t light)
                return 0;
 }
 
-static void setuptex(int cltexnum, int rtexnum, qbyte *data, qbyte *particletexturedata)
+static void setuptex(int texnum, qbyte *data, qbyte *particletexturedata)
 {
        int basex, basey, y;
-       basex = ((rtexnum >> 0) & 7) * 32;
-       basey = ((rtexnum >> 3) & 7) * 32;
-       particletexture[cltexnum].s1 = (basex + 1) / 256.0f;
-       particletexture[cltexnum].t1 = (basey + 1) / 256.0f;
-       particletexture[cltexnum].s2 = (basex + 31) / 256.0f;
-       particletexture[cltexnum].t2 = (basey + 31) / 256.0f;
+       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);
 }
 
+void particletextureblotch(qbyte *data, float radius, float red, float green, float blue, float alpha)
+{
+       int x, y;
+       float cx, cy, dx, dy, f, iradius;
+       qbyte *d;
+       cx = lhrandom(radius + 1, 30 - radius);
+       cy = lhrandom(radius + 1, 30 - radius);
+       iradius = 1.0f / radius;
+       alpha *= (1.0f / 255.0f);
+       for (y = 0;y < 32;y++)
+       {
+               for (x = 0;x < 32;x++)
+               {
+                       dx = (x - cx);
+                       dy = (y - cy);
+                       f = (1.0f - sqrt(dx * dx + dy * dy) * iradius) * alpha;
+                       if (f > 0)
+                       {
+                               d = data + (y * 32 + x) * 4;
+                               d[0] += f * (red   - d[0]);
+                               d[1] += f * (green - d[1]);
+                               d[2] += f * (blue  - d[2]);
+                       }
+               }
+       }
+}
+
+void particletextureclamp(qbyte *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
+{
+       int 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);
+       }
+}
+
+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,m;
+       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];
+       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));
 
-       // the particletexture[][] array numbers must match the cl_part.c textures
-       // smoke/blood
+       // smoke
        for (i = 0;i < 8;i++)
        {
+               memset(&data[0][0][0], 255, sizeof(data));
                do
                {
                        fractalnoise(&noise1[0][0], 64, 4);
@@ -1291,11 +1611,10 @@ static void R_InitParticleTexture (void)
                                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 * (256 - (int) (dx*dx+dy*dy)) / 256;
                                        d = (d * noise1[y][x]) >> 7;
                                        d = bound(0, d, 255);
                                        data[y][x][3] = (qbyte) d;
@@ -1305,13 +1624,13 @@ static void R_InitParticleTexture (void)
                        }
                }
                while (m < 224);
-
-               setuptex(i + 0, i + 0, &data[0][0][0], particletexturedata);
+               setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
        }
 
        // rain splash
        for (i = 0;i < 16;i++)
        {
+               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++)
@@ -1320,62 +1639,115 @@ 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, 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, 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, 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);
+       }
+
+       // blood decals
+       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, 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);
        }
-       setuptex(26, 34, &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_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
+       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++)
+               {
+                       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;
+               }
+       }
+
+       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
 }
 
@@ -1392,6 +1764,7 @@ static void r_part_shutdown(void)
 
 static void r_part_newmap(void)
 {
+       cl_numparticles = 0;
 }
 
 void R_Particles_Init (void)
@@ -1410,50 +1783,42 @@ void R_InitParticles(void)
        CL_Particles_Init();
        R_Particles_Init();
 }
-
-float varray_vertex[16];
 #endif
 
+float particle_vertex3f[12], particle_texcoord2f[8];
+
+#ifdef WORKINGLQUAKE
+void R_DrawParticle(particle_t *p)
+{
+#else
 void R_DrawParticleCallback(const void *calldata1, int calldata2)
 {
-       int additive, texnum, orientation;
-       float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
-       particletexture_t *tex;
-#ifndef WORKINGLQUAKE
+       const particle_t *p = calldata1;
        rmeshstate_t m;
 #endif
-       const particle_t *p = calldata1;
+       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);
-       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;
 
