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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20
21 #include "quakedef.h"
22
23 #include "cl_collision.h"
24 #include "image.h"
25 #include "r_shadow.h"
26
27 #define ABSOLUTE_MAX_PARTICLES 1<<24 // upper limit on cl.max_particles
28 #define ABSOLUTE_MAX_DECALS 1<<24 // upper limit on cl.max_decals
29
30 // must match ptype_t values
31 particletype_t particletype[pt_total] =
32 {
33         {0, 0, false}, // pt_dead
34         {PBLEND_ALPHA, PARTICLE_BILLBOARD, false}, //pt_alphastatic
35         {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_static
36         {PBLEND_ADD, PARTICLE_SPARK, false}, //pt_spark
37         {PBLEND_ADD, PARTICLE_BEAM, false}, //pt_beam
38         {PBLEND_ADD, PARTICLE_SPARK, false}, //pt_rain
39         {PBLEND_ADD, PARTICLE_ORIENTED_DOUBLESIDED, false}, //pt_raindecal
40         {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_snow
41         {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_bubble
42         {PBLEND_MOD, PARTICLE_BILLBOARD, false}, //pt_blood
43         {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_smoke
44         {PBLEND_MOD, PARTICLE_ORIENTED_DOUBLESIDED, false}, //pt_decal
45         {PBLEND_ALPHA, PARTICLE_BILLBOARD, false}, //pt_entityparticle
46 };
47
48 #define PARTICLEEFFECT_UNDERWATER 1
49 #define PARTICLEEFFECT_NOTUNDERWATER 2
50
51 typedef struct particleeffectinfo_s
52 {
53         int effectnameindex; // which effect this belongs to
54         // PARTICLEEFFECT_* bits
55         int flags;
56         // blood effects may spawn very few particles, so proper fraction-overflow
57         // handling is very important, this variable keeps track of the fraction
58         double particleaccumulator;
59         // the math is: countabsolute + requestedcount * countmultiplier * quality
60         // absolute number of particles to spawn, often used for decals
61         // (unaffected by quality and requestedcount)
62         float countabsolute;
63         // multiplier for the number of particles CL_ParticleEffect was told to
64         // spawn, most effects do not really have a count and hence use 1, so
65         // this is often the actual count to spawn, not merely a multiplier
66         float countmultiplier;
67         // if > 0 this causes the particle to spawn in an evenly spaced line from
68         // originmins to originmaxs (causing them to describe a trail, not a box)
69         float trailspacing;
70         // type of particle to spawn (defines some aspects of behavior)
71         ptype_t particletype;
72         // range of colors to choose from in hex RRGGBB (like HTML color tags),
73         // randomly interpolated at spawn
74         unsigned int color[2];
75         // a random texture is chosen in this range (note the second value is one
76         // past the last choosable, so for example 8,16 chooses any from 8 up and
77         // including 15)
78         // if start and end of the range are the same, no randomization is done
79         int tex[2];
80         // range of size values randomly chosen when spawning, plus size increase over time
81         float size[3];
82         // range of alpha values randomly chosen when spawning, plus alpha fade
83         float alpha[3];
84         // how long the particle should live (note it is also removed if alpha drops to 0)
85         float time[2];
86         // how much gravity affects this particle (negative makes it fly up!)
87         float gravity;
88         // how much bounce the particle has when it hits a surface
89         // if negative the particle is removed on impact
90         float bounce;
91         // if in air this friction is applied
92         // if negative the particle accelerates
93         float airfriction;
94         // if in liquid (water/slime/lava) this friction is applied
95         // if negative the particle accelerates
96         float liquidfriction;
97         // these offsets are added to the values given to particleeffect(), and
98         // then an ellipsoid-shaped jitter is added as defined by these
99         // (they are the 3 radii)
100         float originoffset[3];
101         float velocityoffset[3];
102         float originjitter[3];
103         float velocityjitter[3];
104         float velocitymultiplier;
105         // an effect can also spawn a dlight
106         float lightradiusstart;
107         float lightradiusfade;
108         float lighttime;
109         float lightcolor[3];
110         qboolean lightshadow;
111         int lightcubemapnum;
112 }
113 particleeffectinfo_t;
114
115 #define MAX_PARTICLEEFFECTNAME 256
116 char particleeffectname[MAX_PARTICLEEFFECTNAME][64];
117
118 #define MAX_PARTICLEEFFECTINFO 4096
119
120 particleeffectinfo_t particleeffectinfo[MAX_PARTICLEEFFECTINFO];
121
122 static int particlepalette[256] =
123 {
124         0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b, // 0-7
125         0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb, // 8-15
126         0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b, // 16-23
127         0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23, // 24-31
128         0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767, // 32-39
129         0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb, // 40-47
130         0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07, // 48-55
131         0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f, // 56-63
132         0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000, // 64-71
133         0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000, // 72-79
