]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_part.c
smoke and blood changes
[xonotic/darkplaces.git] / r_part.c
index 5c822d9b8f82d59f27c5a28bdc957f99e7851ece..bfd01a8e5c65bcde719cd265d588281b542e858c 100644 (file)
--- a/r_part.c
+++ b/r_part.c
@@ -20,230 +20,181 @@ 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                  4096    // default max # of particles at one time
+#define ABSOLUTE_MIN_PARTICLES 512             // no fewer than this no matter what's on the command line
+
+// LordHavoc: added dust, smoke, snow, bloodcloud, and many others
+typedef enum {
+       pt_static, pt_grav, pt_blob, pt_blob2, pt_smoke, pt_snow, pt_rain, pt_bloodcloud, pt_fallfadespark, pt_bubble, pt_fade, pt_smokecloud, pt_splash
+} ptype_t;
+
+typedef struct particle_s
+{
+       vec3_t          org;
+       float           color;
+       vec3_t          vel;
+       float           die;
+       ptype_t         type;
+       float           scale;
+       short           texnum;
+       float           alpha; // 0-255
+       float           time2; // used for various things (snow fluttering, for example)
+       vec3_t          oldorg;
+       vec3_t          vel2; // used for snow fluttering (base velocity, wind for instance)
+} particle_t;
 
 int            ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
 int            ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
-int            ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
+int            ramp3[8] = {0x6d, 0x6b, 0x06, 0x05, 0x04, 0x03, 0x02, 0x01};
 
 int            particletexture;
-int            smokeparticletexture;
-int            flareparticletexture;
+int            smokeparticletexture[8];
 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;
 
-//extern cvar_t r_particles/*, r_smoke*/, r_smokealpha;
-//cvar_t r_smokecolor = {"r_smokecolor", "0"};
+int                    numparticles;
+particle_t     **freeparticles; // list used only in compacting particles array
 
-void fractalnoise(char *noise, int size);
-void fractalnoise_zeroedge(char *noise, int size);
+// LordHavoc: reduced duplicate code, and allow particle allocation system independence
+#define ALLOCPARTICLE \
+       if (numparticles >= r_numparticles)\
+               return;\
+       p = &particles[numparticles++];
 
-void R_InitParticleTexture (void)
-{
-       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;
-
-       particletexture = texture_extension_number++;
-    glBindTexture(GL_TEXTURE_2D, particletexture);
+cvar_t r_particles = {"r_particles", "1"};
+cvar_t r_dynamicparticles = {"r_dynamicparticles", "0", TRUE};
 
-       for (x=0 ; x<64 ; x++)
+byte shadebubble(float dx, float dy, vec3_t light)
+{
+       float   dz, f, dot;
+       vec3_t  normal;
+       if ((dx*dx+dy*dy) < 1) // it does hit the sphere
        {
-               for (y=0 ; y<64 ; y++)
-               {
-                       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;
-                       data[y][x][3] = (byte) d;
-               }
+               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 *= 128;
+               f += 16; // just to give it a haze so you can see the outline
+               f = bound(0, f, 255);
+               return (byte) f;
        }
-       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);
-
+       else
+               return 0;
+}
 
-       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;
-               }
+void R_InitParticleTexture (void)
+{
+       int             x,y,d,i,m;
+       float   dx, dy;
+       byte    data[32][32][4], noise1[32][32], noise2[32][32];
+       vec3_t  light;
 
-       /*
-       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++)
+       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] = (rand()%192)+64;
+                       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;
                        data[y][x][3] = (byte) d;
                }
        }
-       */
-       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);
-
-       flareparticletexture = texture_extension_number++;
-    glBindTexture(GL_TEXTURE_2D, flareparticletexture);
+       particletexture = GL_LoadTexture ("particletexture", 32, 32, &data[0][0][0], true, true, 4);
 
-       for (x=0 ; x<64 ; x++)
+       for (i = 0;i < 8;i++)
        {
-               for (y=0 ; y<64 ; y++)
+               do
                {
-                       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;
+                       fractalnoise(&noise1[0][0], 32, 1);
+                       fractalnoise(&noise2[0][0], 32, 8);
+                       m = 0;
+                       for (y = 0;y < 32;y++)
+                       {
+                               dy = y - 16;
+                               for (x = 0;x < 32;x++)
+                               {
+                                       data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
+                                       dx = x - 16;
+                                       d = ((noise2[y][x] * 384) >> 8) - 128;
+                                       if (d > 0)
+                                       {
+                                               if (d > 255)
+                                                       d = 255;
+                                               d = (d * (255 - (int) (dx*dx+dy*dy))) >> 7;
+                                               if (d < 0) d = 0;
+                                               if (d > 255) d = 255;
+                                               data[y][x][3] = (byte) d;
+                                               if (m < d)
+                                                       m = d;
+                                       }
+                                       else
+                                               data[y][x][3] = 0;
+                               }
+                       }
                }
-       }
-       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);
+               while (m < 192);
 
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
-       rainparticletexture = texture_extension_number++;
-    glBindTexture(GL_TEXTURE_2D, rainparticletexture);
+               smokeparticletexture[i] = GL_LoadTexture (va("smokeparticletexture%d", i), 32, 32, &data[0][0][0], true, true, 4);
+       }
 
