]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_part.c
Small fixes to tab completion
[xonotic/darkplaces.git] / r_part.c
index 5c822d9b8f82d59f27c5a28bdc957f99e7851ece..6bb2dfbe195126a391d1f5d9959b152867af1cb4 100644 (file)
--- a/r_part.c
+++ b/r_part.c
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -20,230 +20,354 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-#define MAX_PARTICLES                  2048    // 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
 
-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            particletexture;
-int            smokeparticletexture;
-int            flareparticletexture;
-int            rainparticletexture;
-int            bloodcloudparticletexture;
-int            bubbleparticletexture;
-
-particle_t     *active_particles, *free_particles;
-
-particle_t     *particles;
-int                    r_numparticles;
-
-vec3_t                 r_pright, r_pup, r_ppn;
+typedef enum
+{
+       pt_static, pt_grav, pt_blob, pt_blob2, pt_bulletsmoke, pt_smoke, pt_snow, pt_rain, pt_spark, pt_bubble, pt_fade, pt_steam, pt_splash, pt_splashpuff, pt_flame, pt_blood, pt_oneframe, pt_lavasplash, pt_raindropsplash, pt_underwaterspark, pt_explosionsplash
+}
+ptype_t;
 
-//extern cvar_t r_particles/*, r_smoke*/, r_smokealpha;
-//cvar_t r_smokecolor = {"r_smokecolor", "0"};
+typedef struct
+{
+       float s1, t1, s2, t2;
+}
+particletexture_t;
 
-void fractalnoise(char *noise, int size);
-void fractalnoise_zeroedge(char *noise, int size);
+typedef struct particle_s
+{
+       ptype_t         type;
+       vec3_t          org;
+       vec3_t          vel;
+       particletexture_t       *tex;
+       float           die;
+       float           scale;
+       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)
+       vec3_t          oldorg;
+       vec3_t          vel2; // used for snow fluttering (base velocity, wind for instance)
+       float           friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
+       float           pressure; // if non-zero, apply pressure to other particles
+       int                     dynlight; // if set the particle will be dynamically lit (if r_dynamicparticles is on), used for smoke and blood
+       int                     rendermode; // a TPOLYTYPE_ value
+       byte            color[4];
+}
+particle_t;
 
-void R_InitParticleTexture (void)
+static int particlepalette[256] =
+{
+       0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
+       0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
+       0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
+       0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
+       0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
+       0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
+       0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
+       0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
+       0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
+       0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
+       0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
+       0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
+       0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
+       0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
+       0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
+       0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
+       0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
+       0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
+       0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
+       0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
+       0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
+       0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
+       0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
+       0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
+       0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
+       0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
+       0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
+       0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
+       0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
+       0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
+       0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
+       0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
+};
+
+static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
+//static int explounderwatersparkramp[8] = {0x00074b, 0x000f6f, 0x071f93, 0x0f33b7, 0x2b63cf, 0x4f97e3, 0xb5e7ff, 0xffffff};
+
+static rtexture_t *particlefonttexture;
+
+static particletexture_t particletexture;
+static particletexture_t smokeparticletexture[8];
+static particletexture_t rainparticletexture;
+static particletexture_t bubbleparticletexture;
+static particletexture_t bulletholetexture[8];
+static particletexture_t rocketglowparticletexture;
+static particletexture_t raindropsplashparticletexture[16];
+
+static particle_t      *particles;
+static int                     r_numparticles;
+
+static int                     numparticles;
+static particle_t      **freeparticles; // list used only in compacting particles array
+
+static cvar_t r_particles = {CVAR_SAVE, "r_particles", "1"};
+static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
+static cvar_t r_particles_lighting = {CVAR_SAVE, "r_particles_lighting", "1"};
+static cvar_t r_particles_bloodshowers = {CVAR_SAVE, "r_particles_bloodshowers", "1"};
+static cvar_t r_particles_blood = {CVAR_SAVE, "r_particles_blood", "1"};
+static cvar_t r_particles_smoke = {CVAR_SAVE, "r_particles_smoke", "1"};
+static cvar_t r_particles_sparks = {CVAR_SAVE, "r_particles_sparks", "1"};
+static cvar_t r_particles_bubbles = {CVAR_SAVE, "r_particles_bubbles", "1"};
+static cvar_t r_particles_explosions = {CVAR_SAVE, "r_particles_explosions", "0"};
+
+static byte shadebubble(float dx, float dy, vec3_t light)
 {
-       int             x,y,d;
-       float   dx, dy, dz, f, dot;
-       byte    data[64][64][4], noise1[64][64], noise2[64][64];
-       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);
+static void R_InitParticleTexture (void)
+{
+       int             x,y,d,i,m, texnum;
+       float   dx, dy, radius, f, f2;
+       byte    data[32][32][4], noise1[64][64], noise2[64][64];
+       vec3_t  light;
+       byte    particletexturedata[256][256][4];
+
+       memset(&particletexturedata[0][0][0], 255, sizeof(particletexturedata));
+       texnum = 0;
+       #define SETUPTEX(var)\
+       {\
+               int basex, basey, y;\
+               if (texnum >= 64)\
+               {\
+                       Sys_Error("R_InitParticleTexture: ran out of textures (64)\n");\
+                       return; /* only to hush compiler */ \
+               }\
+               basex = (texnum & 7) * 32;\
+               basey = ((texnum >> 3) & 7) * 32;\
+               var.s1 = (basex + 1) / 256.0f;\
+               var.t1 = (basey + 1) / 256.0f;\
+               var.s2 = (basex + 31) / 256.0f;\
+               var.t2 = (basey + 31) / 256.0f;\
+               for (y = 0;y < 32;y++)\
+                       memcpy(&particletexturedata[basey + y][basex][0], &data[y][0][0], 32*4);\
+               texnum++;\
+       }
 
-       for (x=0 ; x<64 ; x++)
+       for (y = 0;y < 32;y++)
        {
-               for (y=0 ; y<64 ; 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, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
-
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+       SETUPTEX(particletexture)
+//     particletexture = R_LoadTexture ("particletexture", 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
 