134         0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307, // 80-87
135         0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723, // 88-95
136         0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b, // 96-103
137         0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b, // 104-111
138         0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733, // 112-119
139         0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397, // 120-127
140         0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b, // 128-135
141         0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707, // 136-143
142         0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b, // 144-151
143         0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707, // 152-159
144         0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353, // 160-167
145         0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07, // 168-175
146         0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f, // 176-183
147         0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07, // 184-191
148         0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307, // 192-199
149         0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700, // 200-207
150         0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f, // 208-215
151         0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f, // 216-223
152         0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b, // 224-231
153         0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b, // 232-239
154         0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000, // 240-247
155         0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53  // 248-255
156 };
157
158 int             ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
159 int             ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
160 int             ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
161
162 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
163
164 // texture numbers in particle font
165 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
166 static const int tex_bulletdecal[8] = {8, 9, 10, 11, 12, 13, 14, 15};
167 static const int tex_blooddecal[8] = {16, 17, 18, 19, 20, 21, 22, 23};
168 static const int tex_bloodparticle[8] = {24, 25, 26, 27, 28, 29, 30, 31};
169 static const int tex_rainsplash = 32;
170 static const int tex_particle = 63;
171 static const int tex_bubble = 62;
172 static const int tex_raindrop = 61;
173 static const int tex_beam = 60;
174
175 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1", "enables particle effects"};
176 cvar_t cl_particles_quality = {CVAR_SAVE, "cl_particles_quality", "1", "multiplies number of particles"};
177 cvar_t cl_particles_alpha = {CVAR_SAVE, "cl_particles_alpha", "1", "multiplies opacity of particles"};
178 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1", "multiplies particle size"};
179 cvar_t cl_particles_quake = {CVAR_SAVE, "cl_particles_quake", "0", "makes particle effects look mostly like the ones in Quake"};
180 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1", "enables blood effects"};
181 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "1", "opacity of blood"};
182 cvar_t cl_particles_blood_bloodhack = {CVAR_SAVE, "cl_particles_blood_bloodhack", "1", "make certain quake particle() calls create blood effects instead"};
183 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1", "enables bulletimpact effects"};
184 cvar_t cl_particles_explosions_sparks = {CVAR_SAVE, "cl_particles_explosions_sparks", "1", "enables sparks from explosions"};
185 cvar_t cl_particles_explosions_shell = {CVAR_SAVE, "cl_particles_explosions_shell", "0", "enables polygonal shell from explosions"};
186 cvar_t cl_particles_rain = {CVAR_SAVE, "cl_particles_rain", "1", "enables rain effects"};
187 cvar_t cl_particles_snow = {CVAR_SAVE, "cl_particles_snow", "1", "enables snow effects"};
188 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1", "enables smoke (used by multiple effects)"};
189 cvar_t cl_particles_smoke_alpha = {CVAR_SAVE, "cl_particles_smoke_alpha", "0.5", "smoke brightness"};
190 cvar_t cl_particles_smoke_alphafade = {CVAR_SAVE, "cl_particles_smoke_alphafade", "0.55", "brightness fade per second"};
191 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1", "enables sparks (used by multiple effects)"};
192 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1", "enables bubbles (used by multiple effects)"};
193 cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "1", "enables decals (bullet holes, blood, etc)"};
194 cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "20", "how long before decals start to fade away"};
195 cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "1", "how long decals take to fade away"};
196
197
198 void CL_Particles_ParseEffectInfo(const char *textstart, const char *textend)
199 {
200         int arrayindex;
201         int argc;
202         int effectinfoindex;
203         int linenumber;
204         particleeffectinfo_t *info = NULL;
205         const char *text = textstart;
206         char argv[16][1024];
207         effectinfoindex = -1;
208         for (linenumber = 1;;linenumber++)
209         {
210                 argc = 0;
211                 for (arrayindex = 0;arrayindex < 16;arrayindex++)
212                         argv[arrayindex][0] = 0;
213                 for (;;)
214                 {
215                         if (!COM_ParseToken_Simple(&text, true, false))
216                                 return;
217                         if (!strcmp(com_token, "\n"))
218                                 break;