-       for (x=0 ; x<64 ; x++)
+       light[0] = 1;light[1] = 1;light[2] = 1;
+       VectorNormalize(light);
+       for (x=0 ; x<32 ; x++)
        {
-               for (y=0 ; y<64 ; y++)
+               for (y=0 ; y<32 ; y++)
                {
                        data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-                       if (y < 24) // stretch the upper half to make a raindrop
-                       {
-                               dx = (x - 16)*2;
-                               dy = (y - 24)*2/3;
-                               d = (255 - (dx*dx+dy*dy))/2;
-                       }
-                       else
-                       {
-                               dx = (x - 16)*2;
-                               dy = (y - 24)*2;
-                               d = (255 - (dx*dx+dy*dy))/2;
-                       }
-                       if (d < 0) d = 0;
-                       data[y][x][3] = (byte) d;
+                       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);
                }
        }
-       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);
-
-       bubbleparticletexture = texture_extension_number++;
-    glBindTexture(GL_TEXTURE_2D, bubbleparticletexture);
+       rainparticletexture = GL_LoadTexture ("rainparticletexture", 32, 32, &data[0][0][0], true, true, 4);
 
        light[0] = 1;light[1] = 1;light[2] = 1;
        VectorNormalize(light);
-       for (x=0 ; x<64 ; x++)
+       for (x=0 ; x<32 ; x++)
        {
-               for (y=0 ; y<64 ; y++)
+               for (y=0 ; y<32 ; y++)
                {
                        data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-                       dx = x * (1.0 / 16.0) - 1.0;
-                       dy = y * (1.0 / 16.0) - 1.0;
-                       if (dx*dx+dy*dy < 1) // it does hit the sphere
-                       {
-                               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;
-                       }
-                       else
-                               data[y][x][3] = 0;
+                       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);
+       bubbleparticletexture = GL_LoadTexture ("bubbleparticletexture", 32, 32, &data[0][0][0], true, true, 4);
+}
 
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+void r_part_start()
+{
+       particles = (particle_t *) malloc (r_numparticles * sizeof(particle_t));
+       freeparticles = (void *) malloc (r_numparticles * sizeof(particle_t *));
+       R_InitParticleTexture ();
+}
 
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+void r_part_shutdown()
+{
+       free(particles);
+       free(freeparticles);
 }
 
 /*
@@ -251,7 +202,7 @@ void R_InitParticleTexture (void)
 R_InitParticles
 ===============
 */
-void R_InitParticles (void)
+void R_Particles_Init (void)
 {
        int             i;
 
@@ -268,11 +219,119 @@ void R_InitParticles (void)
                r_numparticles = MAX_PARTICLES;
        }
 
-       particles = (particle_t *) Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
+       Cvar_RegisterVariable (&r_particles);
+       Cvar_RegisterVariable (&r_dynamicparticles);
 
-//     Cvar_RegisterVariable (&r_smokecolor);
-       R_InitParticleTexture ();
+       R_RegisterModule("R_Particles", r_part_start, r_part_shutdown);
+}
+
+#define particle(ptype, pcolor, ptex, pscale, palpha, ptime, px, py, pz, pvx, pvy, pvz)\
+{\
+       particle_t      *p;\
+       ALLOCPARTICLE\
+       p->type = (ptype);\
+       p->color = (pcolor);\
+       p->texnum = (ptex);\
+       p->scale = (pscale);\
+       p->alpha = (palpha);\
+       p->die = cl.time + (ptime);\
+       p->org[0] = (px);\
+       p->org[1] = (py);\
+       p->org[2] = (pz);\
+       p->vel[0] = (pvx);\
+       p->vel[1] = (pvy);\
+       p->vel[2] = (pvz);\
+}
+#define particle2(ptype, pcolor, ptex, pscale, palpha, ptime, pbase, poscale, pvscale)\
+{\
+       particle_t      *p;\
+       ALLOCPARTICLE\
+       p->type = (ptype);\
+       p->color = (pcolor);\
+       p->texnum = (ptex);\
+       p->scale = (pscale);\
+       p->alpha = (palpha);\
+       p->die = cl.time + (ptime);\
+       p->org[0] = lhrandom(-(poscale), (poscale)) + (pbase)[0];\
+       p->org[1] = lhrandom(-(poscale), (poscale)) + (pbase)[1];\
+       p->org[2] = lhrandom(-(poscale), (poscale)) + (pbase)[2];\
+       p->vel[0] = lhrandom(-(pvscale), (pvscale));\
+       p->vel[1] = lhrandom(-(pvscale), (pvscale));\
+       p->vel[2] = lhrandom(-(pvscale), (pvscale));\
+}
+#define particle3(ptype, pcolor, ptex, pscale, palpha, ptime, pbase, pscalex, pscaley, pscalez, pvscalex, pvscaley, pvscalez)\
+{\
+       particle_t      *p;\
+       ALLOCPARTICLE\
+       p->type = (ptype);\
+       p->color = (pcolor);\
+       p->texnum = (ptex);\
+       p->scale = (pscale);\
+       p->alpha = (palpha);\
+       p->die = cl.time + (ptime);\
+       p->org[0] = lhrandom(-(pscalex), (pscalex)) + (pbase)[0];\
+       p->org[1] = lhrandom(-(pscaley), (pscaley)) + (pbase)[1];\
+       p->org[2] = lhrandom(-(pscalez), (pscalez)) + (pbase)[2];\
+       p->vel[0] = lhrandom(-(pvscalex), (pvscalex));\
+       p->vel[1] = lhrandom(-(pvscaley), (pvscaley));\
+       p->vel[2] = lhrandom(-(pvscalez), (pvscalez));\
+}
+/*
+void particle(int type, int color, int tex, float scale, int alpha, float time, float x, float y, float z, float vx, float vy, float vz)
+{
+       particle_t      *p;
+       ALLOCPARTICLE
+
+       p->type = type;
+       p->color = color;
+       p->texnum = tex;
+       p->scale = scale;
+       p->alpha = alpha;
+       p->die = cl.time + time;
+       p->org[0] = x;
+       p->org[1] = y;
+       p->org[2] = z;
+       p->vel[0] = vx;
+       p->vel[1] = vy;
+       p->vel[2] = vz;
+}
+void particle2(int type, int color, int tex, float scale, int alpha, float time, vec3_t base, float oscale, float vscale)
+{
+       particle_t      *p;
+       ALLOCPARTICLE
+
+       p->type = type;
+       p->color = color;
+       p->texnum = tex;
+       p->scale = scale;
+       p->alpha = alpha;
+       p->die = cl.time + time;
+       p->org[0] = lhrandom(-oscale, oscale) + base[0];
+       p->org[1] = lhrandom(-oscale, oscale) + base[1];
+       p->org[2] = lhrandom(-oscale, oscale) + base[2];
+       p->vel[0] = lhrandom(-vscale, vscale);
+       p->vel[1] = lhrandom(-vscale, vscale);
+       p->vel[2] = lhrandom(-vscale, vscale);
+}
+void particle3(int type, int color, int tex, float scale, int alpha, float time, vec3_t base, float scalex, float scaley, float scalez, float vscalex, float vscaley, float vscalez)
+{
+       particle_t      *p;
+       ALLOCPARTICLE
+
+       p->type = type;
+       p->color = color;
+       p->texnum = tex;
+       p->scale = scale;
+       p->alpha = alpha;
+       p->die = cl.time + time;
+       p->org[0] = lhrandom(-scalex, scalex) + base[0];
+       p->org[1] = lhrandom(-scaley, scaley) + base[1];
+       p->org[2] = lhrandom(-scalez, scalez) + base[2];
+       p->vel[0] = lhrandom(-vscalex, vscalex);
+       p->vel[1] = lhrandom(-vscaley, vscaley);
+       p->vel[2] = lhrandom(-vscalez, vscalez);
 }
+*/
 
