]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_part.c
added newmap function to render modules (so explosions and other things are reset...
[xonotic/darkplaces.git] / r_part.c
index 914e54ea029a5ea151e763526fa668bf259dcb4b..2e3f8f361ff33c57f3584374f36115de202ac312 100644 (file)
--- a/r_part.c
+++ b/r_part.c
@@ -20,241 +20,251 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-#define MAX_PARTICLES                  4096    // default max # of particles at one
-                                                                               //  time
-#define ABSOLUTE_MIN_PARTICLES 512             // no fewer than this no matter what's
-                                                                               //  on the command line
+#define MAX_PARTICLES                  16384   // default max # of particles at one time
+#define ABSOLUTE_MIN_PARTICLES 512             // no fewer than this no matter what's on the command line
+
+// LordHavoc: added dust, smoke, snow, bloodcloud, and many others
+typedef enum
+{
+       pt_static, pt_grav, pt_slowgrav, pt_blob, pt_blob2, pt_bulletsmoke, pt_smoke, pt_snow, pt_rain, pt_spark, pt_bubble, pt_fade, pt_steam, pt_splash, pt_splashpuff, pt_flame/*, pt_decal*/, pt_blood, pt_oneframe, pt_lavasplash
+}
+ptype_t;
+
+typedef struct particle_s
+{
+       vec3_t          org;
+       float           color;
+       vec3_t          vel;
+       float           die;
+       ptype_t         type;
+       float           scale;
+       rtexture_t      *tex;
+       byte            dynlight; // if set the particle will be dynamically lit (if r_dynamicparticles is on), used for smoke and blood
+       byte            rendermode; // a TPOLYTYPE_ value
+       byte            pad1;
+       byte            pad2;
+       float           alpha; // 0-255
+       float           time2; // used for various things (snow fluttering, for example)
+       float           bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical of bouncing particles)
+       vec3_t          oldorg;
+       vec3_t          vel2; // used for snow fluttering (base velocity, wind for instance)
+//     vec3_t          direction; // used by decals
+//     vec3_t          decalright; // used by decals
+//     vec3_t          decalup; // used by decals
+}
+particle_t;
+
+float TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
 
 int            ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
 int            ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
-int            ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
+int            ramp3[8] = {0x6d, 0x6b, 0x06, 0x05, 0x04, 0x03, 0x02, 0x01};
 
-int            particletexture;
-int            smokeparticletexture[8];
-int            flareparticletexture;
-int            rainparticletexture;
-int            bloodcloudparticletexture;
-int            bubbleparticletexture;
-
-particle_t     *active_particles, *free_particles;
+rtexture_t *particletexture;
+rtexture_t *smokeparticletexture[8];
+rtexture_t *rainparticletexture;
+rtexture_t *bubbleparticletexture;
+rtexture_t *bulletholetexture[8];
 
 particle_t     *particles;
 int                    r_numparticles;
 
 vec3_t                 r_pright, r_pup, r_ppn;
 
-cvar_t r_particles = {"r_particles", "1"};
-cvar_t r_dynamicparticles = {"r_dynamicparticles", "1"};
+int                    numparticles;
+particle_t     **freeparticles; // list used only in compacting particles array
 
-void fractalnoise(char *noise, int size);
-void fractalnoise_zeroedge(char *noise, int size);
+cvar_t r_particles = {"r_particles", "1", true};
+cvar_t r_drawparticles = {"r_drawparticles", "1"};
+cvar_t r_particles_lighting = {"r_particles_lighting", "1", true};
+cvar_t r_particles_bloodshowers = {"r_particles_bloodshowers", "1", true};
+cvar_t r_particles_blood = {"r_particles_blood", "1", true};
+cvar_t r_particles_smoke = {"r_particles_smoke", "1", true};
+cvar_t r_particles_sparks = {"r_particles_sparks", "1", true};
+cvar_t r_particles_bubbles = {"r_particles_bubbles", "1", true};
 
-void R_InitParticleTexture (void)
+byte shadebubble(float dx, float dy, vec3_t light)
 {
-       int             x,y,d,i;
-       float   dx, dy, dz, f, dot;
-       byte    data[32][32][4], noise1[32][32], noise2[32][32];
-       vec3_t  normal, light;
+       float   dz, f, dot;
+       vec3_t  normal;
+       dz = 1 - (dx*dx+dy*dy);
+       if (dz > 0) // it does hit the sphere
+       {
+               f = 0;
+               // back side
+               normal[0] = dx;normal[1] = dy;normal[2] = dz;
+               VectorNormalize(normal);
+               dot = DotProduct(normal, light);
+               if (dot > 0.5) // interior reflection
+                       f += ((dot *  2) - 1);
+               else if (dot < -0.5) // exterior reflection
+                       f += ((dot * -2) - 1);
+               // front side
+               normal[0] = dx;normal[1] = dy;normal[2] = -dz;
+               VectorNormalize(normal);
+               dot = DotProduct(normal, light);
+               if (dot > 0.5) // interior reflection
+                       f += ((dot *  2) - 1);
+               else if (dot < -0.5) // exterior reflection
+                       f += ((dot * -2) - 1);
+               f *= 128;
+               f += 16; // just to give it a haze so you can see the outline
+               f = bound(0, f, 255);
+               return (byte) f;
+       }
+       else
+               return 0;
+}
 
-       particletexture = texture_extension_number++;
-       glBindTexture(GL_TEXTURE_2D, particletexture);
+void R_InitParticleTexture (void)
+{
+       int             x,y,d,i,m;
+       float   dx, dy;
+       byte    data[32][32][4], noise1[64][64], noise2[64][64];
+       vec3_t  light;
 
-       for (x=0 ; x<32 ; x++)
+       for (y = 0;y < 32;y++)
        {
-               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;
-                       dy = y - 16;
-                       d = (255 - (dx*dx+dy*dy));
-                       if (d < 0) d = 0;
+                       d = (256 - (dx*dx+dy*dy));
+                       d = bound(0, d, 255);
                        data[y][x][3] = (byte) d;
                }
        }
-       glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
-
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
+       particletexture = R_LoadTexture ("particletexture", 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
 
        for (i = 0;i < 8;i++)
        {
-               fractalnoise(&noise1[0][0], 32);
-               fractalnoise(&noise2[0][0], 32);
-               for (y = 0;y < 32;y++)
-                       for (x = 0;x < 32;x++)
+               do
+               {
+                       fractalnoise(&noise1[0][0], 64, 4);
+                       fractalnoise(&noise2[0][0], 64, 8);
+                       m = 0;
+                       for (y = 0;y < 32;y++)
                        {
-                               data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
-                               dx = x - 16;
                                dy = y - 16;
-                               d = noise2[y][x] * 4 - 512;
-                               if (d > 0)
+                               for (x = 0;x < 32;x++)
                                {
-                                       if (d > 255)
-                                               d = 255;
-                                       d = (d * (255 - (int) (dx*dx+dy*dy))) >> 8;
-                                       if (d < 0) d = 0;
-                                       if (d > 255) d = 255;
+                                       d = (noise1[y][x] - 128) * 2 + 128;
+                                       d = bound(0, d, 255);
+                                       data[y][x][0] = data[y][x][1] = data[y][x][2] = d;
+                                       dx = x - 16;
+                                       d = (noise2[y][x] - 128) * 4 + 128;
+                                       if (d > 0)
+                                               d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
+                                       d = bound(0, d, 255);
                                        data[y][x][3] = (byte) d;
+                                       if (m < d)
+                                               m = d;
                                }
-                               else
-                                       data[y][x][3] = 0;
-                       }
-
-               /*
-               for (x=0 ; x<34 ; x+=2)
-                       for (y=0 ; y<34 ; y+=2)
-                               data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%32)+192;
-               for (x=0 ; x<32 ; x+=2)
-                       for (y=0 ; y<32 ; y+=2)
-                       {
-                               data[y  ][x+1][0] = data[y  ][x+1][1] = data[y  ][x+1][2] = (int) (data[y  ][x  ][0] + data[y  ][x+2][0]) >> 1;
-                               data[y+1][x  ][0] = data[y+1][x  ][1] = data[y+1][x  ][2] = (int) (data[y  ][x  ][0] + data[y+2][x  ][0]) >> 1;
-                               data[y+1][x+1][0] = data[y+1][x+1][1] = data[y+1][x+1][2] = (int) (data[y  ][x  ][0] + data[y  ][x+2][0] + data[y+2][x  ][0] + data[y+2][x+2][0]) >> 2;
-                       }
-               for (x=0 ; x<32 ; x++)
-               {
-                       for (y=0 ; y<32 ; y++)
-                       {
-                               //data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%192)+32;
-                               dx = x - 16;
-                               dy = y - 16;
-                               d = (255 - (dx*dx+dy*dy));
-                               if (d < 0) d = 0;
-                               data[y][x][3] = (byte) d;
                        }
                }
-               */
-               smokeparticletexture[i] = texture_extension_number++;
-               glBindTexture(GL_TEXTURE_2D, smokeparticletexture[i]);
-               glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
-               glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+               while (m < 224);
+
+               smokeparticletexture[i] = R_LoadTexture (va("smokeparticletexture%d", i), 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
        }
 
-       fractalnoise(&noise1[0][0], 32);
-       fractalnoise(&noise2[0][0], 32);
+       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] = (noise1[y][x] >> 1) + 128;
-                       dx = x - 16;
-                       dy = y - 16;
-                       d = (noise2[y][x] * (255 - (dx*dx+dy*dy))) * (1.0f / 255.0f);
-                       if (d < 0) d = 0;
-                       if (d > 255) d = 255;
-                       data[y][x][3] = (byte) d;
+                       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);
                }
+       }
+       rainparticletexture = R_LoadTexture ("rainparticletexture", 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
 
-       bloodcloudparticletexture = texture_extension_number++;
-       glBindTexture(GL_TEXTURE_2D, bloodcloudparticletexture);
-       glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
-       flareparticletexture = texture_extension_number++;
-       glBindTexture(GL_TEXTURE_2D, flareparticletexture);
-
-       for (x=0 ; x<32 ; x++)
+       light[0] = 1;light[1] = 1;light[2] = 1;
+       VectorNormalize(light);
+       for (y = 0;y < 32;y++)
        {
-               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;
-                       dx = x - 16;
-                       dy = y - 16;
-                       d = 2048 / (dx*dx+dy*dy+1) - 32;
-                       d = bound(0, d, 255);
-                       data[y][x][3] = (byte) d;
+                       data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
                }
        }
-       glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
-
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+       bubbleparticletexture = R_LoadTexture ("bubbleparticletexture", 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
 