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
-
-       fractalnoise(&noise1[0][0], 64);
-       fractalnoise(&noise2[0][0], 64);
-       for (y = 0;y < 64;y++)
-               for (x = 0;x < 64;x++)
+       for (i = 0;i < 8;i++)
+       {
+               do
                {
-                       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;
+                       fractalnoise(&noise1[0][0], 64, 4);
+                       fractalnoise(&noise2[0][0], 64, 8);
+                       m = 0;
+                       for (y = 0;y < 32;y++)
+                       {
+                               dy = y - 16;
+                               for (x = 0;x < 32;x++)
+                               {
+                                       d = (noise1[y][x] - 128) * 2 + 64; // was + 128
+                                       d = bound(0, d, 255);
+                                       data[y][x][0] = data[y][x][1] = data[y][x][2] = d;
+                                       dx = x - 16;
+                                       d = (noise2[y][x] - 128) * 3 + 192;
+                                       if (d > 0)
+                                               d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
+                                       d = bound(0, d, 255);
+                                       data[y][x][3] = (byte) d;
+                                       if (m < d)
+                                               m = d;
+                               }
+                       }
                }
+               while (m < 224);
 
-       /*
-       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()%64)+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<64 ; x++)
+               SETUPTEX(smokeparticletexture[i])
+//             smokeparticletexture[i] = R_LoadTexture (va("smokeparticletexture%02d", i), 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
+       }
+
+       light[0] = 1;light[1] = 1;light[2] = 1;
+       VectorNormalize(light);
+       for (y = 0;y < 32;y++)
        {
-               for (y=0 ; y<64 ; y++)
+               for (x = 0;x < 32;x++)
                {
-                       //data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%192)+64;
-                       dx = x - 16;
-                       dy = y - 16;
-                       d = (255 - (dx*dx+dy*dy));
-                       if (d < 0) d = 0;
-                       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);
                }
        }
-       */
-       smokeparticletexture = texture_extension_number++;
-       glBindTexture(GL_TEXTURE_2D, smokeparticletexture);
-       glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 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);
-
-       fractalnoise(&noise1[0][0], 64);
-       fractalnoise(&noise2[0][0], 64);
-       for (y = 0;y < 64;y++)
-               for (x = 0;x < 64;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;
-               }
-
-       bloodcloudparticletexture = texture_extension_number++;
-       glBindTexture(GL_TEXTURE_2D, bloodcloudparticletexture);
-       glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 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);
+       SETUPTEX(rainparticletexture)
+//     rainparticletexture = R_LoadTexture ("rainparticletexture", 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
 
-       flareparticletexture = texture_extension_number++;
-    glBindTexture(GL_TEXTURE_2D, flareparticletexture);
-
-       for (x=0 ; x<64 ; x++)
+       light[0] = 1;light[1] = 1;light[2] = 1;
+       VectorNormalize(light);
+       for (y = 0;y < 32;y++)
        {
-               for (y=0 ; y<64 ; 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, 64, 64, 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);
+       SETUPTEX(bubbleparticletexture)
+//     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<64 ; x++)
+       for (i = 0;i < 8;i++)
        {
-               for (y=0 ; y<64 ; 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));
+                       }
+               }
+               for (y = 0;y < 32;y++)
+               {
+                       for (x = 0;x < 32;x++)
+                       {
+                               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);
                        }
-                       if (d < 0) d = 0;
-                       data[y][x][3] = (byte) d;
                }
-       }
-       glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 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);
+               SETUPTEX(bulletholetexture[i])
+//             bulletholetexture[i] = R_LoadTexture (va("bulletholetexture%02d", i), 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
+       }
 
-       bubbleparticletexture = texture_extension_number++;
-    glBindTexture(GL_TEXTURE_2D, bubbleparticletexture);
+       for (y = 0;y < 32;y++)
+       {
+               dy = y - 16;
+               for (x = 0;x < 32;x++)
+               {
+                       dx = x - 16;
+                       d = (2048.0f / (dx*dx+dy*dy+1)) - 8.0f;
+                       data[y][x][0] = bound(0, d * 1.0f, 255);
+                       data[y][x][1] = bound(0, d * 0.8f, 255);
+                       data[y][x][2] = bound(0, d * 0.5f, 255);
+                       data[y][x][3] = bound(0, d * 1.0f, 255);
+               }
+       }
+       SETUPTEX(rocketglowparticletexture)
+//     rocketglowparticletexture = R_LoadTexture ("glowparticletexture", 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
 
-       light[0] = 1;light[1] = 1;light[2] = 1;
-       VectorNormalize(light);
-       for (x=0 ; x<64 ; x++)
+       for (i = 0;i < 16;i++)
        {
-               for (y=0 ; y<64 ; y++)
+               radius = i * 3.0f / 16.0f;
+               f2 = 255.0f * ((15.0f - i) / 15.0f);
+               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
+                       dy = (y - 16) * 0.25f;
+                       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 *= 255;
-                               f = bound(0, f, 255);
-                               data[y][x][3] = (byte) d;
+                               dx = (x - 16) * 0.25f;
+                               data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+                               f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
+                               f = bound(0.0f, f, 255.0f);
+                               data[y][x][3] = (int) f;
                        }
-                       else
-                               data[y][x][3] = 0;
                }
+               SETUPTEX(raindropsplashparticletexture[i])
+//             raindropsplashparticletexture[i] = R_LoadTexture (va("raindropslashparticletexture%02d", i), 32, 32, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
        }
-       glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
 
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+       particlefonttexture = R_LoadTexture ("particlefont", 256, 256, &particletexturedata[0][0][0], TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
+}
+
+static void r_part_start(void)
+{
+       particles = (particle_t *) qmalloc(r_numparticles * sizeof(particle_t));
+       freeparticles = (void *) qmalloc(r_numparticles * sizeof(particle_t *));
+       numparticles = 0;
+       R_InitParticleTexture ();
+}
+
+static void r_part_shutdown(void)
+{
+       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);
+static void r_part_newmap(void)
+{
+       numparticles = 0;
 }
 
 /*
@@ -251,7 +375,8 @@ void R_InitParticleTexture (void)
 R_InitParticles
 ===============
 */
-void R_InitParticles (void)
+void R_ReadPointFile_f (void);
+void R_Particles_Init (void)
 {
        int             i;
 