 /*
 ===============
@@ -292,22 +351,18 @@ 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
+       if (!r_particles.value) return; // LordHavoc: particles are optional
        
        dist = 64;
        count = 50;
 
-if (!avelocities[0][0])
-{
-for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
-avelocities[0][i] = (rand()&255) * 0.01;
-}
-
+       if (!avelocities[0][0])
+               for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
+                       avelocities[0][i] = (rand()&255) * 0.01;
 
        for (i=0 ; i<NUMVERTEXNORMALS ; i++)
        {
@@ -317,31 +372,12 @@ 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_static, 0x6f, particletexture, 2, 255, 0, ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength, ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength, ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0);
        }
 }
 
@@ -353,14 +389,15 @@ R_ClearParticles
 */
 void R_ClearParticles (void)
 {
-       int             i;
-       
-       free_particles = &particles[0];
-       active_particles = NULL;
+//     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;
 
-       for (i=0 ;i<r_numparticles ; i++)
-               particles[i].next = &particles[i+1];
-       particles[r_numparticles-1].next = NULL;
+       numparticles = 0;
 }
 
 
@@ -370,7 +407,6 @@ void R_ReadPointFile_f (void)
        vec3_t  org;
        int             r;
        int             c;
-       particle_t      *p;
        char    name[MAX_OSPATH];
        
        sprintf (name,"maps/%s.pts", sv.name);
@@ -384,31 +420,19 @@ void R_ReadPointFile_f (void)
        
        Con_Printf ("Reading %s...\n", name);
        c = 0;
-       for ( ;; )
+       for (;;)
        {
                r = fscanf (f,"%f %f %f\n", &org[0], &org[1], &org[2]);
                if (r != 3)
                        break;
                c++;
                
-               if (!free_particles)
+               if (numparticles >= r_numparticles)
                {
                        Con_Printf ("Not enough free particles\n");
                        break;
                }
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-               
-               p->texnum = particletexture;
-               p->scale = 2;
-               p->alpha = 255;
-               p->die = 99999;
-               p->color = (-c)&15;
-               p->type = pt_static;
-               VectorCopy (vec3_origin, p->vel);
-               VectorCopy (org, p->org);
+               particle(pt_static, (-c)&15, particletexture, 2, 255, 99999, org[0], org[1], org[2], 0, 0, 0);
        }
 
