]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_part.c
ripped out vertex array function lookup, require OpenGL 1.2.x instead.
[xonotic/darkplaces.git] / r_part.c
index cc556e4675ef60c4bc87d5865204076bdac067eb..bfd01a8e5c65bcde719cd265d588281b542e858c 100644 (file)
--- a/r_part.c
+++ b/r_part.c
@@ -25,22 +25,21 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 // LordHavoc: added dust, smoke, snow, bloodcloud, and many others
 typedef enum {
-       pt_static, pt_grav, pt_slowgrav, pt_blob, pt_blob2, pt_smoke, pt_snow, pt_bloodcloud, pt_fadespark, pt_fadespark2, pt_fallfadespark, pt_fallfadespark2, pt_bubble, pt_fade, pt_smokecloud
+       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;
-//     struct particle_s       *next;
        vec3_t          vel;
        float           die;
        ptype_t         type;
-       // LordHavoc: added for improved particle effects
        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;
 
@@ -70,104 +69,107 @@ particle_t        **freeparticles; // list used only in compacting particles array
 cvar_t r_particles = {"r_particles", "1"};
 cvar_t r_dynamicparticles = {"r_dynamicparticles", "0", TRUE};
 
-void fractalnoise(char *noise, int size);
-void fractalnoise_zeroedge(char *noise, int size);
+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
+       {
+               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;
+       }
+       else
+               return 0;
+}
 
 void R_InitParticleTexture (void)
 {
-       int             x,y,d,i;
-       float   dx, dy, dz, f, dot;
+       int             x,y,d,i,m;
+       float   dx, dy;
        byte    data[32][32][4], noise1[32][32], noise2[32][32];
-       vec3_t  normal, light;
-
-       particletexture = texture_extension_number++;
-       glBindTexture(GL_TEXTURE_2D, particletexture);
+       vec3_t  light;
 
-       for (x=0 ; x<32 ; x++)
+       for (y = 0;y < 32;y++)
        {
-               for (y=0 ; y<32 ; y++)
+               dy = y - 16;
+               for (x = 0;x < 32;x++)
                {
                        data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
                        dx = x - 16;
-                       dy = y - 16;
                        d = (255 - (dx*dx+dy*dy));
                        if (d < 0) d = 0;
                        data[y][x][3] = (byte) d;
                }
        }
-       glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
-
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
+       particletexture = GL_LoadTexture ("particletexture", 32, 32, &data[0][0][0], true, true, 4);
 
        for (i = 0;i < 8;i++)
        {
-               fractalnoise(&noise1[0][0], 32);
-               fractalnoise(&noise2[0][0], 32);
-               for (y = 0;y < 32;y++)
-                       for (x = 0;x < 32;x++)
+               do
+               {
+                       fractalnoise(&noise1[0][0], 32, 1);
+                       fractalnoise(&noise2[0][0], 32, 8);
+                       m = 0;
+                       for (y = 0;y < 32;y++)
                        {
-                               data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
-                               dx = x - 16;
                                dy = y - 16;
-                               d = noise2[y][x] * 4 - 512;
-                               if (d > 0)
+                               for (x = 0;x < 32;x++)
                                {
-                                       if (d > 255)
-                                               d = 255;
-                                       d = (d * (255 - (int) (dx*dx+dy*dy))) >> 8;
-                                       if (d < 0) d = 0;
-                                       if (d > 255) d = 255;
-                                       data[y][x][3] = (byte) d;
+                                       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;
                                }
-                               else
-                                       data[y][x][3] = 0;
                        }
+               }
+               while (m < 192);
 
-               smokeparticletexture[i] = texture_extension_number++;
-               glBindTexture(GL_TEXTURE_2D, smokeparticletexture[i]);
-               glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
-               glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+               smokeparticletexture[i] = GL_LoadTexture (va("smokeparticletexture%d", i), 32, 32, &data[0][0][0], true, true, 4);
        }
 
-       rainparticletexture = texture_extension_number++;
-       glBindTexture(GL_TEXTURE_2D, rainparticletexture);
-
+       light[0] = 1;light[1] = 1;light[2] = 1;
+       VectorNormalize(light);
        for (x=0 ; x<32 ; x++)
        {
                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, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
-
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
-       bubbleparticletexture = texture_extension_number++;
-       glBindTexture(GL_TEXTURE_2D, bubbleparticletexture);
+       rainparticletexture = GL_LoadTexture ("rainparticletexture", 32, 32, &data[0][0][0], true, true, 4);
 
        light[0] = 1;light[1] = 1;light[2] = 1;
        VectorNormalize(light);
@@ -176,42 +178,23 @@ void R_InitParticleTexture (void)
                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 *= 64;
-                               f = bound(0, f, 255);
-                               data[y][x][3] = (byte) f;
-                       }
-                       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, 32, 32, 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);
 }
 
 /*
@@ -219,7 +202,7 @@ void R_InitParticleTexture (void)
 R_InitParticles
 ===============
 */
-void R_InitParticles (void)
+void R_Particles_Init (void)
 {
        int             i;
 