-#ifdef WORKINGLQUAKE
-       if (additive)
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-       else
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-#else
-       memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       if (additive)
-               m.blendfunc2 = GL_ONE;
-       else
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       m.tex[0] = R_GetTexture(particlefonttexture);
-       R_Mesh_Matrix(&r_identitymatrix);
-       R_Mesh_State(&m);
-#endif
-
-       tex = &particletexture[texnum];
+       tex = &particletexture[p->texnum];
        cr = p->color[0] * (1.0f / 255.0f);
        cg = p->color[1] * (1.0f / 255.0f);
        cb = p->color[2] * (1.0f / 255.0f);
        ca = p->alpha * (1.0f / 255.0f);
+       if (p->blendmode == PBLEND_MOD)
+       {
+               cr *= ca;
+               cg *= ca;
+               cb *= ca;
+               cr = min(cr, 1);
+               cg = min(cg, 1);
+               cb = min(cb, 1);
+               ca = 1;
+       }
+
 #ifndef WORKINGLQUAKE
-       if (fogenabled)
+       if (fogenabled && p->blendmode != PBLEND_MOD)
        {
                VectorSubtract(org, r_origin, fogvec);
                fog = exp(fogdensity/DotProduct(fogvec,fogvec));
@@ -1461,7 +1826,7 @@ void R_DrawParticleCallback(const void *calldata1, int calldata2)
                cr = cr * ifog;
                cg = cg * ifog;
                cb = cb * ifog;
-               if (!additive)
+               if (p->blendmode == 0)
                {
                        cr += fogcolor[0] * fog;
                        cg += fogcolor[1] * fog;
@@ -1472,73 +1837,100 @@ void R_DrawParticleCallback(const void *calldata1, int calldata2)
        cg *= r_colorscale;
        cb *= r_colorscale;
 
-       varray_color[ 0] = varray_color[ 4] = varray_color[ 8] = varray_color[12] = cr;
-       varray_color[ 1] = varray_color[ 5] = varray_color[ 9] = varray_color[13] = cg;
-       varray_color[ 2] = varray_color[ 6] = varray_color[10] = varray_color[14] = cb;
-       varray_color[ 3] = varray_color[ 7] = varray_color[11] = varray_color[15] = ca;
-       varray_texcoord[0][0] = tex->s2;varray_texcoord[0][1] = tex->t1;
-       varray_texcoord[0][2] = tex->s1;varray_texcoord[0][3] = tex->t1;
-       varray_texcoord[0][4] = tex->s1;varray_texcoord[0][5] = tex->t2;
-       varray_texcoord[0][6] = tex->s2;varray_texcoord[0][7] = tex->t2;
-#endif
+       GL_Color(cr, cg, cb, ca);
+
+       R_Mesh_Matrix(&r_identitymatrix);
 