@@ -268,10 +393,54 @@ 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_smokecolor);
-       R_InitParticleTexture ();
+       Cvar_RegisterVariable (&r_particles);
+       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);
+       Cvar_RegisterVariable (&r_particles_explosions);
+
+       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, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
+{\
+       particle_t      *part;\
+       int tempcolor;\
+       if (numparticles >= r_numparticles)\
+               return;\
+       part = &particles[numparticles++];\
+       part->type = (ptype);\
+       tempcolor = (pcolor);\
+       part->color[0] = ((tempcolor) >> 16) & 0xFF;\
+       part->color[1] = ((tempcolor) >> 8) & 0xFF;\
+       part->color[2] = (tempcolor) & 0xFF;\
+       part->color[3] = 0xFF;\
+       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);\
+       part->friction = (pfriction);\
+       part->pressure = (ppressure);\
 }
 
 /*
@@ -279,35 +448,23 @@ 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;
-//     if (!r_particles.value) return; // LordHavoc: particles are optional
-       
-       dist = 64;
-       count = 50;
+       float           beamlength;
+       static vec3_t avelocities[NUMVERTEXNORMALS];
+       if (!r_particles.value) return; // LordHavoc: particles are optional
 
-if (!avelocities[0][0])
-{
-for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
-avelocities[0][i] = (rand()&255) * 0.01;
-}
+       dist = 64;
+       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++)
        {
@@ -317,101 +474,52 @@ 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, particlepalette[0x6f], particletexture, TPOLYTYPE_ALPHA, false, 2, 255, 9999, 0, ent->render.origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->render.origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->render.origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
        }
 }
 
 
-/*
-===============
-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;
+       QFile   *f;
        vec3_t  org;
        int             r;
        int             c;
-       particle_t      *p;
        char    name[MAX_OSPATH];
-       
+
        sprintf (name,"maps/%s.pts", sv.name);
 
-       COM_FOpenFile (name, &f, false);
+       COM_FOpenFile (name, &f, false, true);
        if (!f)
        {
                Con_Printf ("couldn't open %s\n", name);
                return;
        }
-       
+
        Con_Printf ("Reading %s...\n", name);
        c = 0;
-       for ( ;; )
+       for (;;)
        {
-               r = fscanf (f,"%f %f %f\n", &org[0], &org[1], &org[2]);
+               char *str = Qgetline (f);
+               r = sscanf (str,"%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, particlepalette[(-c)&15], particletexture, TPOLYTYPE_ALPHA, false, 2, 255, 99999, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
        }
 
-       fclose (f);
+       Qclose (f);
        Con_Printf ("%i points read\n", c);
 }
 
@@ -426,7 +534,7 @@ void R_ParseParticleEffect (void)
 {
        vec3_t          org, dir;
        int                     i, count, msgcount, color;
-       
+
        for (i=0 ; i<3 ; i++)
                org[i] = MSG_ReadCoord ();
        for (i=0 ; i<3 ; i++)
@@ -434,14 +542,14 @@ void R_ParseParticleEffect (void)
        msgcount = MSG_ReadByte ();
        color = MSG_ReadByte ();
 
-if (msgcount == 255)
-       count = 1024;
-else
-       count = msgcount;
-       
+       if (msgcount == 255)
+               count = 1024;
+       else
+               count = msgcount;
+
        R_RunParticleEffect (org, dir, color, count);
 }
-       
+
 /*
 ===============
 R_ParticleExplosion
@@ -450,65 +558,69 @@ R_ParticleExplosion
 */
 void R_ParticleExplosion (vec3_t org, int smoke)
 {
-       int                     i, j;
-       particle_t      *p;
-//     if (!r_particles.value) return; // LordHavoc: particles are optional
-       
-       for (i=0 ; i<1024 ; i++)
+       int i, j;
+       float f;
+       vec3_t v, end, ang;
+       byte noise1[32*32], noise2[32*32];
+
+       if (r_particles.value && r_particles_explosions.value)
        {
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-
-               p->texnum = flareparticletexture;
-               p->scale = 4+(rand()&7);
-               p->alpha = rand()&255;
-               p->die = cl.time + 5;
-               p->color = ramp1[0];
-               p->ramp = rand()&3;
-               /*
-               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++)
+               i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
+               if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
                {
-                       p->org[j] = org[j] + ((rand()&63)-32);
-                       p->vel[j] = (rand()&511)-256;
-               }
-               p->vel[j] += 200;
-       }
+                       for (i = 0;i < 128;i++)
+                               particle(pt_bubble, 0xFFFFFF, bubbleparticletexture, TPOLYTYPE_ALPHA, 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), 0, 0, 0, 0, 0, 0);
 