219                         if (argc < 16)
220                         {
221                                 strlcpy(argv[argc], com_token, sizeof(argv[argc]));
222                                 argc++;
223                         }
224                 }
225                 if (argc < 1)
226                         continue;
227 #define checkparms(n) if (argc != (n)) {Con_Printf("effectinfo.txt:%i: error while parsing: %s given %i parameters, should be %i parameters\n", linenumber, argv[0], argc, (n));break;}
228 #define readints(array, n) checkparms(n+1);for (arrayindex = 0;arrayindex < argc - 1;arrayindex++) array[arrayindex] = strtol(argv[1+arrayindex], NULL, 0)
229 #define readfloats(array, n) checkparms(n+1);for (arrayindex = 0;arrayindex < argc - 1;arrayindex++) array[arrayindex] = atof(argv[1+arrayindex])
230 #define readint(var) checkparms(2);var = strtol(argv[1], NULL, 0)
231 #define readfloat(var) checkparms(2);var = atof(argv[1])
232                 if (!strcmp(argv[0], "effect"))
233                 {
234                         int effectnameindex;
235                         checkparms(2);
236                         effectinfoindex++;
237                         if (effectinfoindex >= MAX_PARTICLEEFFECTINFO)
238                         {
239                                 Con_Printf("effectinfo.txt:%i: too many effects!\n", linenumber);
240                                 break;
241                         }
242                         for (effectnameindex = 1;effectnameindex < MAX_PARTICLEEFFECTNAME;effectnameindex++)
243                         {
244                                 if (particleeffectname[effectnameindex][0])
245                                 {
246                                         if (!strcmp(particleeffectname[effectnameindex], argv[1]))
247                                                 break;
248                                 }
249                                 else
250                                 {
251                                         strlcpy(particleeffectname[effectnameindex], argv[1], sizeof(particleeffectname[effectnameindex]));
252                                         break;
253                                 }
254                         }
255                         // if we run out of names, abort
256                         if (effectnameindex == MAX_PARTICLEEFFECTNAME)
257                         {
258                                 Con_Printf("effectinfo.txt:%i: too many effects!\n", linenumber);
259                                 break;
260                         }
261                         info = particleeffectinfo + effectinfoindex;
262                         info->effectnameindex = effectnameindex;
263                         info->particletype = pt_alphastatic;
264                         info->tex[0] = tex_particle;
265                         info->tex[1] = tex_particle;
266                         info->color[0] = 0xFFFFFF;
267                         info->color[1] = 0xFFFFFF;
268                         info->size[0] = 1;
269                         info->size[1] = 1;
270                         info->alpha[0] = 0;
271                         info->alpha[1] = 256;
272                         info->alpha[2] = 256;
273                         info->time[0] = 9999;
274                         info->time[1] = 9999;
275                         VectorSet(info->lightcolor, 1, 1, 1);
276                         info->lightshadow = true;
277                         info->lighttime = 9999;
278                 }
279                 else if (info == NULL)
280                 {
281                         Con_Printf("effectinfo.txt:%i: command %s encountered before effect\n", linenumber, argv[0]);
282                         break;
283                 }
284                 else if (!strcmp(argv[0], "countabsolute")) {readfloat(info->countabsolute);}
285                 else if (!strcmp(argv[0], "count")) {readfloat(info->countmultiplier);}
286                 else if (!strcmp(argv[0], "type"))
287                 {
288                         checkparms(2);
289                         if (!strcmp(argv[1], "alphastatic")) info->particletype = pt_alphastatic;
290                         else if (!strcmp(argv[1], "static")) info->particletype = pt_static;
291                         else if (!strcmp(argv[1], "spark")) info->particletype = pt_spark;
292                         else if (!strcmp(argv[1], "beam")) info->particletype = pt_beam;
293                         else if (!strcmp(argv[1], "rain")) info->particletype = pt_rain;
294                         else if (!strcmp(argv[1], "raindecal")) info->particletype = pt_raindecal;
295                         else if (!strcmp(argv[1], "snow")) info->particletype = pt_snow;
296                         else if (!strcmp(argv[1], "bubble")) info->particletype = pt_bubble;
297                         else if (!strcmp(argv[1], "blood")) info->particletype = pt_blood;
298                         else if (!strcmp(argv[1], "smoke")) info->particletype = pt_smoke;
299                         else if (!strcmp(argv[1], "decal")) info->particletype = pt_decal;
300                         else if (!strcmp(argv[1], "entityparticle")) info->particletype = pt_entityparticle;
301                         else Con_Printf("effectinfo.txt:%i: unrecognized particle type %s\n", linenumber, argv[1]);
302                 }
303                 else if (!strcmp(argv[0], "color")) {readints(info->color, 2);}
304                 else if (!strcmp(argv[0], "tex")) {readints(info->tex, 2);}
305                 else if (!strcmp(argv[0], "size")) {readfloats(info->size, 2);}
306                 else if (!strcmp(argv[0], "sizeincrease")) {readfloat(info->size[2]);}