        fclose (f);
@@ -450,65 +474,23 @@ 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;
+       if (!r_particles.value) return; // LordHavoc: particles are optional
+
+       particle(pt_smokecloud, (rand()&7) + 8, smokeparticletexture[rand()&7], 30, 160, 2, org[0], org[1], org[2], 0, 0, 0);
+
+       i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
+       if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
        {
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-
-               p->texnum = 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++)
-               {
-                       p->org[j] = org[j] + ((rand()&63)-32);
-                       p->vel[j] = (rand()&511)-256;
-               }
-               p->vel[j] += 200;
+               for (i=0 ; i<128 ; i++)
+                       particle2(pt_bubble, (rand()&3) + 12, bubbleparticletexture, lhrandom(1, 2), 255, 2, org, 16, 96);
        }
-
-       if (smoke)
+       else
        {
-               for (i=0 ; i<32 ; i++)
-               {
-                       if (!free_particles)
-                               return;
-                       p = free_particles;
-                       free_particles = p->next;
-                       p->next = active_particles;
-                       active_particles = p;
-
-                       p->texnum = smokeparticletexture;
-                       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++)
-                       {
-                               p->org[j] = org[j] + ((rand()%96)-48);
-                               p->vel[j] = (rand()&63)-32;
-                       }
-               }
+               for (i = 0;i < 256;i++)
+                       particle(pt_fallfadespark, ramp3[rand()%6], particletexture, 1.5, lhrandom(0, 255), 5, lhrandom(-16, 16) + org[0], lhrandom(-16, 16) + org[1], lhrandom(-16, 16) + org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 192);
        }
+
 }
 
 /*
@@ -519,34 +501,11 @@ 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
-
-       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++;
+       int                     i;
+       if (!r_particles.value) return; // LordHavoc: particles are optional
 
-               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++)
+               particle2(pt_fade, colorStart + (i % colorLength), particletexture, 1.5, 255, 0.3, org, 8, 192);
 }
 
 /*
@@ -557,45 +516,13 @@ R_BlobExplosion
 */
 void R_BlobExplosion (vec3_t org)
 {
-       int                     i, j;
-       particle_t      *p;
-//     if (!r_particles.value) return; // LordHavoc: particles are optional
+       int                     i;
+       if (!r_particles.value) return; // LordHavoc: particles are optional
        
-       for (i=0 ; i<1024 ; i++)
-       {
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-
-               p->texnum = 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;
-                       }
-               }
-       }
+       for (i=0 ; i<512 ; i++)
+               particle3(pt_blob, 66+(rand()%6), particletexture, 2, 255, lhrandom(1, 1.4), org, 16, 16, 16, 4, 4, 128);
+       for (i=0 ; i<512 ; i++)
+               particle3(pt_blob2, 150+(rand()%6), particletexture, 2, 255, lhrandom(1, 1.4), org, 16, 16, 16, 4, 4, 128);
 }
 
 /*
@@ -606,179 +533,79 @@ 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
+       if (!r_particles.value) return; // LordHavoc: particles are optional
        
-       for (i=0 ; i<count ; i++)
+       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;
        }
+       color &= ~7;
+       if (count & 7)
+       {
+               particle2(pt_fade, color + (rand()&7), particletexture, 6, (count & 7) * 16 + (rand()&15), 1, org, 8, 15);
+               count &= ~7;
+       }
+       count >>= 3;
+       while (count--)
+               particle2(pt_fade, color + (rand()&7), particletexture, 6, 128, 1, org, 8, 15);
 }
 
 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
 /*
 ===============
 R_SparkShower
-
 ===============
 */
-void R_SparkShower (vec3_t org, vec3_t dir, int count, int type)
+void R_SparkShower (vec3_t org, vec3_t dir, int count)
 {
-       int                     i, j;
-       particle_t      *p;
-//     if (!r_particles.value) return; // LordHavoc: particles are optional
+       if (!r_particles.value) return; // LordHavoc: particles are optional
+
+       // smoke puff
+       particle(pt_smokecloud, 12+(rand()&3), smokeparticletexture[rand()&7], 8, 64, 99, org[0], org[1], org[2], 0, 0, 0);
+       // sparks
+       while(count--)
+//             particle2(pt_fallfadespark, ramp3[rand()%6], particletexture, 1, lhrandom(0, 255), 5, org, 4, 96);
+               particle(pt_fallfadespark, ramp3[rand()%6], particletexture, 1, lhrandom(0, 255), 5, lhrandom(-4, 4) + org[0], lhrandom(-4, 4) + org[1], lhrandom(-4, 4) + org[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64) + 64);
+}
 
-       if (!free_particles)
-               return;
-       p = free_particles;
-       free_particles = p->next;
-       p->next = active_particles;
-       active_particles = p;
-       if (type == 0) // sparks
-       {
-               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;
-       }
-       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++)
-       {
-               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;
-                       }
-               }
-               */
-       }
+void R_BloodPuff (vec3_t org)
+{
+       if (!r_particles.value) return; // LordHavoc: particles are optional
+
+       particle(pt_bloodcloud, 68+(rand()&3), smokeparticletexture[rand()&7], 12, 128, 99, org[0], org[1], org[2], 0, 0, 0);
+       particle(pt_bloodcloud, 68+(rand()&3), smokeparticletexture[rand()&7], 10, 128, 99, org[0] + lhrandom(-4, 4), org[1] + lhrandom(-4, 4), org[2] + lhrandom(-4, 4), 0, 0, 0);
+       particle(pt_bloodcloud, 68+(rand()&3), smokeparticletexture[rand()&7], 8, 128, 99, org[0] + lhrandom(-4, 4), org[1] + lhrandom(-4, 4), org[2] + lhrandom(-4, 4), 0, 0, 0);
 }
 
 void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
 {
-       int                     i, j;
+       int                     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
 