-       if (smoke)
-       {
-               for (i=0 ; i<32 ; i++)
+                       ang[2] = lhrandom(0, 360);
+                       fractalnoise(noise1, 32, 4);
+                       fractalnoise(noise2, 32, 8);
+                       for (i = 0;i < 32;i++)
+                       {
+                               for (j = 0;j < 32;j++)
+                               {
+                                       VectorRandom(v);
+                                       VectorMA(org, 16, v, v);
+                                       TraceLine(org, v, end, NULL, 0);
+                                       ang[0] = (j + 0.5f) * (360.0f / 32.0f);
+                                       ang[1] = (i + 0.5f) * (360.0f / 32.0f);
+                                       AngleVectors(ang, v, NULL, NULL);
+                                       f = noise1[j*32+i] * 1.5f;
+                                       VectorScale(v, f, v);
+                                       particle(pt_underwaterspark, noise2[j*32+i] * 0x010101, smokeparticletexture[rand()&7], TPOLYTYPE_ALPHA, false, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
+                                       VectorScale(v, 0.75, v);
+                                       particle(pt_underwaterspark, explosparkramp[(noise2[j*32+i] >> 5)], particletexture, TPOLYTYPE_ALPHA, false, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
+                               }
+                       }
+               }
+               else
                {
-                       if (!free_particles)
-                               return;
-                       p = free_particles;
-                       free_particles = p->next;
-                       p->next = active_particles;
-                       active_particles = p;
-
-                       p->texnum = smokeparticletexture;
-                       p->scale = 24;
-                       p->alpha = 80;
-                       p->die = cl.time + 2;
-                       p->type = pt_smoke;
-                       p->color = (rand()&7) + 8;
-                       for (j=0 ; j<3 ; j++)
+                       ang[2] = lhrandom(0, 360);
+                       fractalnoise(noise1, 32, 4);
+                       fractalnoise(noise2, 32, 8);
+                       for (i = 0;i < 32;i++)
                        {
-                               p->org[j] = org[j] + ((rand()%96)-48);
-                               p->vel[j] = (rand()&63)-32;
+                               for (j = 0;j < 32;j++)
+                               {
+                                       VectorRandom(v);
+                                       VectorMA(org, 16, v, v);
+                                       TraceLine(org, v, end, NULL, 0);
+                                       ang[0] = (j + 0.5f) * (360.0f / 32.0f);
+                                       ang[1] = (i + 0.5f) * (360.0f / 32.0f);
+                                       AngleVectors(ang, v, NULL, NULL);
+                                       f = noise1[j*32+i] * 1.5f;
+                                       VectorScale(v, f, v);
+                                       particle(pt_spark, noise2[j*32+i] * 0x010101, smokeparticletexture[rand()&7], TPOLYTYPE_ALPHA, false, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
+                                       VectorScale(v, 0.75, v);
+                                       particle(pt_spark, explosparkramp[(noise2[j*32+i] >> 5)], particletexture, TPOLYTYPE_ALPHA, false, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
+                               //      VectorRandom(v);
+                               //      VectorScale(v, 384, v);
+                               //      particle(pt_spark, explosparkramp[rand()&7], particletexture, TPOLYTYPE_ALPHA, false, 2, lhrandom(16, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
+                               }
                        }
                }
        }
+       else
+               R_NewExplosion(org);
 }
 
 /*
@@ -519,34 +631,11 @@ R_ParticleExplosion2
 */
 void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
 {
-       int                     i, j;
-       particle_t      *p;
-       int                     colorMod = 0;
-//     if (!r_particles.value) return; // LordHavoc: particles are optional
+       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 = flareparticletexture;
-               p->scale = 8;
-               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()%32)-16);
-                       p->vel[j] = (rand()%512)-256;
-               }
-       }
+       for (i = 0;i < 512;i++)
+               particle(pt_fade, particlepalette[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), 0, 0, 0, 0, 0.1f, 0);
 }
 
 /*
@@ -557,45 +646,13 @@ R_BlobExplosion
 */
 void R_BlobExplosion (vec3_t org)
 {
-       int                     i, j;
-       particle_t      *p;
-//     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 = flareparticletexture;
-               p->scale = 8;
-               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] = (rand()%512)-256;
-                       }
-               }
-               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] = (rand()%512)-256;
-                       }
-               }
-       }
+       int                     i;
+       if (!r_particles.value) return; // LordHavoc: particles are optional
+
+       for (i = 0;i < 256;i++)
+               particle(pt_blob , particlepalette[ 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), 0, 0, 0, 0, 0, 0);
+       for (i = 0;i < 256;i++)
+               particle(pt_blob2, particlepalette[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), 0, 0, 0, 0, 0, 0);
 }
 
 /*
@@ -606,238 +663,108 @@ R_RunParticleEffect
 */
 void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
 {
-       int                     i, j;
-       particle_t      *p;
-//     if (!r_particles.value) return; // LordHavoc: particles are optional
-       
-       for (i=0 ; i<count ; i++)
+       if (!r_particles.value) return; // LordHavoc: particles are optional
+
+       if (count == 1024)
        {
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-
-               if (count == 1024)
-               {       // rocket explosion
-                       p->texnum = flareparticletexture;
-                       p->scale = 8;
-                       p->alpha = 255;
-                       p->die = cl.time + 5;
-                       p->color = ramp1[0];
-                       p->ramp = rand()&3;
-                       if (i & 1)
-                       {
-                               p->type = pt_explode;
-                               for (j=0 ; j<3 ; j++)
-                               {
-                                       p->org[j] = org[j] + ((rand()%32)-16);
-                                       p->vel[j] = (rand()%512)-256;
-                               }
-                       }
-                       else
-                       {
-                               p->type = pt_explode2;
-                               for (j=0 ; j<3 ; j++)
-                               {
-                                       p->org[j] = org[j] + ((rand()%32)-16);
-                                       p->vel[j] = (rand()%512)-256;
-                               }
-                       }
-               }
-               else
-               {
-                       p->texnum = flareparticletexture;
-                       p->scale = 8;
-                       p->alpha = 255;
-                       p->die = cl.time + 0.1*(rand()%5);
-                       p->color = (color&~7) + (rand()&7);
-                       p->type = pt_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;
-                       }
-               }
+               R_ParticleExplosion(org, false);
+               return;
        }
+       while (count--)
+               particle(pt_fade, particlepalette[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), 0, 0, 0, 0, 0, 0);
 }
 
 // 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
+       particletexture_t *tex;
+       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
+       tex = &bulletholetexture[rand()&7];
+       R_Decal(org, particlefonttexture, tex->s1, tex->t1, tex->s2, tex->t2, 16, 0, 0, 0, 255);
+
+       // smoke puff
+       if (r_particles_smoke.value)
+               particle(pt_bulletsmoke, 0xA0A0A0, 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), 0, 0, 0, 0, 0, 0);
+
+       if (r_particles_sparks.value)
        {
-               p->texnum = smokeparticletexture;
-               p->scale = 20;
-               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, particlepalette[0x68 + (rand() & 7)], particletexture, TPOLYTYPE_ALPHA, false, 1, lhrandom(0, 255), 9999, 1.5, org[0], org[1], org[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(0, 128), 512.0f, 0, 0, 0, 0.2f, 0);
        }
-       else // blood
-       {
-               p->texnum = bloodcloudparticletexture;
-               p->scale = 24;
-               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++)
+}
+
+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)
        {
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-
-               p->texnum = flareparticletexture;
-               p->scale = 5;
-               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, 0x300000, 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), 0, 0, 0, 0, 1.0f, 0);
+               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.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 = 24;
-               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, 0x300000, smokeparticletexture[rand()&7], TPOLYTYPE_ALPHA, true, 24, 255, 9999, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1.0f, 0);
        }
 }
 