307                 else if (!strcmp(argv[0], "alpha")) {readfloats(info->alpha, 3);}
308                 else if (!strcmp(argv[0], "time")) {readints(info->time, 2);}
309                 else if (!strcmp(argv[0], "gravity")) {readfloat(info->gravity);}
310                 else if (!strcmp(argv[0], "bounce")) {readfloat(info->bounce);}
311                 else if (!strcmp(argv[0], "airfriction")) {readfloat(info->airfriction);}
312                 else if (!strcmp(argv[0], "liquidfriction")) {readfloat(info->liquidfriction);}
313                 else if (!strcmp(argv[0], "originoffset")) {readfloats(info->originoffset, 3);}
314                 else if (!strcmp(argv[0], "velocityoffset")) {readfloats(info->velocityoffset, 3);}
315                 else if (!strcmp(argv[0], "originjitter")) {readfloats(info->originjitter, 3);}
316                 else if (!strcmp(argv[0], "velocityjitter")) {readfloats(info->velocityjitter, 3);}
317                 else if (!strcmp(argv[0], "velocitymultiplier")) {readfloat(info->velocitymultiplier);}
318                 else if (!strcmp(argv[0], "lightradius")) {readfloat(info->lightradiusstart);}
319                 else if (!strcmp(argv[0], "lightradiusfade")) {readfloat(info->lightradiusfade);}
320                 else if (!strcmp(argv[0], "lighttime")) {readfloat(info->lighttime);}
321                 else if (!strcmp(argv[0], "lightcolor")) {readfloats(info->lightcolor, 3);}
322                 else if (!strcmp(argv[0], "lightshadow")) {readint(info->lightshadow);}
323                 else if (!strcmp(argv[0], "lightcubemapnum")) {readint(info->lightcubemapnum);}
324                 else if (!strcmp(argv[0], "underwater")) {checkparms(1);info->flags |= PARTICLEEFFECT_UNDERWATER;}
325                 else if (!strcmp(argv[0], "notunderwater")) {checkparms(1);info->flags |= PARTICLEEFFECT_NOTUNDERWATER;}
326                 else if (!strcmp(argv[0], "trailspacing")) {readfloat(info->trailspacing);if (info->trailspacing > 0) info->countmultiplier = 1.0f / info->trailspacing;}
327                 else
328                         Con_Printf("effectinfo.txt:%i: skipping unknown command %s\n", linenumber, argv[0]);
329 #undef checkparms
330 #undef readints
331 #undef readfloats
332 #undef readint
333 #undef readfloat
334         }
335 }
336
337 int CL_ParticleEffectIndexForName(const char *name)
338 {
339         int i;
340         for (i = 1;i < MAX_PARTICLEEFFECTNAME && particleeffectname[i][0];i++)
341                 if (!strcmp(particleeffectname[i], name))
342                         return i;
343         return 0;
344 }
345
346 const char *CL_ParticleEffectNameForIndex(int i)
347 {
348         if (i < 1 || i >= MAX_PARTICLEEFFECTNAME)
349                 return NULL;
350         return particleeffectname[i];
351 }
352
353 // MUST match effectnameindex_t in client.h
354 static const char *standardeffectnames[EFFECT_TOTAL] =
355 {
356         "",
357         "TE_GUNSHOT",
358         "TE_GUNSHOTQUAD",
359         "TE_SPIKE",
360         "TE_SPIKEQUAD",
361         "TE_SUPERSPIKE",
362         "TE_SUPERSPIKEQUAD",
363         "TE_WIZSPIKE",
364         "TE_KNIGHTSPIKE",
365         "TE_EXPLOSION",
366         "TE_EXPLOSIONQUAD",
367         "TE_TAREXPLOSION",
368         "TE_TELEPORT",
369         "TE_LAVASPLASH",
370         "TE_SMALLFLASH",
371         "TE_FLAMEJET",
372         "EF_FLAME",
373         "TE_BLOOD",
374         "TE_SPARK",
375         "TE_PLASMABURN",
376         "TE_TEI_G3",
377         "TE_TEI_SMOKE",
378         "TE_TEI_BIGEXPLOSION",
379         "TE_TEI_PLASMAHIT",
380         "EF_STARDUST",
381         "TR_ROCKET",
382         "TR_GRENADE",
383         "TR_BLOOD",
384         "TR_WIZSPIKE",
385         "TR_SLIGHTBLOOD",
386         "TR_KNIGHTSPIKE",
387         "TR_VORESPIKE",
388         "TR_NEHAHRASMOKE",
389         "TR_NEXUIZPLASMA",
390         "TR_GLOWTRAIL",
391         "SVC_PARTICLE"
392 };
393
394 void CL_Particles_LoadEffectInfo(void)
395 {
396         int i;
397         unsigned char *filedata;
398         fs_offset_t filesize;
399         memset(particleeffectinfo, 0, sizeof(particleeffectinfo));
400         memset(particleeffectname, 0, sizeof(particleeffectname));
401         for (i = 0;i < EFFECT_TOTAL;i++)
402                 strlcpy(particleeffectname[i], standardeffectnames[i], sizeof(particleeffectname[i]));
403         filedata = FS_LoadFile("effectinfo.txt", tempmempool, true, &filesize);
404         if (filedata)
405         {
406                 CL_Particles_ParseEffectInfo((const char *)filedata, (const char *)filedata + filesize);
407                 Mem_Free(filedata);
408         }
409 };
410
411 /*
412 ===============
413 CL_InitParticles
414 ===============
415 */
416 void CL_ReadPointFile_f (void);
417 void CL_Particles_Init (void)
418 {
419         Cmd_AddCommand ("pointfile", CL_ReadPointFile_f, "display point file produced by qbsp when a leak was detected in the map (a line leading through the leak hole, to an entity inside the level)");
420         Cmd_AddCommand ("cl_particles_reloadeffects", CL_Particles_LoadEffectInfo, "reloads effectinfo.txt");
421
422         Cvar_RegisterVariable (&cl_particles);
423         Cvar_RegisterVariable (&cl_particles_quality);
424         Cvar_RegisterVariable (&cl_particles_alpha);
425         Cvar_RegisterVariable (&cl_particles_size);
426         Cvar_RegisterVariable (&cl_particles_quake);
427         Cvar_RegisterVariable (&cl_particles_blood);
428         Cvar_RegisterVariable (&cl_particles_blood_alpha);
429         Cvar_RegisterVariable (&cl_particles_blood_bloodhack);
430         Cvar_RegisterVariable (&cl_particles_explosions_sparks);