-       rainparticletexture = texture_extension_number++;
-       glBindTexture(GL_TEXTURE_2D, rainparticletexture);
-
-       for (x=0 ; x<32 ; x++)
+       for (i = 0;i < 8;i++)
        {
-               for (y=0 ; y<32 ; y++)
+               float p[32][32];
+               fractalnoise(&noise1[0][0], 64, 8);
+               for (y = 0;y < 32;y++)
+                       for (x = 0;x < 32;x++)
+                               p[y][x] = (noise1[y][x] / 8.0f) - 64.0f;
+               for (m = 0;m < 32;m++)
                {
-                       data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-                       if (y < 24) // stretch the upper half to make a raindrop
+                       int j;
+                       float fx, fy, f;
+                       fx = lhrandom(14, 18);
+                       fy = lhrandom(14, 18);
+                       do
                        {
-                               dx = (x - 16)*2;
-                               dy = (y - 24)*2/3;
-                               d = (255 - (dx*dx+dy*dy))/2;
+                               dx = lhrandom(-1, 1);
+                               dy = lhrandom(-1, 1);
+                               f = (dx * dx + dy * dy);
                        }
-                       else
+                       while(f < 0.125f || f > 1.0f);
+                       f = (m + 1) / 40.0f; //lhrandom(0.0f, 1.0);
+                       dx *= 1.0f / 32.0f;
+                       dy *= 1.0f / 32.0f;
+                       for (j = 0;f > 0 && j < (32 * 14);j++)
                        {
-                               dx = (x - 16)*2;
-                               dy = (y - 24)*2;
-                               d = (255 - (dx*dx+dy*dy))/2;
+                               y = fy;
+                               x = fx;
+                               fx += dx;
+                               fy += dy;
+                               p[y - 1][x - 1] += f * 0.125f;
+                               p[y - 1][x    ] += f * 0.25f;
+                               p[y - 1][x + 1] += f * 0.125f;
+                               p[y    ][x - 1] += f * 0.25f;
+                               p[y    ][x    ] += f;
+                               p[y    ][x + 1] += f * 0.25f;
+                               p[y + 1][x - 1] += f * 0.125f;
+                               p[y + 1][x    ] += f * 0.25f;
+                               p[y + 1][x + 1] += f * 0.125f;
+//                             f -= (0.5f / (32 * 16));
                        }
-                       if (d < 0) d = 0;
-                       data[y][x][3] = (byte) d;
                }
-       }
-       glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
-
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
-       bubbleparticletexture = texture_extension_number++;
-       glBindTexture(GL_TEXTURE_2D, bubbleparticletexture);
-
-       light[0] = 1;light[1] = 1;light[2] = 1;
-       VectorNormalize(light);
-       for (x=0 ; x<32 ; x++)
-       {
-               for (y=0 ; y<32 ; y++)
+               for (y = 0;y < 32;y++)
                {
-                       data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-                       dx = x * (1.0 / 16.0) - 1.0;
-                       dy = y * (1.0 / 16.0) - 1.0;
-                       if (dx*dx+dy*dy < 1) // it does hit the sphere
+                       for (x = 0;x < 32;x++)
                        {
-                               dz = 1 - (dx*dx+dy*dy);
-                               f = 0;
-                               // back side
-                               normal[0] = dx;normal[1] = dy;normal[2] = dz;
-                               VectorNormalize(normal);
-                               dot = DotProduct(normal, light);
-                               if (dot > 0.5) // interior reflection
-                                       f += ((dot *  2) - 1);
-                               else if (dot < -0.5) // exterior reflection
-                                       f += ((dot * -2) - 1);
-                               // front side
-                               normal[0] = dx;normal[1] = dy;normal[2] = -dz;
-                               VectorNormalize(normal);
-                               dot = DotProduct(normal, light);
-                               if (dot > 0.5) // interior reflection
-                                       f += ((dot *  2) - 1);
-                               else if (dot < -0.5) // exterior reflection
-                                       f += ((dot * -2) - 1);
-                               f *= 64;
-                               f = bound(0, f, 255);
-                               data[y][x][3] = (byte) f;
+                               m = p[y][x];
+                               data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+                               data[y][x][3] = (byte) bound(0, m, 255);
                        }
-                       else
-                               data[y][x][3] = 0;
                }
+
+               bulletholetexture[i] = R_LoadTexture (va("bulletholetexture%d", i), 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
        }
-       glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+}
 
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+void r_part_start()
+{
+       particles = (particle_t *) qmalloc(r_numparticles * sizeof(particle_t));
+       freeparticles = (void *) qmalloc(r_numparticles * sizeof(particle_t *));
+       numparticles = 0;
+       R_InitParticleTexture ();
+}
+
+void r_part_shutdown()
+{
+       numparticles = 0;
+       qfree(particles);
+       qfree(freeparticles);
+}
 
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+void r_part_newmap()
+{
+       numparticles = 0;
 }
 
 /*
@@ -262,7 +272,8 @@ void R_InitParticleTexture (void)
 R_InitParticles
 ===============
 */
-void R_InitParticles (void)
+void R_ReadPointFile_f (void);
+void R_Particles_Init (void)
 {
        int             i;
 
@@ -279,11 +290,122 @@ void R_InitParticles (void)
                r_numparticles = MAX_PARTICLES;
        }
 
-       particles = (particle_t *) Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
+       Cmd_AddCommand ("pointfile", R_ReadPointFile_f);        
 
        Cvar_RegisterVariable (&r_particles);
-       Cvar_RegisterVariable (&r_dynamicparticles);
-       R_InitParticleTexture ();
+       Cvar_RegisterVariable (&r_drawparticles);
+       Cvar_RegisterVariable (&r_particles_lighting);
+       Cvar_RegisterVariable (&r_particles_bloodshowers);
+       Cvar_RegisterVariable (&r_particles_blood);
+       Cvar_RegisterVariable (&r_particles_smoke);
+       Cvar_RegisterVariable (&r_particles_sparks);
+       Cvar_RegisterVariable (&r_particles_bubbles);
+
+       R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
+}
+
+//void particle(int ptype, int pcolor, int ptex, int prendermode, int plight, float pscale, float palpha, float ptime, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz)
+#define particle(ptype, pcolor, ptex, prendermode, plight, pscale, palpha, ptime, pbounce, px, py, pz, pvx, pvy, pvz)\
+{\
+       particle_t      *part;\
+       if (numparticles >= r_numparticles)\
+               return;\
+       part = &particles[numparticles++];\
+       part->type = (ptype);\
+       part->color = (pcolor);\
+       part->tex = (ptex);\
+       part->dynlight = (plight);\
+       part->rendermode = (prendermode);\
+       part->scale = (pscale);\
+       part->alpha = (palpha);\
+       part->die = cl.time + (ptime);\
+       part->bounce = (pbounce);\
+       part->org[0] = (px);\
+       part->org[1] = (py);\
+       part->org[2] = (pz);\
+       part->vel[0] = (pvx);\
+       part->vel[1] = (pvy);\
+       part->vel[2] = (pvz);\
+       part->time2 = 0;\
+       part->vel2[0] = part->vel2[1] = part->vel2[2] = 0;\
+}
+/*
+#define particle2(ptype, pcolor, ptex, prendermode, plight, pscale, palpha, ptime, pbounce, pbase, poscale, pvscale)\
+{\
+       particle_t      *part;\
+       if (numparticles >= r_numparticles)\
+               return;\
+       part = &particles[numparticles++];\
+       part->type = (ptype);\
+       part->color = (pcolor);\
+       part->tex = (ptex);\
+       part->dynlight = (plight);\
+       part->rendermode = (prendermode);\
+       part->scale = (pscale);\
+       part->alpha = (palpha);\
+       part->die = cl.time + (ptime);\
+       part->bounce = (pbounce);\
+       part->org[0] = lhrandom(-(poscale), (poscale)) + (pbase)[0];\
+       part->org[1] = lhrandom(-(poscale), (poscale)) + (pbase)[1];\
+       part->org[2] = lhrandom(-(poscale), (poscale)) + (pbase)[2];\
+       part->vel[0] = lhrandom(-(pvscale), (pvscale));\
+       part->vel[1] = lhrandom(-(pvscale), (pvscale));\
+       part->vel[2] = lhrandom(-(pvscale), (pvscale));\
+       part->time2 = 0;\
+       part->vel2[0] = part->vel2[1] = part->vel2[2] = 0;\
+}
+*/
+/*
+#define particle3(ptype, pcolor, ptex, prendermode, plight, pscale, palpha, ptime, pbounce, pbase, pscalex, pscaley, pscalez, pvscalex, pvscaley, pvscalez)\
+{\
+       particle_t      *part;\
+       if (numparticles >= r_numparticles)\
+               return;\
+       part = &particles[numparticles++];\
+       part->type = (ptype);\
+       part->color = (pcolor);\
+       part->tex = (ptex);\
+       part->dynlight = (plight);\
+       part->rendermode = (prendermode);\
+       part->scale = (pscale);\
+       part->alpha = (palpha);\
+       part->die = cl.time + (ptime);\
+       part->bounce = (pbounce);\
+       part->org[0] = lhrandom(-(pscalex), (pscalex)) + (pbase)[0];\
+       part->org[1] = lhrandom(-(pscaley), (pscaley)) + (pbase)[1];\
+       part->org[2] = lhrandom(-(pscalez), (pscalez)) + (pbase)[2];\
+       part->vel[0] = lhrandom(-(pvscalex), (pvscalex));\
+       part->vel[1] = lhrandom(-(pvscaley), (pvscaley));\
+       part->vel[2] = lhrandom(-(pvscalez), (pvscalez));\
+       part->time2 = 0;\
+       part->vel2[0] = part->vel2[1] = part->vel2[2] = 0;\
+}
+*/
+#define particle4(ptype, pcolor, ptex, prendermode, plight, pscale, palpha, ptime, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2)\
+{\
+       particle_t      *part;\
+       if (numparticles >= r_numparticles)\
+               return;\
+       part = &particles[numparticles++];\
+       part->type = (ptype);\
+       part->color = (pcolor);\
+       part->tex = (ptex);\
+       part->dynlight = (plight);\
+       part->rendermode = (prendermode);\
+       part->scale = (pscale);\
+       part->alpha = (palpha);\
+       part->die = cl.time + (ptime);\
+       part->bounce = (pbounce);\
+       part->org[0] = (px);\
+       part->org[1] = (py);\
+       part->org[2] = (pz);\
+       part->vel[0] = (pvx);\
+       part->vel[1] = (pvy);\
+       part->vel[2] = (pvz);\
+       part->time2 = (ptime2);\
+       part->vel2[0] = (pvx2);\
+       part->vel2[1] = (pvy2);\
+       part->vel2[2] = (pvz2);\
 }
 
 /*
@@ -291,35 +413,23 @@ void R_InitParticles (void)
 R_EntityParticles
 ===============
 */
-
-#define NUMVERTEXNORMALS       162
-extern float   r_avertexnormals[NUMVERTEXNORMALS][3];
-vec3_t avelocities[NUMVERTEXNORMALS];
-float  beamlength = 16;
-vec3_t avelocity = {23, 7, 3};
-float  partstep = 0.01;
-float  timescale = 0.01;
-
 void R_EntityParticles (entity_t *ent)
 {
-       int                     count;
        int                     i;
-       particle_t      *p;
        float           angle;
-       float           sr, sp, sy, cr, cp, cy;
+       float           sp, sy, cp, cy;
        vec3_t          forward;
        float           dist;
+       float           beamlength;
+       static vec3_t avelocities[NUMVERTEXNORMALS];
        if (!r_particles.value) return; // LordHavoc: particles are optional
        
        dist = 64;
-       count = 50;
-
-if (!avelocities[0][0])
-{
-for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
-avelocities[0][i] = (rand()&255) * 0.01;
-}
+       beamlength = 16;
 