 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 (!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 = 12;
-               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, particlepalette[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), 0, 0, 0, 0, 0, 0);
 }
 
 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
+       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;}
@@ -853,45 +780,53 @@ 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 = 6;
-               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);
+                       particle(pt_rain, particlepalette[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], 0, 0);
                }
-               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);
+                       particle(pt_snow, particlepalette[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], 0, 0);
                }
-               p->color = colorbase + (rand()&3);
-               VectorCopy(org, p->org);
-               VectorCopy(vel, p->vel);
+               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, particlepalette[224 + (rand()&15)], smokeparticletexture[rand()&7], TPOLYTYPE_ALPHA, 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), 0, 0, 0, 0, 0.1f, 0);
+}
+
+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, particlepalette[224 + (rand()&15)], smokeparticletexture[rand()&7], TPOLYTYPE_ALPHA, 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), 0, 0, 0, 0, 0.1f, 0);
+}
+
+
 
 /*
 ===============
@@ -899,44 +834,27 @@ 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;
-//     if (!r_particles.value) return; // LordHavoc: particles are optional
+       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 = 24;
-                               p->alpha = 255;
-                               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, particlepalette[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, 0, 0, 0, 0, 0, 0);
+               }
+       }
 }
 
 /*
@@ -948,603 +866,613 @@ 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->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);
-                       }
-       */
+       if (!r_particles.value) return; // LordHavoc: particles are optional
 
-       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 = 8;
-                               p->alpha = (1 + rand()&7) * 32;
-                               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, 0xFFFFFF, particletexture, TPOLYTYPE_ALPHA, 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), 0, 0, 0, 0, 0.1f, -512.0f);
 }
 
 void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
 {
-       vec3_t          vec;
-       float           len, dec, t, nt, speed;
-       int                     j, contents, bubbles;
-       particle_t      *p;
-       static int      tracercount;
-//     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);
+       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
+
+       VectorSubtract(end, start, dir);
+       VectorNormalize(dir);
+
+       if (type == 0 && host_frametime != 0) // rocket glow
+               particle(pt_oneframe, 0xFFFFFF, rocketglowparticletexture, TPOLYTYPE_ALPHA, false, 24, 255, 9999, 0, end[0] - 12 * dir[0], end[1] - 12 * dir[1], end[2] - 12 * dir[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+
+       t = ent->persistent.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->persistent.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->persistent.trail_time = cl.time;
+               return;
+       }
+
+       bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
+
+       polytype = TPOLYTYPE_ALPHA;
+       if (ent->render.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 = 0.01f;
-                                       p->texnum = bubbleparticletexture;
-                                       p->scale = 6+(rand()&3);
-                                       p->alpha = 255;
-//                                     if (r_smokecolor.value)
-//                                             p->color = r_smokecolor.value;
-//                                     else
-                                               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 = 0.005f;
+                                       particle(pt_bubble, 0xFFFFFF, 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), 0, 0, 0, 0, 0, 0);
+                                       particle(pt_bubble, 0xFFFFFF, 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), 0, 0, 0, 0, 0, 0);
+                                       particle(pt_smoke, 0xFFFFFF, smokeparticletexture[rand()&7], polytype, false, 2, 160, 9999, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
                                }
                                else
                                {
-                                       dec = 0.03f;
-                                       p->texnum = smokeparticletexture;
-                                       p->scale = 12+(rand()&7);
-                                       p->alpha = 64 + (rand()&31);
-//                                     if (r_smokecolor.value)
-//                                             p->color = r_smokecolor.value;
-//                                     else
-                                               p->color = (rand()&3)+12;
-                                       p->type = pt_smoke;
-                                       p->die = cl.time + 2;
-                                       VectorCopy(start, p->org);
+                                       dec = 0.005f;
+                                       particle(pt_smoke, 0xC0C0C0, smokeparticletexture[rand()&7], polytype, true, 2, 160, 9999, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+                                       //particle(pt_spark, particlepalette[0x68 + (rand() & 7)], particletexture, TPOLYTYPE_ALPHA, false, 1, lhrandom(128, 255), 9999, 1.5, start[0], start[1], start[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 0.1f, 0);
+                                       //particle(pt_spark, particlepalette[0x68 + (rand() & 7)], particletexture, TPOLYTYPE_ALPHA, false, 1, lhrandom(128, 255), 9999, 1.5, start[0], start[1], start[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 0.1f, 0);
+                                       //particle(pt_spark, particlepalette[0x68 + (rand() & 7)], particletexture, TPOLYTYPE_ALPHA, false, 1, lhrandom(128, 255), 9999, 1.5, start[0], start[1], start[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 0.1f, 0);
+                                       //particle(pt_spark, particlepalette[0x68 + (rand() & 7)], particletexture, TPOLYTYPE_ALPHA, false, 1, lhrandom(128, 255), 9999, 1.5, start[0], start[1], start[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 0.1f, 0);
                                }
                                break;
 
-                               /*
-                       case 1: // smoke smoke
-                               dec = 0.016f;
-                               p->texnum = smokeparticletexture;
-                               p->scale = 12+rand()&7;
-                               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, 0xFFFFFF, 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), 0, 0, 0, 0, 0, 0);
+                                       particle(pt_bubble, 0xFFFFFF, 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), 0, 0, 0, 0, 0, 0);
+                                       particle(pt_smoke, 0xFFFFFF, smokeparticletexture[rand()&7], polytype, false, 2, 160, 9999, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 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 = 0.03f;
-                               p->texnum = bloodcloudparticletexture;
-                               p->scale = 20+(rand()&7);
-                               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, 0x808080, smokeparticletexture[rand()&7], polytype, true, 2, 160, 9999, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
                                }
                                break;
 
-                       case 3:
-                       case 5: // tracer
-                               dec = 0.01f;
-                               p->texnum = flareparticletexture;
-                               p->scale = 4;
-                               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 = 0.1f;
+                                       particle(pt_blood, 0x300000, 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), 0, 0, 0, 0, 1.0f, 0);
                                }
                                break;
 