431         Cvar_RegisterVariable (&cl_particles_explosions_shell);
432         Cvar_RegisterVariable (&cl_particles_bulletimpacts);
433         Cvar_RegisterVariable (&cl_particles_rain);
434         Cvar_RegisterVariable (&cl_particles_snow);
435         Cvar_RegisterVariable (&cl_particles_smoke);
436         Cvar_RegisterVariable (&cl_particles_smoke_alpha);
437         Cvar_RegisterVariable (&cl_particles_smoke_alphafade);
438         Cvar_RegisterVariable (&cl_particles_sparks);
439         Cvar_RegisterVariable (&cl_particles_bubbles);
440         Cvar_RegisterVariable (&cl_decals);
441         Cvar_RegisterVariable (&cl_decals_time);
442         Cvar_RegisterVariable (&cl_decals_fadetime);
443 }
444
445 void CL_Particles_Shutdown (void)
446 {
447 }
448
449 // list of all 26 parameters:
450 // ptype - any of the pt_ enum values (pt_static, pt_blood, etc), see ptype_t near the top of this file
451 // pcolor1,pcolor2 - minimum and maximum ranges of color, randomly interpolated to decide particle color
452 // ptex - any of the tex_ values such as tex_smoke[rand()&7] or tex_particle
453 // psize - size of particle (or thickness for PARTICLE_SPARK and PARTICLE_BEAM)
454 // palpha - opacity of particle as 0-255 (can be more than 255)
455 // palphafade - rate of fade per second (so 256 would mean a 256 alpha particle would fade to nothing in 1 second)
456 // ptime - how long the particle can live (note it is also removed if alpha drops to nothing)
457 // pgravity - how much effect gravity has on the particle (0-1)
458 // pbounce - how much bounce the particle has when it hits a surface (0-1), -1 makes a blood splat when it hits a surface, 0 does not even check for collisions
459 // px,py,pz - starting origin of particle
460 // pvx,pvy,pvz - starting velocity of particle
461 // pfriction - how much the particle slows down per second (0-1 typically, can slowdown faster than 1)
462 static particle_t *CL_NewParticle(unsigned short ptypeindex, int pcolor1, int pcolor2, int ptex, float psize, float psizeincrease, float palpha, float palphafade, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float pairfriction, float pliquidfriction, float originjitter, float velocityjitter, qboolean pqualityreduction, float lifetime)
463 {
464         int l1, l2;
465         particle_t *part;
466         vec3_t v;
467         if (!cl_particles.integer)
468                 return NULL;
469         for (;cl.free_particle < cl.max_particles && cl.particles[cl.free_particle].typeindex;cl.free_particle++);
470         if (cl.free_particle >= cl.max_particles)
471                 return NULL;
472         if (!lifetime)
473                 lifetime = palpha / min(1, palphafade);
474         part = &cl.particles[cl.free_particle++];
475         if (cl.num_particles < cl.free_particle)
476                 cl.num_particles = cl.free_particle;
477         memset(part, 0, sizeof(*part));
478         part->typeindex = ptypeindex;
479         l2 = (int)lhrandom(0.5, 256.5);
480         l1 = 256 - l2;
481         part->color[0] = ((((pcolor1 >> 16) & 0xFF) * l1 + ((pcolor2 >> 16) & 0xFF) * l2) >> 8) & 0xFF;
482         part->color[1] = ((((pcolor1 >>  8) & 0xFF) * l1 + ((pcolor2 >>  8) & 0xFF) * l2) >> 8) & 0xFF;
483         part->color[2] = ((((pcolor1 >>  0) & 0xFF) * l1 + ((pcolor2 >>  0) & 0xFF) * l2) >> 8) & 0xFF;
484         part->texnum = ptex;
485         part->size = psize;
486         part->sizeincrease = psizeincrease;
487         part->alpha = palpha;
488         part->alphafade = palphafade;
489         part->gravity = pgravity;
490         part->bounce = pbounce;
491         VectorRandom(v);
492         part->org[0] = px + originjitter * v[0];
493         part->org[1] = py + originjitter * v[1];
494         part->org[2] = pz + originjitter * v[2];
495         part->vel[0] = pvx + velocityjitter * v[0];
496         part->vel[1] = pvy + velocityjitter * v[1];
497         part->vel[2] = pvz + velocityjitter * v[2];
498         part->time2 = 0;
499         part->airfriction = pairfriction;
500         part->liquidfriction = pliquidfriction;
501         part->die = cl.time + lifetime;
502         part->delayedcollisions = 0;
503         part->qualityreduction = pqualityreduction;
504         if (part->typeindex == pt_blood)
505                 part->gravity += 1; // FIXME: this is a legacy hack, effectinfo.txt doesn't have gravity on blood (nor do the particle calls in the engine)
506         // if it is rain or snow, trace ahead and shut off collisions until an actual collision event needs to occur to improve performance
507         if (part->typeindex == pt_rain)
508         {
509                 int i;
510                 particle_t *part2;
511                 float lifetime = part->die - cl.time;
512                 vec3_t endvec;
513                 trace_t trace;
514                 // turn raindrop into simple spark and create delayedspawn splash effect
515                 part->typeindex = pt_spark;
516                 part->bounce = 0;
517                 VectorMA(part->org, lifetime, part->vel, endvec);
518                 trace = CL_Move(part->org, vec3_origin, vec3_origin, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK, true, false, NULL, false);
519                 part->die = cl.time + lifetime * trace.fraction;
520                 part2 = CL_NewParticle(pt_raindecal, pcolor1, pcolor2, tex_rainsplash, part->size, part->size * 20, part->alpha, part->alpha / 0.4, 0, 0, trace.endpos[0] + trace.plane.normal[0], trace.endpos[1] + trace.plane.normal[1], trace.endpos[2] + trace.plane.normal[2], trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2], 0, 0, 0, 0, pqualityreduction, 0);
521                 if (part2)