        VectorSubtract(maxs, mins, diff);
        center[0] = (mins[0] + maxs[0]) * 0.5;
        center[1] = (mins[1] + maxs[1]) * 0.5;
        center[2] = (mins[2] + maxs[2]) * 0.5;
-       velscale[0] = velspeed * 2.0 / diff[0];
-       velscale[1] = velspeed * 2.0 / diff[1];
-       velscale[2] = velspeed * 2.0 / diff[2];
+       // FIXME: change velspeed back to 2.0x after fixing mod
+       velscale[0] = velspeed * 0.5 / diff[0];
+       velscale[1] = velspeed * 0.5 / diff[1];
+       velscale[2] = velspeed * 0.5 / 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;
+               ALLOCPARTICLE
+
+               p->texnum = smokeparticletexture[rand()&7];
+               p->scale = lhrandom(4, 6);
                p->alpha = 96 + (rand()&63);
-               p->die = cl.time + 2; //0.015625 * (rand()%128);
-               p->type = pt_fadespark;
+               p->die = cl.time + 2;
+               p->type = pt_bloodcloud;
                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];
@@ -789,28 +616,23 @@ void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
 
 void R_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
 {
-       int                     i, j;
+       int                     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++)
+       while (count--)
        {
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-
-               p->texnum = flareparticletexture;
-               p->scale = 12;
+               ALLOCPARTICLE
+
+               p->texnum = particletexture;
+               p->scale = 6;
                p->alpha = 255;
                p->die = cl.time + 1 + (rand()&15)*0.0625;
                if (gravity)
@@ -837,7 +659,7 @@ void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorb
        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;}
@@ -859,12 +681,7 @@ void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorb
        
        for (i=0 ; i<count ; i++)
        {
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
+               ALLOCPARTICLE
 
                vel[0] = dir[0] + (rand()&31) - 16;
                vel[1] = dir[1] + (rand()&31) - 16;
@@ -873,22 +690,24 @@ void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorb
                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)
                {
+                       p->scale = 2;
                        p->texnum = particletexture;
                        p->type = pt_snow;
                }
                else // 0
                {
+                       p->scale = 3;
                        p->texnum = rainparticletexture;
-                       p->type = pt_static;
+                       p->type = pt_rain;
                }
                p->color = colorbase + (rand()&3);
                VectorCopy(org, p->org);
                VectorCopy(vel, p->vel);
+               VectorCopy(vel, p->vel2);
        }
 }
 
@@ -901,42 +720,36 @@ R_LavaSplash
 */
 void R_LavaSplash (vec3_t org)
 {
-       int                     i, j, k;
+       int                     i, j;
        particle_t      *p;
        float           vel;
        vec3_t          dir;
-//     if (!r_particles.value) return; // LordHavoc: particles are optional
+       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;
+       for (i=-128 ; i<128 ; i+=16)
+               for (j=-128 ; j<128 ; j+=16)
+               {
+                       ALLOCPARTICLE
                
-                               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);
-                       }
+                       p->texnum = particletexture;
+                       p->scale = 10;
+                       p->alpha = 128;
+                       p->die = cl.time + 2 + (rand()&31) * 0.02;
+                       p->color = 224 + (rand()&7);
+                       p->type = pt_grav;
+                       
+                       dir[0] = j + (rand()&7);
+                       dir[1] = i + (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);
+               }
 }
 
 /*
@@ -949,59 +762,20 @@ 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;
+                               ALLOCPARTICLE
                
-                               p->texnum = flareparticletexture;
-                               p->scale = 8;
-                               p->alpha = (1 + rand()&7) * 32;
+                               p->texnum = particletexture;
+                               p->scale = 1;
+                               p->alpha = lhrandom(32,128);
                                p->die = cl.time + 5;
-                               p->color = 254; //8 + (rand()&7);
-                               p->type = pt_fadespark;
+                               p->color = 254;
+                               p->type = pt_fade;
                                
                                p->org[0] = org[0] + i + (rand()&7);
                                p->org[1] = org[1] + j + (rand()&7);
@@ -1016,11 +790,10 @@ void R_TeleportSplash (vec3_t org)
 void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
 {
        vec3_t          vec;
-       float           len, dec, t, nt, speed;
+       float           len, dec = 0, t, nt, speed;
        int                     j, contents, bubbles;
        particle_t      *p;
-       static int      tracercount;
-//     if (!r_particles.value) return; // LordHavoc: particles are optional
+       if (!r_particles.value) return; // LordHavoc: particles are optional
 
        t = cl.oldtime;
        nt = cl.time;
@@ -1045,12 +818,7 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
 
        while (t < nt)
        {
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
+               ALLOCPARTICLE
                