+       if (!avelocities[0][0])
+               for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
+                       avelocities[0][i] = (rand()&255) * 0.01;
 
        for (i=0 ; i<NUMVERTEXNORMALS ; i++)
        {
@@ -329,60 +439,22 @@ avelocities[0][i] = (rand()&255) * 0.01;
                angle = cl.time * avelocities[i][1];
                sp = sin(angle);
                cp = cos(angle);
-               angle = cl.time * avelocities[i][2];
-               sr = sin(angle);
-               cr = cos(angle);
        
                forward[0] = cp*cy;
                forward[1] = cp*sy;
                forward[2] = -sp;
 
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-
-               p->texnum = flareparticletexture;
-               p->scale = 2;
-               p->alpha = 255;
-               p->die = cl.time + 0.01;
-               p->color = 0x6f;
-               p->type = pt_explode;
-               
-               p->org[0] = ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength;                       
-               p->org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength;                       
-               p->org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength;                       
+               particle(pt_oneframe, 0x6f, particletexture, TPOLYTYPE_ALPHA, false, 2, 255, 9999, 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);
        }
 }
 
 
-/*
-===============
-R_ClearParticles
-===============
-*/
-void R_ClearParticles (void)
-{
-       int             i;
-       
-       free_particles = &particles[0];
-       active_particles = NULL;
-
-       for (i=0 ;i<r_numparticles ; i++)
-               particles[i].next = &particles[i+1];
-       particles[r_numparticles-1].next = NULL;
-}
-
-
 void R_ReadPointFile_f (void)
 {
        FILE    *f;
        vec3_t  org;
        int             r;
        int             c;
-       particle_t      *p;
        char    name[MAX_OSPATH];
        
        sprintf (name,"maps/%s.pts", sv.name);
@@ -396,31 +468,19 @@ void R_ReadPointFile_f (void)
        
        Con_Printf ("Reading %s...\n", name);
        c = 0;
-       for ( ;; )
+       for (;;)
        {
                r = fscanf (f,"%f %f %f\n", &org[0], &org[1], &org[2]);
                if (r != 3)
                        break;
                c++;
                
-               if (!free_particles)
+               if (numparticles >= r_numparticles)
                {
                        Con_Printf ("Not enough free particles\n");
                        break;
                }
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-               
-               p->texnum = particletexture;
-               p->scale = 2;
-               p->alpha = 255;
-               p->die = 99999;
-               p->color = (-c)&15;
-               p->type = pt_static;
-               VectorCopy (vec3_origin, p->vel);
-               VectorCopy (org, p->org);
+               particle(pt_static, (-c)&15, particletexture, TPOLYTYPE_ALPHA, false, 2, 255, 99999, 0, org[0], org[1], org[2], 0, 0, 0);
        }
 
        fclose (f);
@@ -462,63 +522,58 @@ R_ParticleExplosion
 */
 void R_ParticleExplosion (vec3_t org, int smoke)
 {
-       int                     i, j;
-       particle_t      *p;
+       int i;
        if (!r_particles.value) return; // LordHavoc: particles are optional
-       
-       for (i=0 ; i<1024 ; i++)
+
+//     particle(pt_smoke, (rand()&7) + 8, smokeparticletexture[rand()&7], TPOLYTYPE_ALPHA, true, 30, 255, 2, org[0], org[1], org[2], 0, 0, 0);
+
+       i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
+       if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
        {
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-
-               p->texnum = particletexture;
-               p->scale = lhrandom(1,3);
-               p->alpha = rand()&255;
-               p->die = cl.time + 5;
-               p->color = ramp1[0];
-               p->ramp = lhrandom(0, 4);
-//             if (i & 1)
-//                     p->type = pt_explode;
-//             else
-//                     p->type = pt_explode2;
-               p->color = ramp1[rand()&7];
-               p->type = pt_fallfadespark;
-               for (j=0 ; j<3 ; j++)
-               {
-                       p->org[j] = org[j] + ((rand()&15)-8);
-                       p->vel[j] = lhrandom(-192, 192);
-               }
-               p->vel[2] += 160;
+               for (i = 0;i < 128;i++)
+                       particle(pt_bubble, 254, bubbleparticletexture, TPOLYTYPE_ADD, false, lhrandom(1, 2), 255, 9999, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96));
        }
-
-       if (smoke)
+       else
+               R_NewExplosion(org);
+       /*
+       else
        {
-               for (i=0 ; i<32 ; i++)
+               int j;
+//             int color;
+               float f, forg[3], fvel[3], fvel2[3];
+//             for (i = 0;i < 256;i++)
+//                     particle(pt_fallfadespark, ramp3[rand()%6], particletexture, TPOLYTYPE_ALPHA, false, 1.5, lhrandom(128, 255), 5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(0, 384));
+//             for (i = 0;i < 256;i++)
+//                     particle(pt_fallfadespark, ramp3[rand()%6], particletexture, TPOLYTYPE_ALPHA, false, 1.5, lhrandom(128, 255), 5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-150, 150), lhrandom(-150, 150), lhrandom(-150, 150));
+               for (i = 0;i < 32;i++)
                {
-                       if (!free_particles)
-                               return;
-                       p = free_particles;
-                       free_particles = p->next;
-                       p->next = active_particles;
-                       active_particles = p;
-
-                       p->texnum = smokeparticletexture[rand()&7];
-                       p->scale = 12;
-                       p->alpha = 80;
-                       p->die = cl.time + 2;
-                       p->type = pt_smoke;
-                       p->color = (rand()&7) + 8;
-                       for (j=0 ; j<3 ; j++)
+                       fvel[0] = lhrandom(-150, 150);
+                       fvel[1] = lhrandom(-150, 150);
+                       fvel[2] = lhrandom(-150, 150) + 80;
+//                     particle(pt_flamefall, 106 + (rand()%6), particletexture, TPOLYTYPE_ALPHA, false, 3, 255, 5, forg[0] + lhrandom(-5, 5), forg[1] + lhrandom(-5, 5), forg[2] + lhrandom(-5, 5), fvel2[0], fvel2[1], fvel2[2]);
+                       for (j = 0;j < 64;j++)
                        {
-                               p->org[j] = org[j] + ((rand()%96)-48);
-                               p->vel[j] = (rand()&63)-32;
+                               forg[0] = lhrandom(-20, 20) + org[0];
+                               forg[1] = lhrandom(-20, 20) + org[1];
+                               forg[2] = lhrandom(-20, 20) + org[2];
+                               fvel2[0] = fvel[0] + lhrandom(-30, 30);
+                               fvel2[1] = fvel[1] + lhrandom(-30, 30);
+                               fvel2[2] = fvel[2] + lhrandom(-30, 30);
+                               f = lhrandom(0.2, 1);
+                               fvel2[0] *= f;
+                               fvel2[1] *= f;
+                               fvel2[2] *= f;
+                               particle(pt_flamefall, 106 + (rand()%6), particletexture, TPOLYTYPE_ALPHA, false, 5, lhrandom(96, 192), 5, forg[0], forg[1], forg[2], fvel2[0], fvel2[1], fvel2[2]);
                        }
                }
+//             for (i = 0;i < 16;i++)
+//                     particle(pt_smoke, 12+(rand()&3), smokeparticletexture[rand()&7], TPOLYTYPE_ALPHA, true, 20, 192, 99, org[0] + lhrandom(-20, 20), org[1] + lhrandom(-20, 20), org[2] + lhrandom(-20, 20), 0, 0, 0);
+//             for (i = 0;i < 50;i++)
+//                     particle(pt_flamingdebris, ramp3[rand()%6], particletexture, TPOLYTYPE_ALPHA, false, 3, 255, 99, org[0] + lhrandom(-10, 10), org[1] + lhrandom(-10, 10), org[2] + lhrandom(-10, 10), lhrandom(-200, 200), lhrandom(-200, 200), lhrandom(-200, 200));
+//             for (i = 0;i < 30;i++)
+//                     particle(pt_smokingdebris, 10 + (rand()%6), particletexture, TPOLYTYPE_ALPHA, false, 2, 255, 99, org[0] + lhrandom(-10, 10), org[1] + lhrandom(-10, 10), org[2] + lhrandom(-10, 10), lhrandom(-100, 100), lhrandom(-100, 100), lhrandom(-100, 100));
        }
+       */
 }
 
 /*
@@ -529,34 +584,11 @@ R_ParticleExplosion2
 */
 void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
 {
-       int                     i, j;
-       particle_t      *p;
-       int                     colorMod = 0;
+       int                     i;
        if (!r_particles.value) return; // LordHavoc: particles are optional
 
-       for (i=0; i<512; i++)
-       {
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-
-               p->texnum = smokeparticletexture[rand()&7];
-               p->scale = 1.5;
-               p->alpha = 255;
-               p->die = cl.time + 0.3;
-               p->color = colorStart + (colorMod % colorLength);
-               colorMod++;
-
-               p->type = pt_blob;
-               for (j=0 ; j<3 ; j++)
-               {
-                       p->org[j] = org[j] + ((rand()&15)-8);
-                       p->vel[j] = lhrandom(-192, 192);
-               }
-       }
+       for (i = 0;i < 512;i++)
+               particle(pt_fade, colorStart + (i % colorLength), particletexture, TPOLYTYPE_ALPHA, false, 1.5, 255, 0.3, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192));
 }
 
 /*
@@ -567,47 +599,13 @@ R_BlobExplosion
 */
 void R_BlobExplosion (vec3_t org)
 {
-       int                     i, j;
-       particle_t      *p;
+       int                     i;
        if (!r_particles.value) return; // LordHavoc: particles are optional
        
-       for (i=0 ; i<1024 ; i++)
-       {
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-
-               p->texnum = smokeparticletexture[rand()&7];
-               p->scale = 2;
-               p->alpha = 255;
-               p->die = cl.time + 1 + (rand()&8)*0.05;
-
-               if (i & 1)
-               {
-                       p->type = pt_blob;
-                       p->color = 66 + rand()%6;
-                       for (j=0 ; j<3 ; j++)
-                       {
-                               p->org[j] = org[j] + ((rand()%32)-16);
-                               p->vel[j] = lhrandom(-128, 128);
-                       }
-               }
-               else
-               {
-                       p->type = pt_blob2;
-                       p->color = 150 + rand()%6;
-                       for (j=0 ; j<3 ; j++)
-                       {
-                               p->org[j] = org[j] + ((rand()%32)-16);
-                               p->vel[j] = lhrandom(-128, 128);
-                       }
-               }
-               p->vel[0] *= 0.25;
-               p->vel[1] *= 0.25;
-       }
+       for (i = 0;i < 256;i++)
+               particle(pt_blob,   66+(rand()%6), particletexture, TPOLYTYPE_ALPHA, false, 4, 255, 9999, 0, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(-128, 128));
+       for (i = 0;i < 256;i++)
+               particle(pt_blob2, 150+(rand()%6), particletexture, TPOLYTYPE_ALPHA, false, 4, 255, 9999, 0, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(-128, 128));
 }
 