522                 {
523                         part2->delayedspawn = part->die;
524                         part2->die += part->die - cl.time;
525                         for (i = rand() & 7;i < 10;i++)
526                         {
527                                 part2 = CL_NewParticle(pt_spark, pcolor1, pcolor2, tex_particle, 0.25f, 0, part->alpha * 2, part->alpha * 4, 1, 0, trace.endpos[0] + trace.plane.normal[0], trace.endpos[1] + trace.plane.normal[1], trace.endpos[2] + trace.plane.normal[2], trace.plane.normal[0] * 16, trace.plane.normal[1] * 16, trace.plane.normal[2] * 16 + cl.movevars_gravity * 0.04, 0, 0, 0, 32, pqualityreduction, 0);
528                                 if (part2)
529                                 {
530                                         part2->delayedspawn = part->die;
531                                         part2->die += part->die - cl.time;
532                                 }
533                         }
534                 }
535         }
536         else if (part->bounce != 0 && part->gravity == 0 && part->typeindex != pt_snow)
537         {
538                 float lifetime = part->alpha / (part->alphafade ? part->alphafade : 1);
539                 vec3_t endvec;
540                 trace_t trace;
541                 VectorMA(part->org, lifetime, part->vel, endvec);
542                 trace = CL_Move(part->org, vec3_origin, vec3_origin, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY, true, false, NULL, false);
543                 part->delayedcollisions = cl.time + lifetime * trace.fraction - 0.1;
544         }
545         return part;
546 }
547
548 void CL_SpawnDecalParticleForSurface(int hitent, const vec3_t org, const vec3_t normal, int color1, int color2, int texnum, float size, float alpha)
549 {
550         int l1, l2;
551         decal_t *decal;
552         if (!cl_decals.integer)
553                 return;
554         for (;cl.free_decal < cl.max_decals && cl.decals[cl.free_decal].typeindex;cl.free_decal++);
555         if (cl.free_decal >= cl.max_decals)
556                 return;
557         decal = &cl.decals[cl.free_decal++];
558         if (cl.num_decals < cl.free_decal)
559                 cl.num_decals = cl.free_decal;
560         memset(decal, 0, sizeof(*decal));
561         decal->typeindex = pt_decal;
562         decal->texnum = texnum;
563         VectorAdd(org, normal, decal->org);
564         VectorCopy(normal, decal->normal);
565         decal->size = size;
566         decal->alpha = alpha;
567         decal->time2 = cl.time;
568         l2 = (int)lhrandom(0.5, 256.5);
569         l1 = 256 - l2;
570         decal->color[0] = ((((color1 >> 16) & 0xFF) * l1 + ((color2 >> 16) & 0xFF) * l2) >> 8) & 0xFF;
571         decal->color[1] = ((((color1 >>  8) & 0xFF) * l1 + ((color2 >>  8) & 0xFF) * l2) >> 8) & 0xFF;
572         decal->color[2] = ((((color1 >>  0) & 0xFF) * l1 + ((color2 >>  0) & 0xFF) * l2) >> 8) & 0xFF;
573         decal->owner = hitent;
574         if (hitent)
575         {
576                 // these relative things are only used to regenerate p->org and p->vel if decal->owner is not world (0)
577                 decal->ownermodel = cl.entities[decal->owner].render.model;
578                 Matrix4x4_Transform(&cl.entities[decal->owner].render.inversematrix, org, decal->relativeorigin);
579                 Matrix4x4_Transform3x3(&cl.entities[decal->owner].render.inversematrix, normal, decal->relativenormal);
580         }
581 }
582
583 void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size, float alpha, int texnum, int color1, int color2)
584 {
585         int i;
586         float bestfrac, bestorg[3], bestnormal[3];
587         float org2[3];
588         int besthitent = 0, hitent;
589         trace_t trace;
590         bestfrac = 10;
591         for (i = 0;i < 32;i++)
592         {
593                 VectorRandom(org2);
594                 VectorMA(org, maxdist, org2, org2);
595                 trace = CL_Move(org, vec3_origin, vec3_origin, org2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, &hitent, false);
596                 // take the closest trace result that doesn't end up hitting a NOMARKS
597                 // surface (sky for example)
598                 if (bestfrac > trace.fraction && !(trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS))
599                 {
600                         bestfrac = trace.fraction;
601                         besthitent = hitent;
602                         VectorCopy(trace.endpos, bestorg);
603                         VectorCopy(trace.plane.normal, bestnormal);
604                 }
605         }
606         if (bestfrac < 1)
607                 CL_SpawnDecalParticleForSurface(besthitent, bestorg, bestnormal, color1, color2, texnum, size, alpha);
608 }
609
610 static void CL_Sparks(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float sparkcount);
611 static void CL_Smoke(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float smokecount);
612 void CL_ParticleEffect_Fallback(int effectnameindex, float count, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor, qboolean spawndlight, qboolean spawnparticles)
613 {
614         vec3_t center;
615         matrix4x4_t tempmatrix;
616         VectorLerp(originmins, 0.5, originmaxs, center);
617         Matrix4x4_CreateTranslate(&tempmatrix, center[0], center[1], center[2]);
618         if (effectnameindex == EFFECT_SVC_PARTICLE)
619         {
620                 if (cl_particles.integer)
621                 {
622                         // bloodhack checks if this effect's color matches regular or lightning blood and if so spawns a blood effect instead
623                         if (count == 1024)