                        case 4: // slight blood
-                               dec = 0.03f; // sparse trail
-                               p->texnum = bloodcloudparticletexture;
-                               p->scale = 20+(rand()&7);
-                               p->alpha = 255;
-                               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 = 0.15f;
+                                       particle(pt_blood, 0x300000, 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), 0, 0, 0, 0, 1.0f, 0);
                                }
                                break;
 
+                       case 3: // green tracer
+                               dec = 0.02f;
+                               particle(pt_fade, 0x373707, smokeparticletexture[rand()&7], polytype, false, 4, 255, 9999, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+                               break;
+
+                       case 5: // flame tracer
+                               dec = 0.02f;
+                               particle(pt_fade, 0xCF632B, smokeparticletexture[rand()&7], polytype, false, 4, 255, 9999, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+                               break;
+
                        case 6: // voor trail
                                dec = 0.05f; // sparse trail
-                               p->texnum = flareparticletexture;
-                               p->scale = 20+(rand()&7);
-                               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, 0x47232B, smokeparticletexture[rand()&7], polytype, false, 4, 255, 9999, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
                                break;
 
                        case 7: // Nehahra smoke tracer
-                               dec = 0.14f;
-                               p->texnum = smokeparticletexture;
-                               p->scale = 12+(rand()&7);
-                               p->alpha = 64;
-                               p->color = (rand()&3)+12;
-                               p->type = pt_smoke;
-                               p->die = cl.time + 1;
-                               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, 0xC0C0C0, smokeparticletexture[rand()&7], polytype, true, 10, 64, 9999, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 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->persistent.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;
-       static int      tracercount;
-//     if (!r_particles.value) return; // LordHavoc: particles are optional
+       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);
+       color = particlepalette[color];
+       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 = 16;
-               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, 0, 0, 0, 0, 0, 0);
                VectorAdd (start, vec, start);
        }
 }
 
 
-//extern qboolean isG200, isATI, isRagePro;
-extern qboolean lighthalf;
-
 /*
 ===============
 R_DrawParticles
 ===============
 */
-extern cvar_t  sv_gravity;
-
-void R_DrawParticles (void)
+void R_MoveParticles (void)
 {
-       particle_t              *p, *kill;
-       int                             i, /*texnum, */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;
+       particle_t              *p;
+       int                             i, activeparticles, maxparticle, j, a, b, pressureused = false;
+       vec3_t                  v, org, o, normal;
+       float                   gravity, dvel, frametime, f;
 
        // LordHavoc: early out condition
-       if (!active_particles)
+       if (!numparticles)
                return;
 