 /*
@@ -618,8 +616,6 @@ R_RunParticleEffect
 */
 void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
 {
-       int                     j;
-       particle_t      *p;
        if (!r_particles.value) return; // LordHavoc: particles are optional
        
        if (count == 1024)
@@ -627,210 +623,96 @@ void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
                R_ParticleExplosion(org, false);
                return;
        }
-       while (count)
-       {
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-               if (count & 7)
-               {
-                       p->alpha = (count & 7) * 16 + (rand()&15);
-                       count &= ~7;
-               }
-               else
-               {
-                       p->alpha = 128;
-                       count -= 8;
-               }
-
-               p->texnum = particletexture;
-               p->scale = 6;
-               p->die = cl.time + 1; //lhrandom(0.1, 0.5);
-               p->color = (color&~7) + (rand()&7);
-               p->type = pt_fade; //static; //slowgrav;
-               for (j=0 ; j<3 ; j++)
-               {
-                       p->org[j] = org[j] + ((rand()&15)-8);
-                       p->vel[j] = dir[j]*15;// + (rand()%300)-150;
-               }
-       }
+       while (count--)
+               particle(pt_fade, color + (rand()&7), particletexture, TPOLYTYPE_ALPHA, false, 1, 128, 9999, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-15, 15), lhrandom(-15, 15), lhrandom(-15, 15));
 }
 
 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
 /*
 ===============
 R_SparkShower
-
 ===============
 */
-void R_SparkShower (vec3_t org, vec3_t dir, int count, int type)
+void R_SparkShower (vec3_t org, vec3_t dir, int count)
 {
-       int                     i, j;
-       particle_t      *p;
        if (!r_particles.value) return; // LordHavoc: particles are optional
 
-       if (!free_particles)
-               return;
-       p = free_particles;
-       free_particles = p->next;
-       p->next = active_particles;
-       active_particles = p;
-       if (type == 0) // sparks
+       R_Decal(org, bulletholetexture[rand()&7], 16, 0, 0, 0, 255);
+
+       // smoke puff
+       if (r_particles_smoke.value)
+               particle(pt_bulletsmoke, 10, smokeparticletexture[rand()&7], TPOLYTYPE_ALPHA, true, 5, 255, 9999, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16));
+
+       if (r_particles_sparks.value)
        {
-               p->texnum = smokeparticletexture[rand()&7];
-               p->scale = 15;
-               p->alpha = 64;
-               p->color = (rand()&3)+12;
-               p->type = pt_bulletpuff;
-               p->die = cl.time + 1;
-               VectorCopy(org, p->org);
-               p->vel[0] = p->vel[1] = p->vel[2] = 0;
+               // sparks
+               while(count--)
+                       particle(pt_spark, ramp3[rand()%6], particletexture, TPOLYTYPE_ADD, false, 1, lhrandom(0, 255), 9999, 1.5, org[0], org[1], org[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(0, 128));
        }
-       else // blood
+}
+
+void R_BloodPuff (vec3_t org, vec3_t vel, int count)
+{
+       // bloodcount is used to accumulate counts too small to cause a blood particle
+       static int bloodcount = 0;
+       if (!r_particles.value) return; // LordHavoc: particles are optional
+       if (!r_particles_blood.value) return;
+
+       if (count > 100)
+               count = 100;
+       bloodcount += count;
+       while(bloodcount >= 10)
        {
-               p->texnum = smokeparticletexture[rand()&7];
-               p->scale = 12;
-               p->alpha = 128;
-               p->color = (rand()&3)+68;
-               p->type = pt_bloodcloud;
-               p->die = cl.time + 0.5;
-               VectorCopy(org, p->org);
-               p->vel[0] = p->vel[1] = p->vel[2] = 0;
-               return;
-       }
-       for (i=0 ; i<count ; i++)
-       {
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-
-               p->texnum = flareparticletexture;
-               p->scale = 2;
-               p->alpha = 255;
-               p->die = cl.time + 0.0625 * (rand()&15);
-               /*
-               if (type == 0) // sparks
-               {
-               */
-                       p->type = pt_dust;
-                       p->ramp = (rand()&3);
-                       p->color = ramp1[(int)p->ramp];
-                       for (j=0 ; j<3 ; j++)
-                       {
-                               p->org[j] = org[j] + ((rand()&7)-4);
-                               p->vel[j] = dir[j] + (rand()%192)-96;
-                       }
-               /*
-               }
-               else // blood
-               {
-                       p->type = pt_fadespark2;
-                       p->color = 67 + (rand()&3);
-                       for (j=0 ; j<3 ; j++)
-                       {
-                               p->org[j] = org[j] + (rand()&7)-4;
-                               p->vel[j] = dir[j] + (rand()&63)-32;
-                       }
-               }
-               */
+               particle(pt_blood, 68+(rand()&3), smokeparticletexture[rand()&7], TPOLYTYPE_ALPHA, true, 24, 255, 9999, -1, org[0], org[1], org[2], vel[0] + lhrandom(-64, 64), vel[1] + lhrandom(-64, 64), vel[2] + lhrandom(-64, 64));
+               bloodcount -= 10;
        }
 }
 
 void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
 {
-       int                     i, j;
-       particle_t      *p;
        vec3_t          diff;
        vec3_t          center;
        vec3_t          velscale;
        if (!r_particles.value) return; // LordHavoc: particles are optional
+       if (!r_particles_bloodshowers.value) return;
+       if (!r_particles_blood.value) return;
 
        VectorSubtract(maxs, mins, diff);
        center[0] = (mins[0] + maxs[0]) * 0.5;
        center[1] = (mins[1] + maxs[1]) * 0.5;
        center[2] = (mins[2] + maxs[2]) * 0.5;
+       // 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];
        
-       for (i=0 ; i<count ; i++)
+       while (count--)
        {
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-
-               p->texnum = bloodcloudparticletexture;
-               p->scale = 12;
-               p->alpha = 96 + (rand()&63);
-               p->die = cl.time + 2; //0.015625 * (rand()%128);
-               p->type = pt_fadespark;
-               p->color = (rand()&3)+68;
-//             p->color = 67 + (rand()&3);
-               for (j=0 ; j<3 ; j++)
-               {
-                       p->org[j] = diff[j] * (float) (rand()%1024) * (1.0 / 1024.0) + mins[j];
-                       p->vel[j] = (p->org[j] - center[j]) * velscale[j];
-               }
+               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];
+               particle(pt_blood, 68+(rand()&3), smokeparticletexture[rand()&7], TPOLYTYPE_ALPHA, true, 24, 255, 9999, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2]);
        }
 }
 
 void R_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
 {
-       int                     i, j;
-       particle_t      *p;
-       vec3_t          diff;
        float           t;
        if (!r_particles.value) return; // LordHavoc: particles are optional
        if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
        if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
        if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
 
-       VectorSubtract(maxs, mins, diff);
-       
-       for (i=0 ; i<count ; i++)
-       {
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-
-               p->texnum = flareparticletexture;
-               p->scale = 6;
-               p->alpha = 255;
-               p->die = cl.time + 1 + (rand()&15)*0.0625;
-               if (gravity)
-                       p->type = pt_grav;
-               else
-                       p->type = pt_static;
-               p->color = colorbase + (rand()&3);
-               for (j=0 ; j<3 ; j++)
-               {
-                       p->org[j] = diff[j] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[j];
-                       if (randomvel)
-                               p->vel[j] = dir[j] + (rand()%randomvel)-(randomvel*0.5);
-                       else
-                               p->vel[j] = 0;
-               }
-       }
+       while (count--)
+               particle(gravity ? pt_grav : pt_static, colorbase + (rand()&3), particletexture, TPOLYTYPE_ALPHA, false, 2, 255, lhrandom(1, 2), 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel));
 }
 
 void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
 {
-       int                     i;
-       particle_t      *p;
-       vec3_t          diff;
-       vec3_t          org;
        vec3_t          vel;
        float           t, z;
        if (!r_particles.value) return; // LordHavoc: particles are optional
@@ -849,46 +731,53 @@ void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorb
        }
        if (t < 0 || t > 2) // sanity check
                t = 2;
-       t += cl.time;
 
-       VectorSubtract(maxs, mins, diff);
-       
-       for (i=0 ; i<count ; i++)
+       switch(type)
        {
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-
-               vel[0] = dir[0] + (rand()&31) - 16;
-               vel[1] = dir[1] + (rand()&31) - 16;
-               vel[2] = dir[2] + (rand()&63) - 32;
-               org[0] = diff[0] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[0];
-               org[1] = diff[1] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[1];
-               org[2] = z;
-
-               p->scale = 1.5;
-               p->alpha = 255;
-               p->die = t;
-               if (type == 1)
+       case 0:
+               while(count--)
                {
-                       p->texnum = particletexture;
-                       p->type = pt_snow;
+                       vel[0] = dir[0] + lhrandom(-16, 16);
+                       vel[1] = dir[1] + lhrandom(-16, 16);
+                       vel[2] = dir[2] + lhrandom(-32, 32);
+                       particle4(pt_rain, colorbase + (rand()&3), rainparticletexture, TPOLYTYPE_ALPHA, true, 3, 255, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2]);
                }
-               else // 0
+               break;
+       case 1:
+               while(count--)
                {
-                       p->texnum = rainparticletexture;
-                       p->type = pt_static;
+                       vel[0] = dir[0] + lhrandom(-16, 16);
+                       vel[1] = dir[1] + lhrandom(-16, 16);
+                       vel[2] = dir[2] + lhrandom(-32, 32);
+                       particle4(pt_snow, colorbase + (rand()&3), particletexture, TPOLYTYPE_ALPHA, false, 2, 255, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2]);
                }
-               p->color = colorbase + (rand()&3);
-               VectorCopy(org, p->org);
-               VectorCopy(vel, p->vel);
-               VectorCopy(vel, p->vel2);
+               break;
+       default:
+               Host_Error("R_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
        }
 }
 
+void R_FlameCube (vec3_t mins, vec3_t maxs, int count)
+{
+       float           t;
+       if (!r_particles.value) return; // LordHavoc: particles are optional
+       if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
+       if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
+       if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
+
+       while (count--)
+               particle(pt_flame, 224 + (rand()&15), smokeparticletexture[rand()&7], TPOLYTYPE_ADD, false, 8, 255, 9999, 1.1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(-32, 64));
+}
+
+void R_Flames (vec3_t org, vec3_t vel, int count)
+{
+       if (!r_particles.value) return; // LordHavoc: particles are optional
+
+       while (count--)
+               particle(pt_flame, 224 + (rand()&15), smokeparticletexture[rand()&7], TPOLYTYPE_ADD, false, 8, 255, 9999, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128));
+}
+
+
 