@@ -236,12 +219,10 @@ void R_InitParticles (void)
                r_numparticles = MAX_PARTICLES;
        }
 
-       particles = (particle_t *) Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
-       freeparticles = (void *) Hunk_AllocName (r_numparticles * sizeof(particle_t *), "particles");
-
        Cvar_RegisterVariable (&r_particles);
        Cvar_RegisterVariable (&r_dynamicparticles);
-       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)\
@@ -496,12 +477,20 @@ void R_ParticleExplosion (vec3_t org, int smoke)
        int                     i;
        if (!r_particles.value) return; // LordHavoc: particles are optional
 
-       particle(pt_smokecloud, (rand()&7) + 8, smokeparticletexture[rand()&7], 30, 96, 2, org[0], org[1], org[2], 0, 0, 0);
+       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)
-               for (i=0 ; i<32 ; i++)
-                       particle2(pt_bubble, (rand()&3) + 12, bubbleparticletexture, lhrandom(1, 2), 255, 2, org, 16, 16);
+       {
+               for (i=0 ; i<128 ; i++)
+                       particle2(pt_bubble, (rand()&3) + 12, bubbleparticletexture, lhrandom(1, 2), 255, 2, org, 16, 96);
+       }
+       else
+       {
+               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);
+       }
+
 }
 
 /*
@@ -516,7 +505,7 @@ void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
        if (!r_particles.value) return; // LordHavoc: particles are optional
 
        for (i = 0;i < 512;i++)
-               particle2(pt_fadespark2, colorStart + (i % colorLength), particletexture, 1.5, 255, 0.3, org, 8, 192);
+               particle2(pt_fade, colorStart + (i % colorLength), particletexture, 1.5, 255, 0.3, org, 8, 192);
 }
 
 /*
@@ -573,10 +562,11 @@ void R_SparkShower (vec3_t org, vec3_t dir, int count)
        if (!r_particles.value) return; // LordHavoc: particles are optional
 
        // smoke puff
-       particle(pt_smokecloud, 12+(rand()&3), smokeparticletexture[rand()&7], 10, 48, 99, org[0], org[1], org[2], 0, 0, 0);
+       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);
+//             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);
 }
 
 void R_BloodPuff (vec3_t org)
@@ -584,6 +574,8 @@ 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)
@@ -599,19 +591,20 @@ void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
        center[0] = (mins[0] + maxs[0]) * 0.5;
        center[1] = (mins[1] + maxs[1]) * 0.5;
        center[2] = (mins[2] + maxs[2]) * 0.5;
-       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];
        
        while (count--)
        {
                ALLOCPARTICLE
 
                p->texnum = smokeparticletexture[rand()&7];
-               p->scale = 12;
+               p->scale = lhrandom(4, 6);
                p->alpha = 96 + (rand()&63);
                p->die = cl.time + 2;
-               p->type = pt_fadespark;
+               p->type = pt_bloodcloud;
                p->color = (rand()&3)+68;
                for (j=0 ; j<3 ; j++)
                {
@@ -697,18 +690,19 @@ 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 = 1.5;
                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);
@@ -742,7 +736,7 @@ void R_LavaSplash (vec3_t org)
                        p->alpha = 128;
                        p->die = cl.time + 2 + (rand()&31) * 0.02;
                        p->color = 224 + (rand()&7);
-                       p->type = pt_slowgrav;
+                       p->type = pt_grav;
                        
                        dir[0] = j + (rand()&7);
                        dir[1] = i + (rand()&7);
@@ -777,11 +771,11 @@ void R_TeleportSplash (vec3_t org)
                                ALLOCPARTICLE
                
                                p->texnum = particletexture;
-                               p->scale = 4;
-                               p->alpha = lhrandom(32,256);
+                               p->scale = 1;
+                               p->alpha = lhrandom(32,128);
                                p->die = cl.time + 5;
                                p->color = 254;
-                               p->type = pt_fadespark;
+                               p->type = pt_fade;
                                
                                p->org[0] = org[0] + i + (rand()&7);
                                p->org[1] = org[1] + j + (rand()&7);
@@ -799,7 +793,6 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
        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
 
        t = cl.oldtime;
@@ -879,10 +872,11 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
                                */
 
                        case 2: // blood
+                       case 4: // slight blood
                                dec = 0.025f;
                                p->texnum = smokeparticletexture[rand()&7];
-                               p->scale = lhrandom(6, 8);
-                               p->alpha = 255;
+                               p->scale = lhrandom(4, 6);
+                               p->alpha = type == 4 ? 192 : 255;
                                p->color = (rand()&3)+68;
                                p->type = pt_bloodcloud;
                                p->die = cl.time + 9999;
@@ -895,45 +889,14 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
 