624                                 CL_ParticleExplosion(center);
625                         else if (cl_particles_blood_bloodhack.integer && !cl_particles_quake.integer && (palettecolor == 73 || palettecolor == 225))
626                                 CL_ParticleEffect(EFFECT_TE_BLOOD, count / 6.0f, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
627                         else
628                         {
629                                 count *= cl_particles_quality.value;
630                                 for (;count > 0;count--)
631                                 {
632                                         int k = particlepalette[palettecolor + (rand()&7)];
633                                         if (cl_particles_quake.integer)
634                                                 CL_NewParticle(pt_alphastatic, k, k, tex_particle, 1.5, 0, lhrandom(51, 255), 512, 0.05, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 8, 0, true, 0);
635                                         else if (gamemode == GAME_GOODVSBAD2)
636                                                 CL_NewParticle(pt_alphastatic, k, k, tex_particle, 5, 0, 255, 300, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 8, 10, true, 0);
637                                         else
638                                                 CL_NewParticle(pt_alphastatic, k, k, tex_particle, 1.5, 0, 255, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 8, 15, true, 0);
639                                 }
640                         }
641                 }
642         }
643         else if (effectnameindex == EFFECT_TE_WIZSPIKE)
644                 CL_ParticleEffect(EFFECT_SVC_PARTICLE, 30*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 20);
645         else if (effectnameindex == EFFECT_TE_KNIGHTSPIKE)
646                 CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 226);
647         else if (effectnameindex == EFFECT_TE_SPIKE)
648         {
649                 if (cl_particles_bulletimpacts.integer)
650                 {
651                         if (cl_particles_quake.integer)
652                         {
653                                 if (cl_particles_smoke.integer)
654                                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 10*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
655                         }
656                         else
657                         {
658                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
659                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 15*count);
660                         }
661                 }
662                 // bullet hole
663                 if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
664                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
665         }
666         else if (effectnameindex == EFFECT_TE_SPIKEQUAD)
667         {
668                 if (cl_particles_bulletimpacts.integer)
669                 {
670                         if (cl_particles_quake.integer)
671                         {
672                                 if (cl_particles_smoke.integer)
673                                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 10*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
674                         }
675                         else
676                         {
677                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
678                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 15*count);
679                         }
680                 }
681                 // bullet hole
682                 if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
683                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
684                 CL_AllocLightFlash(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
685         }
686         else if (effectnameindex == EFFECT_TE_SUPERSPIKE)
687         {
688                 if (cl_particles_bulletimpacts.integer)
689                 {
690                         if (cl_particles_quake.integer)
691                         {
692                                 if (cl_particles_smoke.integer)
693                                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
694                         }
695                         else
696                         {
697                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 8*count);
698                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 30*count);
699                         }
700                 }
701                 // bullet hole
702                 if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
703                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
704         }
705         else if (effectnameindex == EFFECT_TE_SUPERSPIKEQUAD)
706         {
707                 if (cl_particles_bulletimpacts.integer)
708                 {
709                         if (cl_particles_quake.integer)
710                         {
711                                 if (cl_particles_smoke.integer)
712                                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
713                         }
714                         else
715                         {
716                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 8*count);
717                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 30*count);
718                         }
719                 }
720                 // bullet hole
721                 if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