 /*
 ===============
@@ -896,44 +785,28 @@ R_LavaSplash
 
 ===============
 */
-void R_LavaSplash (vec3_t org)
+void R_LavaSplash (vec3_t origin)
 {
-       int                     i, j, k;
-       particle_t      *p;
+       int                     i, j;
        float           vel;
-       vec3_t          dir;
+       vec3_t          dir, org;
        if (!r_particles.value) return; // LordHavoc: particles are optional
 
-       for (i=-16 ; i<16 ; i+=2)
-               for (j=-16 ; j<16 ; j+=2)
-                       for (k=0 ; k<1 ; k++)
-                       {
-                               if (!free_particles)
-                                       return;
-                               p = free_particles;
-                               free_particles = p->next;
-                               p->next = active_particles;
-                               active_particles = p;
-               
-                               p->texnum = flareparticletexture;
-                               p->scale = 10;
-                               p->alpha = 128;
-                               p->die = cl.time + 2 + (rand()&31) * 0.02;
-                               p->color = 224 + (rand()&7);
-                               p->type = pt_slowgrav;
-                               
-                               dir[0] = j*8 + (rand()&7);
-                               dir[1] = i*8 + (rand()&7);
-                               dir[2] = 256;
-       
-                               p->org[0] = org[0] + dir[0];
-                               p->org[1] = org[1] + dir[1];
-                               p->org[2] = org[2] + (rand()&63);
-       
-                               VectorNormalize (dir);                                          
-                               vel = 50 + (rand()&63);
-                               VectorScale (dir, vel, p->vel);
-                       }
+       for (i=-128 ; i<128 ; i+=16)
+       {
+               for (j=-128 ; j<128 ; j+=16)
+               {
+                       dir[0] = j + lhrandom(0, 8);
+                       dir[1] = i + lhrandom(0, 8);
+                       dir[2] = 256;
+                       org[0] = origin[0] + dir[0];
+                       org[1] = origin[1] + dir[1];
+                       org[2] = origin[2] + lhrandom(0, 64);
+                       vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
+                       particle(pt_lavasplash, 224 + (rand()&7), particletexture, TPOLYTYPE_ALPHA, false, 7, 255, 9999, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel);
+//                     particle(pt_lavasplash, 224 + (rand()&7), particletexture, TPOLYTYPE_ALPHA, false, 7, 255, 9999, 0, origin[0] + i, origin[1] + j, origin[2] + lhrandom(0, 63), i * lhrandom(0.125, 0.25), j * lhrandom(0.125, 0.25), lhrandom(64, 128));
+               }
+       }
 }
 
 /*
@@ -945,475 +818,282 @@ R_TeleportSplash
 void R_TeleportSplash (vec3_t org)
 {
        int                     i, j, k;
-       particle_t      *p;
-//     vec3_t          dir;
        if (!r_particles.value) return; // LordHavoc: particles are optional
 
-       /*
-       for (i=-16 ; i<16 ; i+=4)
-               for (j=-16 ; j<16 ; j+=4)
-                       for (k=-24 ; k<32 ; k+=4)
-                       {
-                               if (!free_particles)
-                                       return;
-                               p = free_particles;
-                               free_particles = p->next;
-                               p->next = active_particles;
-                               active_particles = p;
-               
-                               p->contents = 0;
-                               p->texnum = particletexture;
-                               p->scale = 2;
-                               p->alpha = 255;
-                               p->die = cl.time + 0.2 + (rand()&7) * 0.02;
-                               p->color = 7 + (rand()&7);
-                               p->type = pt_slowgrav;
-                               
-                               dir[0] = j*8;
-                               dir[1] = i*8;
-                               dir[2] = k*8;
-       
-                               p->org[0] = org[0] + i + (rand()&3);
-                               p->org[1] = org[1] + j + (rand()&3);
-                               p->org[2] = org[2] + k + (rand()&3);
-       
-                               VectorNormalize (dir);                                          
-                               vel = 50 + (rand()&63);
-                               VectorScale (dir, vel, p->vel);
-                       }
-       */
-
-       for (i=-24 ; i<24 ; i+=8)
-               for (j=-24 ; j<24 ; j+=8)
+       for (i=-16 ; i<16 ; i+=8)
+               for (j=-16 ; j<16 ; j+=8)
                        for (k=-24 ; k<32 ; k+=8)
-                       {
-                               if (!free_particles)
-                                       return;
-                               p = free_particles;
-                               free_particles = p->next;
-                               p->next = active_particles;
-                               active_particles = p;
-               
-                               p->texnum = flareparticletexture;
-                               p->scale = 4;
-                               p->alpha = lhrandom(32,256);
-                               p->die = cl.time + 5;
-                               p->color = 254; //8 + (rand()&7);
-                               p->type = pt_fadespark;
-                               
-                               p->org[0] = org[0] + i + (rand()&7);
-                               p->org[1] = org[1] + j + (rand()&7);
-                               p->org[2] = org[2] + k + (rand()&7);
-       
-                               p->vel[0] = i*2 + (rand()%25) - 12;
-                               p->vel[1] = j*2 + (rand()%25) - 12;
-                               p->vel[2] = k*2 + (rand()%25) - 12 + 40;
-                       }
+                               particle(pt_fade, 254, particletexture, TPOLYTYPE_ADD, false, 1, lhrandom(64, 128), 9999, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), i*2 + lhrandom(-12.5, 12.5), j*2 + lhrandom(-12.5, 12.5), k*2 + lhrandom(27.5, 52.5));
 }
 
 void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
 {
-       vec3_t          vec;
-       float           len, dec = 0, t, nt, speed;
-       int                     j, contents, bubbles;
-       particle_t      *p;
-       static int      tracercount;
+       vec3_t          vec, dir, vel;
+       float           len, dec = 0, speed;
+       int                     contents, bubbles, polytype;
+       double          t;
        if (!r_particles.value) return; // LordHavoc: particles are optional
 
-       t = cl.oldtime;
-       nt = cl.time;
-       if (ent->trail_leftover < 0)
-               ent->trail_leftover = 0;
-       t += ent->trail_leftover;
-       ent->trail_leftover -= (cl.time - cl.oldtime);
+       VectorSubtract(end, start, dir);
+       VectorNormalize(dir);
+
+       /*
+       if (type == 0) // rocket glow
+               particle(pt_glow, 254, particletexture, TPOLYTYPE_ADD, false, 10, 160, 9999, 0, start[0] - 12 * dir[0], start[1] - 12 * dir[1], start[2] - 12 * dir[2], 0, 0, 0);
+       */
+
+       t = ent->trail_time;
        if (t >= cl.time)
-               return;
+               return; // no particles to spawn this frame (sparse trail)
 
-       contents = Mod_PointInLeaf(start, cl.worldmodel)->contents;
-       if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
-               return;
+       if (t < cl.oldtime)
+               t = cl.oldtime;
 
        VectorSubtract (end, start, vec);
        len = VectorNormalizeLength (vec);
        if (len <= 0.01f)
+       {
+               // advance the trail time
+               ent->trail_time = cl.time;
                return;
-       speed = len / (nt - t);
+       }
+       speed = len / (cl.time - cl.oldtime);
+       VectorScale(vec, speed, vel);
 
-       bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
+       // advance into this frame to reach the first puff location
+       dec = t - cl.oldtime;
+       dec *= speed;
+       VectorMA(start, dec, vec, start);
 
-       while (t < nt)
+       contents = Mod_PointInLeaf(start, cl.worldmodel)->contents;
+       if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
        {
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-               
-               p->vel[0] = p->vel[1] = p->vel[2] = 0;
-               p->die = cl.time + 2;
+               // advance the trail time
+               ent->trail_time = cl.time;
+               return;
+       }
 
+       bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
+
+       polytype = TPOLYTYPE_ALPHA;
+       if (ent->effects & EF_ADDITIVE)
+               polytype = TPOLYTYPE_ADD;
+
+       while (t < cl.time)
+       {
                switch (type)
                {
                        case 0: // rocket trail
-                       case 1: // grenade trail
-                               if (bubbles)
+                               if (!r_particles_smoke.value)
+                                       dec = cl.time - t;
+                               else if (bubbles && r_particles_bubbles.value)
                                {
-                                       dec = 0.005f;
-                                       p->texnum = bubbleparticletexture;
-                                       p->scale = lhrandom(1,2);
-                                       p->alpha = 255;
-                                       p->color = (rand()&3)+12;
-                                       p->type = pt_bubble;
-                                       p->die = cl.time + 2;
-                                       for (j=0 ; j<3 ; j++)
-                                       {
-                                               p->vel[j] = (rand()&31)-16;
-                                               p->org[j] = start[j] + ((rand()&3)-2);
-                                       }
+                                       dec = 0.01f;
+                                       particle(pt_bubble, 254, bubbleparticletexture, polytype, false, lhrandom(1, 2), 255, 9999, 1.5, start[0], start[1], start[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16));
+                                       particle(pt_bubble, 254, bubbleparticletexture, polytype, false, lhrandom(1, 2), 255, 9999, 1.5, start[0], start[1], start[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16));
+                                       particle(pt_smoke, 254, smokeparticletexture[rand()&7], polytype, false, 2, 160, 9999, 0, start[0], start[1], start[2], 0, 0, 0);
                                }
                                else
                                {
-                                       dec = 0.02f;
-                                       p->texnum = smokeparticletexture[rand()&7];
-                                       p->scale = lhrandom(6, 10);
-                                       p->alpha = 64 + (rand()&31);
-                                       p->color = (rand()&3)+12;
-                                       p->type = pt_smoke;
-                                       p->die = cl.time + 10000;
-                                       VectorCopy(start, p->org);
+                                       dec = 0.01f;
+                                       particle(pt_smoke, 12, smokeparticletexture[rand()&7], polytype, true, 2, 160, 9999, 0, start[0], start[1], start[2], 0, 0, 0);
+//                                     particle(pt_spark, 0x68 + (rand() & 7), particletexture, TPOLYTYPE_ADD, false, 1, lhrandom(128, 255), 9999, 1.5, start[0], start[1], start[2], lhrandom(-64, 64) - vel[0] * 0.25, lhrandom(-64, 64) - vel[1] * 0.25, lhrandom(-64, 64) - vel[2] * 0.25);
+//                                     particle(pt_spark, 0x68 + (rand() & 7), particletexture, TPOLYTYPE_ADD, false, 1, lhrandom(128, 255), 9999, 1.5, start[0], start[1], start[2], lhrandom(-64, 64) - vel[0] * 0.25, lhrandom(-64, 64) - vel[1] * 0.25, lhrandom(-64, 64) - vel[2] * 0.25);
+//                                     particle(pt_spark, 0x68 + (rand() & 7), particletexture, TPOLYTYPE_ADD, false, 1, lhrandom(128, 255), 9999, 1.5, start[0], start[1], start[2], lhrandom(-64, 64) - vel[0] * 0.25, lhrandom(-64, 64) - vel[1] * 0.25, lhrandom(-64, 64) - vel[2] * 0.25);
+//                                     particle(pt_spark, 0x68 + (rand() & 7), particletexture, TPOLYTYPE_ADD, false, 1, lhrandom(128, 255), 9999, 1.5, start[0], start[1], start[2], lhrandom(-64, 64) - vel[0] * 0.25, lhrandom(-64, 64) - vel[1] * 0.25, lhrandom(-64, 64) - vel[2] * 0.25);
                                }
                                break;
 