                p->vel[0] = p->vel[1] = p->vel[2] = 0;
                p->die = cl.time + 2;
@@ -1061,14 +829,11 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
                        case 1: // grenade trail
                                if (bubbles)
                                {
-                                       dec = 0.01f;
+                                       dec = 0.005f;
                                        p->texnum = bubbleparticletexture;
-                                       p->scale = 6+(rand()&3);
+                                       p->scale = lhrandom(1,2);
                                        p->alpha = 255;
-//                                     if (r_smokecolor.value)
-//                                             p->color = r_smokecolor.value;
-//                                     else
-                                               p->color = (rand()&3)+12;
+                                       p->color = (rand()&3)+12;
                                        p->type = pt_bubble;
                                        p->die = cl.time + 2;
                                        for (j=0 ; j<3 ; j++)
@@ -1079,16 +844,13 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
                                }
                                else
                                {
-                                       dec = 0.03f;
-                                       p->texnum = smokeparticletexture;
-                                       p->scale = 12+(rand()&7);
+                                       dec = 0.02f;
+                                       p->texnum = smokeparticletexture[rand()&7];
+                                       p->scale = lhrandom(8, 12);
                                        p->alpha = 64 + (rand()&31);
-//                                     if (r_smokecolor.value)
-//                                             p->color = r_smokecolor.value;
-//                                     else
-                                               p->color = (rand()&3)+12;
+                                       p->color = (rand()&3)+12;
                                        p->type = pt_smoke;
-                                       p->die = cl.time + 2;
+                                       p->die = cl.time + 10000;
                                        VectorCopy(start, p->org);
                                }
                                break;
@@ -1097,7 +859,7 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
                        case 1: // smoke smoke
                                dec = 0.016f;
                                p->texnum = smokeparticletexture;
-                               p->scale = 12+rand()&7;
+                               p->scale = lhrandom(6,9);
                                p->alpha = 64;
                                if (r_smokecolor.value)
                                        p->color = r_smokecolor.value;
@@ -1110,13 +872,14 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
                                */
 
                        case 2: // blood
-                               dec = 0.03f;
-                               p->texnum = bloodcloudparticletexture;
-                               p->scale = 20+(rand()&7);
-                               p->alpha = 255;
+                       case 4: // slight blood
+                               dec = 0.025f;
+                               p->texnum = smokeparticletexture[rand()&7];
+                               p->scale = lhrandom(4, 6);
+                               p->alpha = type == 4 ? 192 : 255;
                                p->color = (rand()&3)+68;
                                p->type = pt_bloodcloud;
-                               p->die = cl.time + 2;
+                               p->die = cl.time + 9999;
                                for (j=0 ; j<3 ; j++)
                                {
                                        p->vel[j] = (rand()&15)-8;
@@ -1126,54 +889,23 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
 
                        case 3:
                        case 5: // tracer
-                               dec = 0.01f;
-                               p->texnum = flareparticletexture;
+                               dec = 0.02f;
+                               p->texnum = smokeparticletexture[rand()&7];
                                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];
-                               }
-                               else
-                               {
-                                       p->vel[0] = 30*-vec[1];
-                                       p->vel[1] = 30*vec[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++)
-                               {
-                                       p->vel[j] = (rand()&15)-8;
-                                       p->org[j] = start[j] + ((rand()&3)-2);
-                               }
+                               p->alpha = 64 + (rand()&31);
+                               p->color = type == 3 ? 56 : 234;
+                               p->type = pt_fade;
+                               p->die = cl.time + 10000;
+                               VectorCopy(start, p->org);
                                break;
 
                        case 6: // voor trail
                                dec = 0.05f; // sparse trail
-                               p->texnum = flareparticletexture;
-                               p->scale = 20+(rand()&7);
+                               p->texnum = smokeparticletexture[rand()&7];
+                               p->scale = lhrandom(3, 5);
                                p->alpha = 255;
                                p->color = 9*16 + 8 + (rand()&3);
-                               p->type = pt_fadespark2;
+                               p->type = pt_fade;
                                p->die = cl.time + 2;
                                for (j=0 ; j<3 ; j++)
                                {
@@ -1184,12 +916,12 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
 
                        case 7: // Nehahra smoke tracer
                                dec = 0.14f;
-                               p->texnum = smokeparticletexture;
-                               p->scale = 12+(rand()&7);
+                               p->texnum = smokeparticletexture[rand()&7];
+                               p->scale = lhrandom(8, 12);
                                p->alpha = 64;
                                p->color = (rand()&3)+12;
                                p->type = pt_smoke;
-                               p->die = cl.time + 1;
+                               p->die = cl.time + 10000;
                                for (j=0 ; j<3 ; j++)
                                        p->org[j] = start[j] + ((rand()&3)-2);
                                break;
@@ -1205,80 +937,43 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
 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
 
        VectorSubtract (end, start, vec);
-       len = VectorNormalizeLength (vec);
-       while (len > 0)
+       len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
+       VectorScale(vec, 3, vec);
+       while (len--)
        {
-               len -= 3;
-
-               if (!free_particles)
-                       return;
-               p = free_particles;
-               free_particles = p->next;
-               p->next = active_particles;
-               active_particles = p;
-               
-               VectorCopy (vec3_origin, p->vel);
-
-               p->texnum = flareparticletexture;
-               p->scale = 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, 8, 192, 99, start[0], start[1], start[2], 0, 0, 0);
                VectorAdd (start, vec, start);
        }
 }
 
 
-//extern qboolean isG200, isATI, isRagePro;
-extern qboolean lighthalf;
-
 /*
 ===============
 R_DrawParticles
 ===============
 */
 extern cvar_t  sv_gravity;
+void R_CompleteLightPoint (vec3_t color, vec3_t p);
+
+void TraceLine (vec3_t start, vec3_t end, vec3_t impact);
 
 void R_DrawParticles (void)
 {
-       particle_t              *p, *kill;
-       int                             i, /*texnum, */r,g,b,a;
-       float                   grav, grav1, time1, time2, time3, dvel, frametime, scale, scale2;
+       particle_t              *p;
+       int                             i, r,g,b,a;
+       float                   gravity, dvel, frametime, scale, scale2, minparticledist;
        byte                    *color24;
-       vec3_t                  up, right, uprightangles, forward2, up2, right2, v;
+       vec3_t                  up, right, uprightangles, forward2, up2, right2, tempcolor, v;
+       int                             activeparticles, maxparticle, j, k;
 