                        case 3:
                        case 5: // tracer
-                               dec = 0.01f;
-                               p->texnum = particletexture;
-                               p->scale = 2;
-                               p->alpha = 255;
-                               p->die = cl.time + 0.2; //5;
-                               p->type = pt_static;
-                               if (type == 3)
-                                       p->color = 52 + ((tracercount&4)<<1);
-                               else
-                                       p->color = 230 + ((tracercount&4)<<1);
-
-                               tracercount++;
-
-                               VectorCopy (start, p->org);
-                               if (tracercount & 1)
-                               {
-                                       p->vel[0] = 30*vec[1];
-                                       p->vel[1] = 30*-vec[0];
-                               }
-                               else
-                               {
-                                       p->vel[0] = 30*-vec[1];
-                                       p->vel[1] = 30*vec[0];
-                               }
-                               break;
-
-                       case 4: // slight blood
-                               dec = 0.025f; // sparse trail
+                               dec = 0.02f;
                                p->texnum = smokeparticletexture[rand()&7];
-                               p->scale = lhrandom(6, 8);
-                               p->alpha = 192;
-                               p->color = (rand()&3)+68;
-                               p->type = pt_fadespark2;
-                               p->die = cl.time + 9999;
-                               for (j=0 ; j<3 ; j++)
-                               {
-                                       p->vel[j] = (rand()&15)-8;
-                                       p->org[j] = start[j] + ((rand()&3)-2);
-                               }
+                               p->scale = 4;
+                               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
@@ -942,7 +905,7 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
                                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++)
                                {
@@ -988,8 +951,6 @@ void R_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
 }
 
 
-extern qboolean lighthalf;
-
 /*
 ===============
 R_DrawParticles
@@ -998,13 +959,15 @@ 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;
        int                             i, r,g,b,a;
-       float                   grav, grav1, time1, time2, time3, dvel, frametime, scale, scale2, minparticledist;
+       float                   gravity, dvel, frametime, scale, scale2, minparticledist;
        byte                    *color24;
-       vec3_t                  up, right, uprightangles, forward2, up2, right2, tempcolor;
+       vec3_t                  up, right, uprightangles, forward2, up2, right2, tempcolor, v;
        int                             activeparticles, maxparticle, j, k;
 
        // LordHavoc: early out condition
@@ -1020,10 +983,7 @@ 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;
 
        minparticledist = DotProduct(r_refdef.vieworg, vpn) + 16.0f;
@@ -1075,6 +1035,7 @@ void R_DrawParticles (void)
                        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;
@@ -1087,26 +1048,20 @@ void R_DrawParticles (void)
                case pt_blob:
                        for (i=0 ; i<3 ; i++)
                                p->vel[i] *= dvel;
-                       p->vel[2] -= grav;
                        break;
 
                case pt_blob2:
                        for (i=0 ; i<2 ; i++)
                                p->vel[i] *= dvel;
-                       p->vel[2] -= grav;
                        break;
 
                case pt_grav:
-                       p->vel[2] -= grav1;
-                       break;
-               case pt_slowgrav:
-                       p->vel[2] -= grav;
+                       p->vel[2] -= gravity;
                        break;
 // LordHavoc: for smoke trails
                case pt_smoke:
                        p->scale += frametime * 6;
                        p->alpha -= frametime * 128;
-//                     p->vel[2] += grav;
                        if (p->alpha < 1)
                                p->die = -1;
                        break;
@@ -1120,38 +1075,19 @@ void R_DrawParticles (void)
                        }
                        break;
                case pt_bloodcloud:
-                       if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
-                       {
-                               p->die = -1;
-                               break;
-                       }
-                       p->scale += frametime * 4;
-                       p->alpha -= frametime * 64;
-                       p->vel[2] -= grav;
-                       if (p->alpha < 1 || p->scale < 1)
-                               p->die = -1;
-                       break;
-               case pt_fadespark:
-                       p->alpha -= frametime * 256;
-                       p->vel[2] -= grav;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_fadespark2:
+//                     if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
+//                     {
+//                             p->die = -1;
+//                             break;
+//                     }
+                       p->scale += frametime * 16;
                        p->alpha -= frametime * 512;
-                       p->vel[2] -= grav;
-                       if (p->alpha < 1)
+                       if (p->alpha < 1 || p->scale < 1)
                                p->die = -1;
                        break;
                case pt_fallfadespark:
                        p->alpha -= frametime * 256;
-                       p->vel[2] -= grav1;
-                       if (p->alpha < 1)
-                               p->die = -1;
-                       break;
-               case pt_fallfadespark2:
-                       p->alpha -= frametime * 512;
-                       p->vel[2] -= grav1;
+                       p->vel[2] -= gravity;
                        if (p->alpha < 1)
                                p->die = -1;
                        break;
@@ -1161,16 +1097,27 @@ void R_DrawParticles (void)
                                p->die = -1;
                        break;
                case pt_bubble:
-                       if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
-                               p->die = -1;
-                       p->vel[2] += grav1 * 2;
-                       if (p->vel[2] >= 200)
-                               p->vel[2] = lhrandom(130, 200);
+                       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[0] += lhrandom(-32,32);
+                               p->vel[1] += lhrandom(-32,32);
+                               p->vel[2] += lhrandom(-32,32);
                        }
                        p->alpha -= frametime * 64;
                        if (p->alpha < 1)
@@ -1182,6 +1129,51 @@ void R_DrawParticles (void)
                        if (p->alpha < 1)
                                p->die = -1;
                        break;
+               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;
                }
        }
        // fill in gaps to compact the array