-                               /*
-                       case 1: // smoke smoke
-                               dec = 0.016f;
-                               p->texnum = smokeparticletexture;
-                               p->scale = lhrandom(6,9);
-                               p->alpha = 64;
-                               if (r_smokecolor.value)
-                                       p->color = r_smokecolor.value;
+                       case 1: // grenade trail
+                               // FIXME: make it gradually stop smoking
+                               if (!r_particles_smoke.value)
+                                       dec = cl.time - t;
+                               else if (bubbles && r_particles_bubbles.value)
+                               {
+                                       dec = 0.02f;
+                                       particle(pt_bubble, 254, bubbleparticletexture, polytype, false, lhrandom(1, 2), 255, 9999, 1.5, start[0], start[1], start[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16));
+                                       particle(pt_bubble, 254, bubbleparticletexture, polytype, false, lhrandom(1, 2), 255, 9999, 1.5, start[0], start[1], start[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16));
+                                       particle(pt_smoke, 254, smokeparticletexture[rand()&7], polytype, false, 2, 160, 9999, 0, start[0], start[1], start[2], 0, 0, 0);
+                               }
                                else
-                                       p->color = (rand()&3)+12;
-                               p->type = pt_smoke;
-                               p->die = cl.time + 1;
-                               VectorCopy(start, p->org);
-                               break;
-                               */
-
-                       case 2: // blood
-                               dec = 0.025f;
-                               p->texnum = smokeparticletexture[rand()&7];
-                               p->scale = lhrandom(6, 8);
-                               p->alpha = 255;
-                               p->color = (rand()&3)+68;
-                               p->type = pt_bloodcloud;
-                               p->die = cl.time + 2;
-                               for (j=0 ; j<3 ; j++)
                                {
-                                       p->vel[j] = (rand()&15)-8;
-                                       p->org[j] = start[j] + ((rand()&3)-2);
+                                       dec = 0.02f;
+                                       particle(pt_smoke, 8, smokeparticletexture[rand()&7], polytype, true, 2, 160, 9999, 0, start[0], start[1], start[2], 0, 0, 0);
                                }
                                break;
 
-                       case 3:
-                       case 5: // tracer
-                               dec = 0.01f;
-                               p->texnum = flareparticletexture;
-                               p->scale = 2;
-                               p->alpha = 255;
-                               p->die = cl.time + 0.2; //5;
-                               p->type = pt_static;
-                               if (type == 3)
-                                       p->color = 52 + ((tracercount&4)<<1);
-                               else
-                                       p->color = 230 + ((tracercount&4)<<1);
 
-                               tracercount++;
-
-                               VectorCopy (start, p->org);
-                               if (tracercount & 1)
-                               {
-                                       p->vel[0] = 30*vec[1];
-                                       p->vel[1] = 30*-vec[0];
-                               }
+                       case 2: // blood
+                               if (!r_particles_blood.value)
+                                       dec = cl.time - t;
                                else
                                {
-                                       p->vel[0] = 30*-vec[1];
-                                       p->vel[1] = 30*vec[0];
+                                       dec = 0.2f;
+                                       particle(pt_blood, 67+(rand()&3), smokeparticletexture[rand()&7], polytype, true, 24, 255, 9999, -1, start[0], start[1], start[2], vel[0] + lhrandom(-64, 64), vel[1] + lhrandom(-64, 64), vel[2] + lhrandom(-64, 64));
                                }
                                break;
 
                        case 4: // slight blood
-                               dec = 0.025f; // sparse trail
-                               p->texnum = smokeparticletexture[rand()&7];
-                               p->scale = lhrandom(6, 8);
-                               p->alpha = 192;
-                               p->color = (rand()&3)+68;
-                               p->type = pt_fadespark2;
-                               p->die = cl.time + 2;
-                               for (j=0 ; j<3 ; j++)
+                               if (!r_particles_blood.value)
+                                       dec = cl.time - t;
+                               else
                                {
-                                       p->vel[j] = (rand()&15)-8;
-                                       p->org[j] = start[j] + ((rand()&3)-2);
+                                       dec = 0.3f;
+                                       particle(pt_blood, 67+(rand()&3), smokeparticletexture[rand()&7], polytype, true, 24, 255, 9999, -1, start[0], start[1], start[2], vel[0] + lhrandom(-64, 64), vel[1] + lhrandom(-64, 64), vel[2] + lhrandom(-64, 64));
                                }
                                break;
 
+                       case 3: // green tracer
+                               dec = 0.02f;
+                               particle(pt_fade,  56, smokeparticletexture[rand()&7], polytype, false, 4, 255, 9999, 0, start[0], start[1], start[2], 0, 0, 0);
+                               break;
+
+                       case 5: // flame tracer
+                               dec = 0.02f;
+                               particle(pt_fade, 234, smokeparticletexture[rand()&7], polytype, false, 4, 255, 9999, 0, start[0], start[1], start[2], 0, 0, 0);
+                               break;
+
                        case 6: // voor trail
                                dec = 0.05f; // sparse trail
-                               p->texnum = smokeparticletexture[rand()&7];
-                               p->scale = lhrandom(3, 5);
-                               p->alpha = 255;
-                               p->color = 9*16 + 8 + (rand()&3);
-                               p->type = pt_fadespark2;
-                               p->die = cl.time + 2;
-                               for (j=0 ; j<3 ; j++)
-                               {
-                                       p->vel[j] = (rand()&15)-8;
-                                       p->org[j] = start[j] + ((rand()&3)-2);
-                               }
+                               particle(pt_fade, 152 + (rand()&3), smokeparticletexture[rand()&7], polytype, false, 4, 255, 9999, 0, start[0], start[1], start[2], 0, 0, 0);
                                break;
 
                        case 7: // Nehahra smoke tracer
-                               dec = 0.14f;
-                               p->texnum = smokeparticletexture[rand()&7];
-                               p->scale = lhrandom(8, 12);
-                               p->alpha = 64;
-                               p->color = (rand()&3)+12;
-                               p->type = pt_smoke;
-                               p->die = cl.time + 10000;
-                               for (j=0 ; j<3 ; j++)
-                                       p->org[j] = start[j] + ((rand()&3)-2);
+                               if (!r_particles_smoke.value)
+                                       dec = cl.time - t;
+                               else
+                               {
+                                       dec = 0.14f;
+                                       particle(pt_smoke, 12, smokeparticletexture[rand()&7], polytype, true, 10, 64, 9999, 0, start[0], start[1], start[2], 0, 0, 0);
+                               }
                                break;
                }
-               
+
+               // advance to next time and position
                t += dec;
                dec *= speed;
                VectorMA (start, dec, vec, start);
        }
-       ent->trail_leftover = t - cl.time;
+       ent->trail_time = t;
 }
 
 void R_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
 {
        vec3_t          vec;
-       float           len;
-       particle_t      *p;
+       int                     len;
        if (!r_particles.value) return; // LordHavoc: particles are optional
+       if (!r_particles_smoke.value) return;
 
        VectorSubtract (end, start, vec);
-       len = VectorNormalizeLength (vec);
-       while (len > 0)
+       len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
+       VectorScale(vec, 3, vec);
+       while (len--)
        {
-               len -= 3;
-
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-               
-               VectorCopy (vec3_origin, p->vel);
-
-               p->texnum = flareparticletexture;
-               p->scale = 8;
-               p->alpha = 192;
-               p->color = color;
-               p->type = pt_smoke;
-               p->die = cl.time + 1;
-               VectorCopy(start, p->org);
-//             for (j=0 ; j<3 ; j++)
-//                     p->org[j] = start[j] + ((rand()&15)-8);
-
+               particle(pt_smoke, color, particletexture, TPOLYTYPE_ALPHA, false, 8, 192, 9999, 0, start[0], start[1], start[2], 0, 0, 0);
                VectorAdd (start, vec, start);
        }
 }
 
 
-extern qboolean lighthalf;
-
 /*
 ===============
 R_DrawParticles
 ===============
 */
 extern cvar_t  sv_gravity;
-void R_CompleteLightPoint (vec3_t color, vec3_t p);
 
-void R_DrawParticles (void)
+void R_MoveParticles (void)
 {
-       particle_t              *p, *kill;
-       int                             i, r,g,b,a;
-       float                   grav, grav1, time1, time2, time3, dvel, frametime, scale, scale2;
-       byte                    *color24;
-       vec3_t                  up, right, uprightangles, forward2, up2, right2, v, tempcolor;
+       particle_t              *p;
+       int                             i, activeparticles, maxparticle, j, a;
+       vec3_t                  v;
+       float                   gravity, dvel, frametime;
 
        // LordHavoc: early out condition
-       if (!active_particles)
+       if (!numparticles)
                return;
 
-       VectorScale (vup, 1.5, up);
-       VectorScale (vright, 1.5, right);
-
-       uprightangles[0] = 0;
-       uprightangles[1] = r_refdef.viewangles[1];
-       uprightangles[2] = 0;
-       AngleVectors (uprightangles, forward2, right2, up2);
-
        frametime = cl.time - cl.oldtime;
-       time3 = frametime * 15;
-       time2 = frametime * 10; // 15;
-       time1 = frametime * 5;
-       grav = (grav1 = frametime * sv_gravity.value) * 0.05;
+       if (!frametime)
+               return; // if absolutely still, don't update particles
+       gravity = frametime * sv_gravity.value;
        dvel = 1+4*frametime;
 
-       for ( ;; ) 
+       activeparticles = 0;
+       maxparticle = -1;
+       j = 0;
+       for (i = 0, p = particles;i < numparticles;i++, p++)
        {
-               kill = active_particles;
-               if (kill && kill->die < cl.time)
+               if (p->die < cl.time)
                {
-                       active_particles = kill->next;
-                       kill->next = free_particles;
-                       free_particles = kill;
+                       freeparticles[j++] = p;
                        continue;
                }
-               break;
-       }
-
-       for (p=active_particles ; p ; p=p->next)
-       {
-               for ( ;; )
-               {
-                       kill = p->next;
-                       if (kill && kill->die < cl.time)
-                       {
-                               p->next = kill->next;
-                               kill->next = free_particles;
-                               free_particles = kill;
-                               continue;
-                       }
-                       break;
-               }
-               // LordHavoc: 'removed last in list' condition
-               if (!p)
-                       break;
 