        // 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);
 
@@ -1288,118 +983,59 @@ void R_DrawParticles (void)
        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;
+       gravity = frametime * sv_gravity.value;
        dvel = 1+4*frametime;
 
-       for ( ;; ) 
-       {
-               kill = active_particles;
-               if (kill && kill->die < cl.time)
-               {
-                       active_particles = kill->next;
-                       kill->next = free_particles;
-                       free_particles = kill;
-                       continue;
-               }
-               break;
-       }
+       minparticledist = DotProduct(r_refdef.vieworg, vpn) + 16.0f;
 
-       for (p=active_particles ; p ; p=p->next)
+       activeparticles = 0;
+       maxparticle = -1;
+       j = 0;
+       for (k = 0, p = particles;k < numparticles;k++, p++)
        {
-               for ( ;; )
+               if (p->die < cl.time)
                {
-                       kill = p->next;
-                       if (kill && kill->die < cl.time)
-                       {
-                               p->next = kill->next;
-                               kill->next = free_particles;
-                               free_particles = kill;
-                               continue;
-                       }
-                       break;
+                       freeparticles[j++] = p;
+                       continue;
                }
-               // LordHavoc: 'removed last in list' condition
-               if (!p)
-                       break;
+               maxparticle = k;
+               activeparticles++;
 
-               VectorSubtract(p->org, r_refdef.vieworg, v);
-               if (DotProduct(v, v) >= 256.0f)
+               // LordHavoc: only render if not too close
+               if (DotProduct(p->org, vpn) >= minparticledist)
                {
-                       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
-                       {
-                               color24 = (byte *) &d_8to24table[(int)p->color];
-                               if (p->texnum == smokeparticletexture)
-                                       glColor4ub(color24[0], color24[1], color24[2], (byte) (p->alpha*r_smokealpha.value));
-                               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)
+                       if (r_dynamicparticles.value)
                        {
-                               r >>= 1;
-                               g >>= 1;
-                               b >>= 1;
+                               R_CompleteLightPoint(tempcolor, p->org);
+                               r = (r * (int) tempcolor[0]) >> 7;
+                               g = (g * (int) tempcolor[1]) >> 7;
+                               b = (b * (int) tempcolor[2]) >> 7;
                        }
                        transpolybegin(p->texnum, 0, p->texnum, TPOLYTYPE_ALPHA);
+                       scale = p->scale * -0.5;scale2 = p->scale * 0.5;
                        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);
+                               transpolyvert(p->org[0] + up2[0]*scale  + right2[0]*scale , p->org[1] + up2[1]*scale  + right2[1]*scale , p->org[2] + up2[2]*scale  + right2[2]*scale , 0,1,r,g,b,a);
+                               transpolyvert(p->org[0] + up2[0]*scale2 + right2[0]*scale , p->org[1] + up2[1]*scale2 + right2[1]*scale , p->org[2] + up2[2]*scale2 + right2[2]*scale , 0,0,r,g,b,a);
+                               transpolyvert(p->org[0] + up2[0]*scale2 + right2[0]*scale2, p->org[1] + up2[1]*scale2 + right2[1]*scale2, p->org[2] + up2[2]*scale2 + right2[2]*scale2, 1,0,r,g,b,a);
+                               transpolyvert(p->org[0] + up2[0]*scale  + right2[0]*scale2, p->org[1] + up2[1]*scale  + right2[1]*scale2, p->org[2] + up2[2]*scale  + right2[2]*scale2, 1,1,r,g,b,a);
                        }
                        else
                        {
-                               transpolyvert(p->org[0] + up[0]*scale  + right[0]*scale , p->org[1] + up[1]*scale  + right[1]*scale , p->org[2] + up[2]*scale  + right[2]*scale , 0,0,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);
+                               transpolyvert(p->org[0] + up[0]*scale  + right[0]*scale , p->org[1] + up[1]*scale  + right[1]*scale , p->org[2] + up[2]*scale  + right[2]*scale , 0,1,r,g,b,a);
+                               transpolyvert(p->org[0] + up[0]*scale2 + right[0]*scale , p->org[1] + up[1]*scale2 + right[1]*scale , p->org[2] + up[2]*scale2 + right[2]*scale , 0,0,r,g,b,a);
+                               transpolyvert(p->org[0] + up[0]*scale2 + right[0]*scale2, p->org[1] + up[1]*scale2 + right[1]*scale2, p->org[2] + up[2]*scale2 + right[2]*scale2, 1,0,r,g,b,a);
+                               transpolyvert(p->org[0] + up[0]*scale  + right[0]*scale2, p->org[1] + up[1]*scale  + right[1]*scale2, p->org[2] + up[2]*scale  + right[2]*scale2, 1,1,r,g,b,a);
                        }
                        transpolyend();
                }
 