-       /*
-       texnum = particletexture;
-    glBindTexture(GL_TEXTURE_2D, texnum);
-       glEnable (GL_BLEND);
-       // LordHavoc: Matrox G200 cards can't handle per pixel alpha at all...
-       // and ATI Rage Pro can't modulate a per pixel alpha texture
-       if (isG200 || isRagePro)
-               glEnable(GL_ALPHA_TEST);
-       else
-               glDisable(GL_ALPHA_TEST);
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glDepthMask(0); // disable zbuffer updates
-       glShadeModel(GL_FLAT);
-       glBegin (GL_TRIANGLES);
-       */
-
-       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 ( ;; )
+               VectorCopy(p->org, p->oldorg);
+               VectorMA(p->org, frametime, p->vel, p->org);
+               if (p->friction)
                {
-                       kill = p->next;
-                       if (kill && kill->die < cl.time)
-                       {
-                               p->next = kill->next;
-                               kill->next = free_particles;
-                               free_particles = kill;
-                               continue;
-                       }
-                       break;
+                       f = 1.0f - (p->friction * frametime);
+                       VectorScale(p->vel, f, p->vel);
                }
-               // 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, org);
+               if (p->bounce)
                {
-                       scale = p->scale * -0.25;scale2 = p->scale * 0.75;
-                       /*
-                       if (p->texnum != texnum)
-                       {
-                               texnum = p->texnum;
-                               glEnd();
-                               glBindTexture(GL_TEXTURE_2D, texnum);
-                               glBegin(GL_TRIANGLES);
-                       }
-                       if (lighthalf)
-                       {
-                               color24 = (byte *)&d_8to24table[(int)p->color];
-                               if (p->texnum == smokeparticletexture)
-                                       glColor4ub((byte) (color24[0] >> 1), (byte) (color24[1] >> 1), (byte) (color24[2] >> 1), (byte) (p->alpha*r_smokealpha.value));
-                               else
-                                       glColor4ub((byte) (color24[0] >> 1), (byte) (color24[1] >> 1), (byte) (color24[2] >> 1), (byte) p->alpha);
-                       }
-                       else
+                       vec3_t normal;
+                       float dist;
+                       if (TraceLine(p->oldorg, p->org, v, normal, 0) < 1)
                        {
-                               color24 = (byte *) &d_8to24table[(int)p->color];
-                               if (p->texnum == smokeparticletexture)
-                                       glColor4ub(color24[0], color24[1], color24[2], (byte) (p->alpha*r_smokealpha.value));
+                               VectorCopy(v, p->org);
+                               if (p->bounce < 0)
+                               {
+                                       R_Decal(v, particlefonttexture, p->tex->s1, p->tex->t1, p->tex->s2, p->tex->t2, p->scale, p->color[0], p->color[1], p->color[2], p->alpha);
+                                       p->die = -1;
+                                       freeparticles[j++] = p;
+                                       continue;
+                               }
                                else
-                                       glColor4ub(color24[0], color24[1], color24[2], (byte) p->alpha);
-                       }
-                       if (p->texnum == rainparticletexture) // rain streak
-                       {
-                               glTexCoord2f (0,0);
-                               glVertex3f (p->org[0] + right2[0]*scale , p->org[1] + right2[1]*scale , p->org[2] + right2[2]*scale );
-                               glTexCoord2f (1,0);
-                               glVertex3f (p->org[0] + right2[0]*scale , p->org[1] + right2[1]*scale , p->org[2] + right2[2]*scale );
-                               glTexCoord2f (0,1);
-                               glVertex3f (p->org[0] + right2[0]*scale2, p->org[1] + right2[1]*scale2, p->org[2] + right2[2]*scale2);
-                       }
-                       else
-                       {
-                               glTexCoord2f (0,0);
-                               // LordHavoc: centered particle sprites
-                               glVertex3f (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 );
-                               glTexCoord2f (1,0);
-                               glVertex3f (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 );
-                               glTexCoord2f (0,1);
-                               glVertex3f (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);
-                       }
-                       */
-                       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;
-                       }
-                       transpolybegin(p->texnum, 0, p->texnum, TPOLYTYPE_ALPHA);
-                       if (p->texnum == rainparticletexture) // rain streak
-                       {
-                               transpolyvert(p->org[0] + right2[0]*scale , p->org[1] + right2[1]*scale , p->org[2] + right2[2]*scale , 0,0,r,g,b,a);
-                               transpolyvert(p->org[0] + right2[0]*scale , p->org[1] + right2[1]*scale , p->org[2] + right2[2]*scale , 1,0,r,g,b,a);
-                               transpolyvert(p->org[0] + right2[0]*scale2, p->org[1] + right2[1]*scale2, p->org[2] + right2[2]*scale2, 0,1,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 , 0,0,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 , 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, 0,1,r,g,b,a);
+                               {
+                                       dist = DotProduct(p->vel, normal) * -p->bounce;
+                                       VectorMA(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[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;
-                       break;
-               case pt_slowgrav:
-                       p->vel[2] -= grav;
+                       p->vel[2] -= gravity;
                        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;
-                       break;
-// LordHavoc: for smoke trails
-               case pt_smoke:
-                       p->scale += frametime * 16;
-                       p->alpha -= frametime * 64;
-                       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;
                case pt_snow:
                        if (cl.time > p->time2)
                        {
-                               p->time2 = cl.time + 0.4;
-                               p->vel[0] = (rand()&63)-32;
-                               p->vel[1] = (rand()&63)-32;
+                               p->time2 = cl.time + (rand() & 3) * 0.1;
+                               p->vel[0] = (rand()&63)-32 + p->vel2[0];
+                               p->vel[1] = (rand()&63)-32 + p->vel2[1];
+                               p->vel[2] = (rand()&63)-32 + p->vel2[2];
+                       }
+                       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, 0);
+                                       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:
+                       p->friction = 1;
+                       a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
+                       if (a != CONTENTS_EMPTY)
+                       {
+                               if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
+                               {
+                                       p->friction = 5;
+                                       p->scale += frametime * 32.0f;
+                                       p->alpha -= frametime * 128.0f;
+                                       p->vel[2] += gravity * 0.125f;
+                                       if (p->alpha < 1)
+                                               p->die = -1;
+                                       break;
+                               }
+                               else
+                               {
+                                       p->die = -1;
+                                       break;
+                               }
+                       }
+                       p->vel[2] -= gravity * 0.5;
+                       break;
+               case pt_spark:
+                       p->alpha -= frametime * p->time2;
+                       p->vel[2] -= gravity;
+                       if (p->alpha < 1)
                                p->die = -1;
+                       else if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
+                               p->type = pt_underwaterspark;
                        break;
-               case pt_bloodcloud:
-                       p->scale -= frametime * 24;
-                       p->alpha -= frametime * 128;
-                       p->vel[2] -= grav;
-                       if (p->alpha < 1 || p->scale < 1)
+               case pt_underwaterspark:
+                       if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
+                       {
+                               p->tex = &smokeparticletexture[rand()&7];
+                               p->color[0] = p->color[1] = p->color[2] = 255;
+                               p->scale = 16;
+                               p->type = pt_explosionsplash;
+                       }
+                       else
+                               p->vel[2] += gravity * 0.5f;
+                       p->alpha -= frametime * p->time2;
+                       if (p->alpha < 1)
                                p->die = -1;
                        break;
-               case pt_fadespark:
-                       p->alpha -= frametime * 256;
-                       p->vel[2] -= grav;
+               case pt_explosionsplash:
+                       if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
+                               p->vel[2] -= gravity;
+                       else
+                               p->alpha = 0;
+                       p->scale += frametime * 64.0f;
+                       p->alpha -= frametime * 1024.0f;
                        if (p->alpha < 1)
                                p->die = -1;
                        break;
-               case pt_fadespark2:
+               case pt_fade:
                        p->alpha -= frametime * 512;
-                       p->vel[2] -= grav;
                        if (p->alpha < 1)
                                p->die = -1;
                        break;
-               case pt_fallfadespark:
+               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;
+                       if (p->alpha < 1)
+                               p->die = -1;
+                       break;
+               case pt_bulletsmoke:
+                       p->scale += frametime * 16;
+                       p->alpha -= frametime * 1024;
+                       p->vel[2] += gravity * 0.1;
+                       if (p->alpha < 1)
+                               p->die = -1;
+                       break;
+               case pt_smoke:
+                       p->scale += frametime * 24;
                        p->alpha -= frametime * 256;
-                       p->vel[2] -= grav1;
+                       p->vel[2] += gravity * 0.1;
                        if (p->alpha < 1)
                                p->die = -1;
                        break;
-               case pt_fallfadespark2:
+               case pt_steam:
+                       p->scale += frametime * 48;
                        p->alpha -= frametime * 512;
-                       p->vel[2] -= grav1;
+                       p->vel[2] += gravity * 0.05;
                        if (p->alpha < 1)
                                p->die = -1;
                        break;
-               case pt_bubble:
-                       p->vel[2] += grav1;
-                       if (p->vel[2] >= 100)
-                               p->vel[2] = 68+rand()&31;
-                       if (cl.time > p->time2)
+               case pt_splashpuff:
+                       p->alpha -= frametime * 1024;
+                       if (p->alpha < 1)
+                               p->die = -1;
+                       break;
+               case pt_rain:
+                       f = 0;
+                       b = Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents;
+                       VectorCopy(p->oldorg, o);
+                       while (f < 1)
                        {
-                               p->time2 = cl.time + (rand()&7)*0.0625;
-                               p->vel[0] = (rand()&63)-32;
-                               p->vel[1] = (rand()&63)-32;
+                               a = b;
+                               f = TraceLine(o, p->org, v, normal, a);
+                               b = traceline_endcontents;
+                               if (f < 1 && b != CONTENTS_EMPTY && b != CONTENTS_SKY)
+                               {
+                                       p->die = cl.time + 1000;
+                                       p->vel[0] = p->vel[1] = p->vel[2] = 0;
+                                       VectorCopy(v, p->org);
+                                       switch (b)
+                                       {
+                                       case CONTENTS_LAVA:
+                                       case CONTENTS_SLIME:
+                                               p->tex = &smokeparticletexture[rand()&7];
+                                               p->type = pt_steam;
+                                               p->scale = 3;
+                                               p->vel[2] = 96;
+                                               break;
+                                       default: // water, solid, and anything else
+                                               p->tex = &raindropsplashparticletexture[0];
+                                               p->time2 = 0;
+                                               VectorCopy(normal, p->vel2);
+                                       //      VectorAdd(p->org, normal, p->org);
+                                               p->type = pt_raindropsplash;
+                                               p->scale = 8;
+                                               break;
+                                       }
+                               }
                        }
-                       p->alpha -= frametime * 32;
-                       if (p->alpha < 1)
+                       break;
+               case pt_raindropsplash:
+                       p->time2 += frametime * 64.0f;
+                       if (p->time2 >= 16.0f)
+                       {
                                p->die = -1;
+                               break;
+                       }
+                       p->tex = &raindropsplashparticletexture[(int) p->time2];
+                       break;
+               case pt_flame:
+                       p->alpha -= frametime * 512;
+                       p->vel[2] += gravity;
+                       if (p->alpha < 16)
+                               p->die = -1;
+                       break;
+               case pt_oneframe:
+                       if (p->time2)
+                               p->die = -1;
+                       p->time2 = 1;
+                       break;
+               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++;
+                       if (p->pressure)
+                               pressureused = true;
+               }
+       }
+       // fill in gaps to compact the array
+       i = 0;
+       while (maxparticle >= activeparticles)
+       {
+               *freeparticles[i++] = particles[maxparticle--];
+               while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
+                       maxparticle--;
        }
+       numparticles = activeparticles;
 