-               VectorSubtract(p->org, r_refdef.vieworg, v);
-               if (DotProduct(v, v) >= 256.0f)
+               VectorCopy(p->org, p->oldorg);
+               p->org[0] += p->vel[0]*frametime;
+               p->org[1] += p->vel[1]*frametime;
+               p->org[2] += p->vel[2]*frametime;
+               if (p->bounce)
                {
-                       scale = p->scale * -0.5;scale2 = p->scale * 0.5;
-                       color24 = (byte *) &d_8to24table[(int)p->color];
-                       r = color24[0];
-                       g = color24[1];
-                       b = color24[2];
-                       a = p->alpha;
-                       if (lighthalf)
-                       {
-                               r >>= 1;
-                               g >>= 1;
-                               b >>= 1;
-                       }
-                       if (r_dynamicparticles.value)
+                       vec3_t normal;
+                       float dist;
+                       if (TraceLine(p->oldorg, p->org, v, normal) < 1)
                        {
-                               R_CompleteLightPoint(tempcolor, p->org);
-                               r = (r * (int) tempcolor[0]) >> 7;
-                               g = (g * (int) tempcolor[1]) >> 7;
-                               b = (b * (int) tempcolor[2]) >> 7;
-                       }
-                       transpolybegin(p->texnum, 0, p->texnum, TPOLYTYPE_ALPHA);
-                       if (p->texnum == rainparticletexture) // rain streak
-                       {
-                               transpolyvert(p->org[0] + up2[0]*scale  + right2[0]*scale , p->org[1] + up2[1]*scale  + right2[1]*scale , p->org[2] + up2[2]*scale  + right2[2]*scale , 0,1,r,g,b,a);
-                               transpolyvert(p->org[0] + up2[0]*scale2 + right2[0]*scale , p->org[1] + up2[1]*scale2 + right2[1]*scale , p->org[2] + up2[2]*scale2 + right2[2]*scale , 0,0,r,g,b,a);
-                               transpolyvert(p->org[0] + up2[0]*scale2 + right2[0]*scale2, p->org[1] + up2[1]*scale2 + right2[1]*scale2, p->org[2] + up2[2]*scale2 + right2[2]*scale2, 1,0,r,g,b,a);
-                               transpolyvert(p->org[0] + up2[0]*scale  + right2[0]*scale2, p->org[1] + up2[1]*scale  + right2[1]*scale2, p->org[2] + up2[2]*scale  + right2[2]*scale2, 1,1,r,g,b,a);
-                       }
-                       else
-                       {
-                               transpolyvert(p->org[0] + up[0]*scale  + right[0]*scale , p->org[1] + up[1]*scale  + right[1]*scale , p->org[2] + up[2]*scale  + right[2]*scale , 0,1,r,g,b,a);
-                               transpolyvert(p->org[0] + up[0]*scale2 + right[0]*scale , p->org[1] + up[1]*scale2 + right[1]*scale , p->org[2] + up[2]*scale2 + right[2]*scale , 0,0,r,g,b,a);
-                               transpolyvert(p->org[0] + up[0]*scale2 + right[0]*scale2, p->org[1] + up[1]*scale2 + right[1]*scale2, p->org[2] + up[2]*scale2 + right[2]*scale2, 1,0,r,g,b,a);
-                               transpolyvert(p->org[0] + up[0]*scale  + right[0]*scale2, p->org[1] + up[1]*scale  + right[1]*scale2, p->org[2] + up[2]*scale  + right[2]*scale2, 1,1,r,g,b,a);
+                               VectorCopy(v, p->org);
+                               if (p->bounce < 0)
+                               {
+                                       byte *color24 = (byte *) &d_8to24table[(int)p->color];
+                                       R_Decal(v, p->tex, p->scale, color24[0], color24[1], color24[2], p->alpha);
+                                       p->die = -1;
+                                       freeparticles[j++] = p;
+                                       continue;
+                                       /*
+                                       VectorClear(p->vel);
+                                       p->type = pt_decal;
+                                       // have to negate the direction (why?)
+                                       VectorNegate(normal, p->direction);
+                                       VectorVectors(p->direction, p->decalright, p->decalup);
+                                       VectorSubtract(p->org, p->direction, p->org); // push off the surface a bit so it doesn't flicker
+                                       p->bounce = 0;
+                                       p->time2 = cl.time + 30;
+                                       */
+                               }
+                               else
+                               {
+                                       dist = DotProduct(p->vel, normal) * -p->bounce;
+                                       VectorMAQuick(p->vel, dist, normal, p->vel);
+                                       if (DotProduct(p->vel, p->vel) < 0.03)
+                                               VectorClear(p->vel);
+                               }
                        }
-                       transpolyend();
                }
-
-               p->org[0] += p->vel[0]*frametime;
-               p->org[1] += p->vel[1]*frametime;
-               p->org[2] += p->vel[2]*frametime;
                
                switch (p->type)
                {
                case pt_static:
                        break;
-               case pt_fire:
-                       p->ramp += time1;
-                       if (p->ramp >= 6)
-                               p->die = -1;
-                       else
-                               p->color = ramp3[(int)p->ramp];
-                       p->vel[2] += grav;
-                       break;
-
-               case pt_explode:
-                       p->ramp += time2;
-                       if (p->ramp >=8)
-                               p->die = -1;
-                       else
-                               p->color = ramp1[(int)p->ramp];
-//                     p->vel[2] -= grav1; // LordHavoc: apply full gravity to explosion sparks
-                       for (i=0 ; i<3 ; i++)
-                               p->vel[i] *= dvel;
-//                     p->vel[2] -= grav;
-                       break;
-
-               case pt_explode2:
-                       p->ramp += time3;
-                       if (p->ramp >= 8)
-                               p->die = -1;
-                       else
-                               p->color = ramp2[(int)p->ramp];
-//                     p->vel[2] -= grav1; // LordHavoc: apply full gravity to explosion sparks
-                       for (i=0 ; i<3 ; i++)
-//                             p->vel[i] -= p->vel[i]*frametime;
-                               p->vel[i] *= dvel;
-////                   p->vel[2] -= grav;
-                       break;
 
+                       // LordHavoc: drop-through because of shared code
                case pt_blob:
-                       for (i=0 ; i<3 ; i++)
-                               p->vel[i] += p->vel[i]*dvel;
-                       p->vel[2] -= grav;
-                       break;
-
+                       p->vel[2] *= dvel;
                case pt_blob2:
-                       for (i=0 ; i<2 ; i++)
-                               p->vel[i] -= p->vel[i]*dvel;
-                       p->vel[2] -= grav;
+                       p->vel[0] *= dvel;
+                       p->vel[1] *= dvel;
+                       p->alpha -= frametime * 256;
+                       if (p->alpha < 1)
+                               p->die = -1;
                        break;
 