-       if (orientation == PARTICLE_BEAM)
+       memset(&m, 0, sizeof(m));
+       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)
        {
-               VectorMA(p->org, -p->scaley, p->vel, v);
-               VectorMA(p->org, p->scaley, p->vel, up2);
-               R_CalcBeamVerts(varray_vertex, v, up2, p->scalex);
+               if (p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
+               {
+                       // double-sided
+                       if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
+                       {
+                               VectorNegate(p->vel2, v);
+                               VectorVectors(v, right, up);
+                       }
+                       else
+                               VectorVectors(p->vel2, right, up);
+                       VectorScale(right, p->scalex, right);
+                       VectorScale(up, p->scaley, up);
+               }
+               else
+               {
+                       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 (orientation == PARTICLE_BILLBOARD)
+       else if (p->orientation == PARTICLE_SPARK)
        {
-               VectorScale(vright, p->scalex, right);
-               VectorScale(vup, p->scaley, up);
-               varray_vertex[ 0] = org[0] + right[0] - up[0];
-               varray_vertex[ 1] = org[1] + right[1] - up[1];
-               varray_vertex[ 2] = org[2] + right[2] - up[2];
-               varray_vertex[ 4] = org[0] - right[0] - up[0];
-               varray_vertex[ 5] = org[1] - right[1] - up[1];
-               varray_vertex[ 6] = org[2] - right[2] - up[2];
-               varray_vertex[ 8] = org[0] - right[0] + up[0];
-               varray_vertex[ 9] = org[1] - right[1] + up[1];
-               varray_vertex[10] = org[2] - right[2] + up[2];
-               varray_vertex[12] = org[0] + right[0] + up[0];
-               varray_vertex[13] = org[1] + right[1] + up[1];
-               varray_vertex[14] = org[2] + right[2] + up[2];
+               VectorMA(p->org, -p->scaley, p->vel, v);
+               VectorMA(p->org, p->scaley, p->vel, up2);
+               R_CalcBeam_Vertex3f(particle_vertex3f, v, up2, p->scalex);
+               particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
+               particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
+               particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
+               particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
        }
-       else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
+       else if (p->orientation == PARTICLE_BEAM)
        {
-               // double-sided
-               if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
-               {
-                       VectorNegate(p->vel2, v);
-                       VectorVectors(v, right, up);
-               }
-               else
-                       VectorVectors(p->vel2, right, up);
-               VectorScale(right, p->scalex, right);
-               VectorScale(up, p->scaley, up);
-               varray_vertex[ 0] = org[0] + right[0] - up[0];
-               varray_vertex[ 1] = org[1] + right[1] - up[1];
-               varray_vertex[ 2] = org[2] + right[2] - up[2];
-               varray_vertex[ 4] = org[0] - right[0] - up[0];
-               varray_vertex[ 5] = org[1] - right[1] - up[1];
-               varray_vertex[ 6] = org[2] - right[2] - up[2];
-               varray_vertex[ 8] = org[0] - right[0] + up[0];
-               varray_vertex[ 9] = org[1] - right[1] + up[1];
-               varray_vertex[10] = org[2] - right[2] + up[2];
-               varray_vertex[12] = org[0] + right[0] + up[0];
-               varray_vertex[13] = org[1] + right[1] + up[1];
-               varray_vertex[14] = org[2] + right[2] + up[2];
+               R_CalcBeam_Vertex3f(particle_vertex3f, p->org, p->vel2, p->scalex);
+               VectorSubtract(p->vel2, p->org, up);
+               VectorNormalizeFast(up);
+               v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) - cl.time * 0.25;
+               v[1] = DotProduct(p->vel2, up) * (1.0f / 64.0f) - cl.time * 0.25;
+               particle_texcoord2f[0] = 1;particle_texcoord2f[1] = v[0];
+               particle_texcoord2f[2] = 0;particle_texcoord2f[3] = v[0];
+               particle_texcoord2f[4] = 0;particle_texcoord2f[5] = v[1];
+               particle_texcoord2f[6] = 1;particle_texcoord2f[7] = v[1];
        }
        else
-               Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
+               Host_Error("R_DrawParticles: unknown particle orientation %i\n", p->orientation);
+
 #if WORKINGLQUAKE
-       glBegin(GL_QUADS);
+       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);
-       glTexCoord2f(tex->s2, tex->t1);glVertex3f(varray_vertex[ 0], varray_vertex[ 1], varray_vertex[ 2]);
-       glTexCoord2f(tex->s1, tex->t1);glVertex3f(varray_vertex[ 4], varray_vertex[ 5], varray_vertex[ 6]);
-       glTexCoord2f(tex->s1, tex->t2);glVertex3f(varray_vertex[ 8], varray_vertex[ 9], varray_vertex[10]);
-       glTexCoord2f(tex->s2, tex->t2);glVertex3f(varray_vertex[12], varray_vertex[13], varray_vertex[14]);
+       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);
@@ -1551,28 +1943,33 @@ void R_DrawParticles (void)
        float minparticledist;
        particle_t *p;
 
+#ifdef WORKINGLQUAKE
+       CL_MoveParticles();
+#endif
+
        // LordHavoc: early out conditions
        if ((!cl_numparticles) || (!r_drawparticles.integer))
                return;
 
-       minparticledist = DotProduct(r_origin, vpn) + 16.0f;
+       minparticledist = DotProduct(r_origin, vpn) + 4.0f;
 
 #ifdef WORKINGLQUAKE
-       // helper code if anyone wants to port this to stock glquake engines
        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_DrawParticleCallback(p, 0);
-       // helper code if anyone wants to port this to stock glquake engines
+                       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)
+               if (DotProduct(p->org, vpn) >= minparticledist || p->orientation == PARTICLE_BEAM)
                        R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
 #endif
 }