-       /*
-       glEnd ();
-       glShadeModel(GL_SMOOTH);
-       glDepthMask(1); // enable zbuffer updates
-       glDisable (GL_BLEND);
-       */
+       if (pressureused)
+       {
+               activeparticles = 0;
+               for (i = 0, p = particles;i < numparticles;i++, p++)
+                       if (p->pressure)
+                               freeparticles[activeparticles++] = p;
+
+               if (activeparticles)
+               {
+                       for (i = 0, p = particles;i < numparticles;i++, p++)
+                       {
+                               for (j = 0;j < activeparticles;j++)
+                               {
+                                       if (freeparticles[j] != p)
+                                       {
+                                               float dist, diff[3];
+                                               VectorSubtract(p->org, freeparticles[j]->org, diff);
+                                               dist = DotProduct(diff, diff);
+                                               if (dist < 4096 && dist >= 1)
+                                               {
+                                                       dist = freeparticles[j]->scale * 4.0f * frametime / sqrt(dist);
+                                                       VectorMA(p->vel, dist, diff, p->vel);
+                                                       //dist = freeparticles[j]->scale * 4.0f * frametime / dist;
+                                                       //VectorMA(p->vel, dist, freeparticles[j]->vel, p->vel);
+                                               }
+                                       }
+                               }
+                       }
+               }
+       }
 }
 
+void R_DrawParticles (void)
+{
+       particle_t              *p;
+       int                             i, dynamiclight, staticlight, r, g, b, texnum;
+       float                   minparticledist;
+       vec3_t                  uprightangles, up2, right2, v, right, up;
+       mleaf_t                 *leaf;
+
+       // 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_origin, vpn) + 16.0f;
+
+       texnum = R_GetTexture(particlefonttexture);
+       for (i = 0, p = particles;i < numparticles;i++, p++)
+       {
+               if (p->tex == NULL || p->alpha < 1 || p->scale < 0.1f)
+                       continue;
+
+               // LordHavoc: only render if not too close
+               if (DotProduct(p->org, vpn) < minparticledist)
+                       continue;
+
+               // LordHavoc: check if it's in a visible leaf
+               leaf = Mod_PointInLeaf(p->org, cl.worldmodel);
+               if (leaf->visframe != r_framecount)
+                       continue;
+
+               r = p->color[0];
+               g = p->color[1];
+               b = p->color[2];
+               if (staticlight && (p->dynlight || staticlight >= 2)) // LordHavoc: only light blood and smoke
+               {
+                       R_CompleteLightPoint(v, p->org, dynamiclight, leaf);
+#if SLOWMATH
+                       r = (r * (int) v[0]) >> 7;
+                       g = (g * (int) v[1]) >> 7;
+                       b = (b * (int) v[2]) >> 7;
+#else
+                       v[0] += 8388608.0f;
+                       v[1] += 8388608.0f;
+                       v[2] += 8388608.0f;
+                       r = (r * (*((long *) &v[0]) & 0x7FFFFF)) >> 7;
+                       g = (g * (*((long *) &v[1]) & 0x7FFFFF)) >> 7;
+                       b = (b * (*((long *) &v[2]) & 0x7FFFFF)) >> 7;
+#endif
+               }
+               if (p->type == pt_raindropsplash)
+               {
+                       // treat as double-sided
+                       if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, p->org))
+                       {
+                               VectorNegate(p->vel2, v);
+                               VectorVectors(v, right, up);
+                       }
+                       else
+                               VectorVectors(p->vel2, right, up);
+                       transpolyparticle(p->org, right, up, p->scale, texnum, p->rendermode, r, g, b, p->alpha, p->tex->s1, p->tex->t1, p->tex->s2, p->tex->t2);
+               }
+               else if (p->tex == &rainparticletexture) // rain streak
+                       transpolyparticle(p->org, right2, up2, p->scale, texnum, p->rendermode, r, g, b, p->alpha, p->tex->s1, p->tex->t1, p->tex->s2, p->tex->t2);
+               else
+                       transpolyparticle(p->org, vright, vup, p->scale, texnum, p->rendermode, r, g, b, p->alpha, p->tex->s1, p->tex->t1, p->tex->s2, p->tex->t2);
+       }
+}