                case pt_grav:
-                       p->vel[2] -= grav1;
+                       p->vel[2] -= gravity;
                        break;
                case pt_slowgrav:
-                       p->vel[2] -= grav;
-                       break;
-// LordHavoc: gunshot spark showers
-               case pt_dust:
-                       p->ramp += time1;
-                       p->scale -= frametime * 4;
-                       if (p->ramp >= 8 || p->scale <= 0)
-                               p->die = -1;
-                       else
-                               p->color = ramp3[(int)p->ramp];
-                       p->vel[2] -= grav1;
+                       p->vel[2] -= gravity * 0.05;
                        break;
-// LordHavoc: for smoke trails
-               case pt_smoke:
-                       p->scale += frametime * 4;
-                       p->alpha -= frametime * 48;
-//                     p->vel[2] += grav;
+               case pt_lavasplash:
+                       p->vel[2] -= gravity * 0.05;
+                       p->alpha -= frametime * 192;
                        if (p->alpha < 1)
                                p->die = -1;
                        break;
@@ -1425,67 +1105,321 @@ void R_DrawParticles (void)
                                p->vel[1] = (rand()&63)-32 + p->vel2[1];
                                p->vel[2] = (rand()&63)-32 + p->vel2[2];
                        }
+                       a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
+                       if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
+                       {
+                               vec3_t normal;
+                               if (a == CONTENTS_SOLID && Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents == CONTENTS_SOLID)
+                                       break; // still in solid
+                               p->die = cl.time + 1000;
+                               p->vel[0] = p->vel[1] = p->vel[2] = 0;
+                               switch (a)
+                               {
+                               case CONTENTS_LAVA:
+                               case CONTENTS_SLIME:
+                                       p->tex = smokeparticletexture[rand()&7];
+                                       p->type = pt_steam;
+                                       p->alpha = 96;
+                                       p->scale = 5;
+                                       p->vel[2] = 96;
+                                       break;
+                               case CONTENTS_WATER:
+                                       p->tex = smokeparticletexture[rand()&7];
+                                       p->type = pt_splash;
+                                       p->alpha = 96;
+                                       p->scale = 5;
+                                       p->vel[2] = 96;
+                                       break;
+                               default: // CONTENTS_SOLID and any others
+                                       TraceLine(p->oldorg, p->org, v, normal);
+                                       VectorCopy(v, p->org);
+                                       p->tex = smokeparticletexture[rand()&7];
+                                       p->type = pt_fade;
+                                       VectorClear(p->vel);
+                                       break;
+                               }
+                       }
                        break;
-               case pt_bulletpuff:
-                       p->scale -= frametime * 64;
-                       p->alpha -= frametime * 1024;
-                       p->vel[2] -= grav;
-                       if (p->alpha < 1 || p->scale < 1)
+               case pt_blood:
+                       if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
+                       {
+                               p->die = -1;
+                               break;
+                       }
+                       p->vel[2] -= gravity * 0.5;
+                       break;
+               case pt_spark:
+                       p->alpha -= frametime * 512;
+                       p->vel[2] -= gravity;
+                       if (p->alpha < 1)
                                p->die = -1;
                        break;
-               case pt_bloodcloud:
-                       p->scale += frametime * 4;
-                       p->alpha -= frametime * 64;
-                       p->vel[2] -= grav;
-                       if (p->alpha < 1 || p->scale < 1)
+               case pt_fade:
+                       p->alpha -= frametime * 512;
+                       if (p->alpha < 1)
                                p->die = -1;
                        break;
-               case pt_fadespark:
+               case pt_bubble:
+                       a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
+                       if (a != CONTENTS_WATER && a != CONTENTS_SLIME)
+                       {
+                               p->tex = smokeparticletexture[rand()&7];
+                               p->type = pt_splashpuff;
+                               p->scale = 4;
+                               p->vel[0] = p->vel[1] = p->vel[2] = 0;
+                               break;
+                       }
+                       p->vel[2] += gravity * 0.25;
+                       p->vel[0] *= (1 - (frametime * 0.0625));
+                       p->vel[1] *= (1 - (frametime * 0.0625));
+                       p->vel[2] *= (1 - (frametime * 0.0625));
+                       if (cl.time > p->time2)
+                       {
+                               p->time2 = cl.time + lhrandom(0, 0.5);
+                               p->vel[0] += lhrandom(-32,32);
+                               p->vel[1] += lhrandom(-32,32);
+                               p->vel[2] += lhrandom(-32,32);
+                       }
                        p->alpha -= frametime * 256;
-                       p->vel[2] -= grav;
                        if (p->alpha < 1)
                                p->die = -1;
                        break;
-               case pt_fadespark2:
+               case pt_bulletsmoke:
+                       p->scale += frametime * 16;
+                       p->alpha -= frametime * 1024;
+                       p->vel[2] += gravity * 0.05;
+                       if (p->alpha < 1)
+                               p->die = -1;
+                       break;
+               case pt_smoke:
+                       p->scale += frametime * 32;
                        p->alpha -= frametime * 512;
-                       p->vel[2] -= grav;
+                       p->vel[2] += gravity * 0.05;
                        if (p->alpha < 1)
                                p->die = -1;
                        break;
-               case pt_fallfadespark:
-                       p->alpha -= frametime * 256;
-                       p->vel[2] -= grav1;
+               case pt_steam:
+                       p->scale += frametime * 48;
+                       p->alpha -= frametime * 512;
+                       p->vel[2] += gravity * 0.05;
                        if (p->alpha < 1)
                                p->die = -1;
                        break;
-               case pt_fallfadespark2:
+               case pt_splashpuff:
+//                     p->scale += frametime * 24;
+                       p->alpha -= frametime * 1024;
+                       if (p->alpha < 1)
+                               p->die = -1;
+                       break;
+               case pt_rain:
+                       a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
+                       if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
+                       {
+                               vec3_t normal;
+                               if (a == CONTENTS_SOLID && Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents == CONTENTS_SOLID)
+                                       break; // still in solid
+                               p->die = cl.time + 1000;
+                               p->vel[0] = p->vel[1] = p->vel[2] = 0;
+                               switch (a)
+                               {
+                               case CONTENTS_LAVA:
+                               case CONTENTS_SLIME:
+                                       p->tex = smokeparticletexture[rand()&7];
+                                       p->type = pt_steam;
+                                       p->scale = 3;
+                                       p->vel[2] = 96;
+                                       break;
+                               case CONTENTS_WATER:
+                                       p->tex = smokeparticletexture[rand()&7];
+                                       p->type = pt_splashpuff;
+                                       p->scale = 4;
+                                       break;
+                               default: // CONTENTS_SOLID and any others
+                                       TraceLine(p->oldorg, p->org, v, normal);
+                                       VectorCopy(v, p->org);
+                                       p->tex = smokeparticletexture[rand()&7];
+                                       p->type = pt_splashpuff;
+                                       p->scale = 4;
+                                       break;
+                               }
+                       }
+                       break;
+               case pt_flame:
                        p->alpha -= frametime * 512;
-                       p->vel[2] -= grav1;
+                       p->vel[2] += gravity;
+//                     p->scale -= frametime * 16;
+                       if (p->alpha < 16)
+                               p->die = -1;
+                       break;
+                       /*
+               case pt_flamingdebris:
+                       if (cl.time >= p->time2)
+                       {
+                               p->time2 = cl.time + 0.01;
+                               particle(pt_flame, p->color, particletexture, TPOLYTYPE_ADD, false, 4, p->alpha, 9999, 0, org[0], org[1], org[2], lhrandom(-50, 50), lhrandom(-50, 50), lhrandom(-50, 50));
+                       }
+                       p->alpha -= frametime * 512;
+                       p->vel[2] -= gravity * 0.5f;
+                       if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
+                               p->die = -1;
                        if (p->alpha < 1)
                                p->die = -1;
                        break;
-               case pt_fade:
+               case pt_smokingdebris:
+                       if (cl.time >= p->time2)
+                       {
+                               p->time2 = cl.time + 0.01;
+                               particle2(pt_flame, 15, smokeparticletexture[rand()&7], TPOLYTYPE_ALPHA, false, 4, p->alpha, 9999, 0, org[0], org[1], org[2], lhrandom(-50, 50), lhrandom(-50, 50), lhrandom(-50, 50));
+                       }
                        p->alpha -= frametime * 512;
+                       p->vel[2] -= gravity * 0.5f;
+                       if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
+                               p->die = -1;
                        if (p->alpha < 1)
                                p->die = -1;
                        break;
-               case pt_bubble:
-                       if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
+               case pt_flamefall:
+                       p->alpha -= frametime * 512;
+                       p->vel[2] -= gravity * 0.5f;
+                       if (p->alpha < 1)
                                p->die = -1;
-                       p->vel[2] += grav1 * 2;
-                       if (p->vel[2] >= 200)
-                               p->vel[2] = lhrandom(130, 200);
+                       break;
+                       */
+                       /*
+               case pt_decal:
                        if (cl.time > p->time2)
                        {
-                               p->time2 = cl.time + lhrandom(0, 0.5);
-                               p->vel[0] = lhrandom(-32,32);
-                               p->vel[1] = lhrandom(-32,32);
+                               p->alpha -= frametime * 256;
+                               if (p->alpha < 1)
+                                       p->die = -1;
                        }
-                       p->alpha -= frametime * 64;
-                       if (p->alpha < 1)
+                       if (p->alpha < 64)
                                p->die = -1;
                        break;
+                       */
+               case pt_oneframe:
+                       if (p->time2)
+                               p->die = -1;
+                       p->time2 = 1;
+                       break;
+               default:
+                       printf("unknown particle type %i\n", p->type);
+                       p->die = -1;
+                       break;
+               }
+
+               // LordHavoc: immediate removal of unnecessary particles (must be done to ensure compactor below operates properly in all cases)
+               if (p->die < cl.time)
+                       freeparticles[j++] = p;
+               else
+               {
+                       maxparticle = i;
+                       activeparticles++;
                }
        }
+       // fill in gaps to compact the array
+       i = 0;
+       while (maxparticle >= activeparticles)
+       {
+               *freeparticles[i++] = particles[maxparticle--];
+               while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
+                       maxparticle--;
+       }
+       numparticles = activeparticles;
 }
 
+void R_DrawParticles (void)
+{
+       particle_t              *p;
+       int                             i, dynamiclight, staticlight, r, g, b;
+       byte                    br, bg, bb, ba;
+       float                   scale, scale2, minparticledist;
+       byte                    *color24;
+       vec3_t                  uprightangles, up2, right2, tempcolor, corner;
+
+       // LordHavoc: early out condition
+       if ((!numparticles) || (!r_drawparticles.value))
+               return;
+
+       staticlight = dynamiclight = r_particles_lighting.value;
+       if (!r_dynamic.value)
+               dynamiclight = 0;
+       c_particles += numparticles;
+
+       uprightangles[0] = 0;
+       uprightangles[1] = r_refdef.viewangles[1];
+       uprightangles[2] = 0;
+       AngleVectors (uprightangles, NULL, right2, up2);
+
+       minparticledist = DotProduct(r_refdef.vieworg, vpn) + 16.0f;
+
+       for (i = 0, p = particles;i < numparticles;i++, p++)
+       {
+               // LordHavoc: unnecessary (array was already compacted)
+//             if (p->die < cl.time)
+//                     continue;
+
+               // LordHavoc: only render if not too close
+               if (DotProduct(p->org, vpn) < minparticledist)
+                       continue;
+
+               /*
+               if (p->type == pt_decal)
+               {
+                       VectorSubtract(p->org, r_refdef.vieworg, v);
+                       if (DotProduct(p->direction, v) < 0)
+                               continue;
+               }
+               */
+
+               color24 = (byte *) &d_8to24table[(int)p->color];
+               r = color24[0];
+               g = color24[1];
+               b = color24[2];
+               if (staticlight && (p->dynlight || staticlight >= 2)) // LordHavoc: only light blood and smoke
+               {
+                       R_CompleteLightPoint(tempcolor, p->org, dynamiclight);
+                       r = (r * (int) tempcolor[0]) >> 7;
+                       g = (g * (int) tempcolor[1]) >> 7;
+                       b = (b * (int) tempcolor[2]) >> 7;
+               }
+               br = (byte) min(r, 255);
+               bg = (byte) min(g, 255);
+               bb = (byte) min(b, 255);
+               ba = (byte) p->alpha;
+               transpolybegin(R_GetTexture(p->tex), 0, R_GetTexture(p->tex), p->rendermode);
+               scale = p->scale * -0.5;scale2 = p->scale;
+               /*
+               if (p->type == pt_decal)
+               {
+                       corner[0] = p->org[0] + p->decalup[0]*scale + p->decalright[0]*scale;
+                       corner[1] = p->org[1] + p->decalup[1]*scale + p->decalright[1]*scale;
+                       corner[2] = p->org[2] + p->decalup[2]*scale + p->decalright[2]*scale;
+                       transpolyvertub(corner[0]                                                 , corner[1]                                                 , corner[2]                                                 , 0,1,br,bg,bb,ba);
+                       transpolyvertub(corner[0] + p->decalup[0]*scale2                          , corner[1] + p->decalup[1]*scale2                          , corner[2] + p->decalup[2]*scale2                          , 0,0,br,bg,bb,ba);
+                       transpolyvertub(corner[0] + p->decalup[0]*scale2 + p->decalright[0]*scale2, corner[1] + p->decalup[1]*scale2 + p->decalright[1]*scale2, corner[2] + p->decalup[2]*scale2 + p->decalright[2]*scale2, 1,0,br,bg,bb,ba);
+                       transpolyvertub(corner[0]                        + p->decalright[0]*scale2, corner[1]                        + p->decalright[1]*scale2, corner[2]                        + p->decalright[2]*scale2, 1,1,br,bg,bb,ba);
+               }
+               else*/ if (p->tex == rainparticletexture) // rain streak
+               {
+                       corner[0] = p->org[0] + up2[0]*scale + right2[0]*scale;
+                       corner[1] = p->org[1] + up2[1]*scale + right2[1]*scale;
+                       corner[2] = p->org[2] + up2[2]*scale + right2[2]*scale;
+                       transpolyvertub(corner[0]                                   , corner[1]                                   , corner[2]                                   , 0,1,br,bg,bb,ba);
+                       transpolyvertub(corner[0] + up2[0]*scale2                   , corner[1] + up2[1]*scale2                   , corner[2] + up2[2]*scale2                   , 0,0,br,bg,bb,ba);
+                       transpolyvertub(corner[0] + up2[0]*scale2 + right2[0]*scale2, corner[1] + up2[1]*scale2 + right2[1]*scale2, corner[2] + up2[2]*scale2 + right2[2]*scale2, 1,0,br,bg,bb,ba);
+                       transpolyvertub(corner[0]                 + right2[0]*scale2, corner[1]                 + right2[1]*scale2, corner[2]                 + right2[2]*scale2, 1,1,br,bg,bb,ba);
+               }
+               else
+               {
+                       corner[0] = p->org[0] + vup[0]*scale + vright[0]*scale;
+                       corner[1] = p->org[1] + vup[1]*scale + vright[1]*scale;
+                       corner[2] = p->org[2] + vup[2]*scale + vright[2]*scale;
+                       transpolyvertub(corner[0]                                   , corner[1]                                   , corner[2]                                   , 0,1,br,bg,bb,ba);
+                       transpolyvertub(corner[0] + vup[0]*scale2                   , corner[1] + vup[1]*scale2                   , corner[2] + vup[2]*scale2                   , 0,0,br,bg,bb,ba);
+                       transpolyvertub(corner[0] + vup[0]*scale2 + vright[0]*scale2, corner[1] + vup[1]*scale2 + vright[1]*scale2, corner[2] + vup[2]*scale2 + vright[2]*scale2, 1,0,br,bg,bb,ba);
+                       transpolyvertub(corner[0]                 + vright[0]*scale2, corner[1]                 + vright[1]*scale2, corner[2]                 + vright[2]*scale2, 1,1,br,bg,bb,ba);
+               }
+               transpolyend();
+       }
+}