+               VectorCopy(p->org, p->oldorg);
                p->org[0] += p->vel[0]*frametime;
                p->org[1] += p->vel[1]*frametime;
                p->org[2] += p->vel[2]*frametime;
@@ -1408,143 +1044,146 @@ void R_DrawParticles (void)
                {
                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;
 
                case pt_blob:
                        for (i=0 ; i<3 ; i++)
-                               p->vel[i] += p->vel[i]*dvel;
-                       p->vel[2] -= grav;
+                               p->vel[i] *= dvel;
                        break;
 
                case pt_blob2:
                        for (i=0 ; i<2 ; i++)
-                               p->vel[i] -= p->vel[i]*dvel;
-                       p->vel[2] -= grav;
+                               p->vel[i] *= dvel;
                        break;
 
                case pt_grav:
-                       p->vel[2] -= grav1;
-                       break;
-               case pt_slowgrav:
-                       p->vel[2] -= grav;
-                       break;
-// LordHavoc: gunshot spark showers
-               case pt_dust:
-                       p->ramp += time1;
-                       p->scale -= frametime * 4;
-                       if (p->ramp >= 8 || p->scale <= 0)
-                               p->die = -1;
-                       else
-                               p->color = ramp3[(int)p->ramp];
-                       p->vel[2] -= grav1;
+                       p->vel[2] -= gravity;
                        break;
 // LordHavoc: for smoke trails
                case pt_smoke:
-                       p->scale += frametime * 16;
-                       p->alpha -= frametime * 64;
-                       p->vel[2] += grav;
+                       p->scale += frametime * 6;
+                       p->alpha -= frametime * 128;
                        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];
                        }
                        break;
-               case pt_bulletpuff:
-                       p->scale -= frametime * 64;
-                       p->alpha -= frametime * 1024;
-                       p->vel[2] -= grav;
-                       if (p->alpha < 1 || p->scale < 1)
-                               p->die = -1;
-                       break;
                case pt_bloodcloud:
-                       p->scale -= frametime * 24;
-                       p->alpha -= frametime * 128;
-                       p->vel[2] -= grav;
+//                     if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
+//                     {
+//                             p->die = -1;
+//                             break;
+//                     }
+                       p->scale += frametime * 16;
+                       p->alpha -= frametime * 512;
                        if (p->alpha < 1 || p->scale < 1)
                                p->die = -1;
                        break;
-               case pt_fadespark:
+               case pt_fallfadespark:
                        p->alpha -= frametime * 256;
-                       p->vel[2] -= grav;
+                       p->vel[2] -= gravity;
                        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:
-                       p->alpha -= frametime * 256;
-                       p->vel[2] -= grav1;
+               case pt_bubble:
+                       a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
+                       if (a != CONTENTS_WATER && a != CONTENTS_SLIME)
+                       {
+                               p->texnum = smokeparticletexture[rand()&7];
+                               p->type = pt_splash;
+                               p->alpha = 96;
+                               p->scale = 5;
+                               p->vel[0] = p->vel[1] = p->vel[2] = 0;
+                               p->die = cl.time + 1000;
+//                             p->die = -1;
+                       }
+                       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 * 64;
                        if (p->alpha < 1)
                                p->die = -1;
                        break;
-               case pt_fallfadespark2:
-                       p->alpha -= frametime * 512;
-                       p->vel[2] -= grav1;
+               case pt_smokecloud:
+                       p->scale += frametime * 60;
+                       p->alpha -= frametime * 96;
                        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)
-                       {
-                               p->time2 = cl.time + (rand()&7)*0.0625;
-                               p->vel[0] = (rand()&63)-32;
-                               p->vel[1] = (rand()&63)-32;
-                       }
-                       p->alpha -= frametime * 32;
+               case pt_splash:
+                       p->scale += frametime * 24;
+                       p->alpha -= frametime * 256;
                        if (p->alpha < 1)
                                p->die = -1;
                        break;
+               case pt_rain:
+                       a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
+                       if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
+                       {
+                               if (a == CONTENTS_SOLID && Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents == CONTENTS_SOLID)
+                                       break; // still in solid
+                               p->die = cl.time + 1000;
+                               switch (a)
+                               {
+                               case CONTENTS_LAVA:
+                               case CONTENTS_SLIME:
+                                       p->texnum = smokeparticletexture[rand()&7];
+                                       p->type = pt_smokecloud;
+                                       p->alpha = 64;
+                                       p->vel[2] = 96;
+                                       break;
+                               case CONTENTS_WATER:
+                                       p->texnum = smokeparticletexture[rand()&7];
+                                       p->type = pt_splash;
+                                       p->alpha = 96;
+                                       p->scale = 5;
+                                       p->vel[0] = p->vel[1] = p->vel[2] = 0;
+//                                     p->texnum = bubbleparticletexture;
+//                                     p->type = pt_bubble;
+//                                     p->vel[2] *= 0.1;
+                                       break;
+                               default: // CONTENTS_SOLID and any others
+                                       TraceLine(p->oldorg, p->org, v);
+                                       VectorCopy(v, p->org);
+                                       p->texnum = smokeparticletexture[rand()&7];
+                                       p->type = pt_splash;
+                                       p->alpha = 96;
+                                       p->scale = 5;
+                                       p->vel[0] = p->vel[1] = p->vel[2] = 0;
+                                       p->die = cl.time + 1000;
+                                       break;
+                               }
+                       }
+                       break;
                }
        }
-
-       /*
-       glEnd ();
-       glShadeModel(GL_SMOOTH);
-       glDepthMask(1); // enable zbuffer updates
-       glDisable (GL_BLEND);
-       */
+       // 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;
 }