722                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
723                 CL_AllocLightFlash(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
724         }
725         else if (effectnameindex == EFFECT_TE_BLOOD)
726         {
727                 if (!cl_particles_blood.integer)
728                         return;
729                 if (cl_particles_quake.integer)
730                         CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 73);
731                 else
732                 {
733                         static double bloodaccumulator = 0;
734                         bloodaccumulator += count * 0.333 * cl_particles_quality.value;
735                         for (;bloodaccumulator > 0;bloodaccumulator--)
736                                 CL_NewParticle(pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, cl_particles_blood_alpha.value * 768, cl_particles_blood_alpha.value * 384, 0, -1, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64, true, 0);
737                 }
738         }
739         else if (effectnameindex == EFFECT_TE_SPARK)
740                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, count);
741         else if (effectnameindex == EFFECT_TE_PLASMABURN)
742         {
743                 // plasma scorch mark
744                 if (cl_stainmaps.integer) R_Stain(center, 48, 96, 96, 96, 32, 128, 128, 128, 32);
745                 CL_SpawnDecalParticleForPoint(center, 6, 6, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
746                 CL_AllocLightFlash(NULL, &tempmatrix, 200, 1, 1, 1, 1000, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
747         }
748         else if (effectnameindex == EFFECT_TE_GUNSHOT)
749         {
750                 if (cl_particles_bulletimpacts.integer)
751                 {
752                         if (cl_particles_quake.integer)
753                                 CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
754                         else
755                         {
756                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
757                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 20*count);
758                         }
759                 }
760                 // bullet hole
761                 if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
762                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
763         }
764         else if (effectnameindex == EFFECT_TE_GUNSHOTQUAD)
765         {
766                 if (cl_particles_bulletimpacts.integer)
767                 {
768                         if (cl_particles_quake.integer)
769                                 CL_ParticleEffect(EFFECT_SVC_PARTICLE, 20*count, originmins, originmaxs, velocitymins, velocitymaxs, NULL, 0);
770                         else
771                         {
772                                 CL_Smoke(originmins, originmaxs, velocitymins, velocitymaxs, 4*count);
773                                 CL_Sparks(originmins, originmaxs, velocitymins, velocitymaxs, 20*count);
774                         }
775                 }
776                 // bullet hole
777                 if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
778                 CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
779                 CL_AllocLightFlash(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
780         }
781         else if (effectnameindex == EFFECT_TE_EXPLOSION)
782         {
783                 CL_ParticleExplosion(center);
784                 CL_AllocLightFlash(NULL, &tempmatrix, 350, 4.0f, 2.0f, 0.50f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
785         }
786         else if (effectnameindex == EFFECT_TE_EXPLOSIONQUAD)
787         {
788                 CL_ParticleExplosion(center);
789                 CL_AllocLightFlash(NULL, &tempmatrix, 350, 2.5f, 2.0f, 4.0f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
790         }
791         else if (effectnameindex == EFFECT_TE_TAREXPLOSION)
792         {
793                 if (cl_particles_quake.integer)
794                 {
795                         int i;
796                         for (i = 0;i < 1024 * cl_particles_quality.value;i++)
797                         {
798                                 if (i & 1)
799                                         CL_NewParticle(pt_static, particlepalette[66], particlepalette[71], tex_particle, 1.5f, 0, lhrandom(182, 255), 182, 0, 0, center[0], center[1], center[2], 0, 0, 0, -4, -4, 16, 256, true, 0);
800                                 else
801                                         CL_NewParticle(pt_static, particlepalette[150], particlepalette[155], tex_particle, 1.5f, 0, lhrandom(182, 255), 182, 0, 0, center[0], center[1], center[2], 0, 0, lhrandom(-256, 256), 0, 0, 16, 0, true, 0);
802                         }
803                 }
804                 else
805                         CL_ParticleExplosion(center);
806                 CL_AllocLightFlash(NULL, &tempmatrix, 600, 1.6f, 0.8f, 2.0f, 1200, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
807         }
808         else if (effectnameindex == EFFECT_TE_SMALLFLASH)
809                 CL_AllocLightFlash(NULL, &tempmatrix, 200, 2, 2, 2, 1000, 0.2, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
810         else if (effectnameindex == EFFECT_TE_FLAMEJET)
811         {
812                 count *= cl_particles_quality.value;
813                 while (count-- > 0)
814                         CL_NewParticle(pt_smoke, 0x6f0f00, 0xe3974f, tex_particle, 4, 0, lhrandom(64, 128), 384, -1, 1.1, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 128, true, 0);
815         }
816         else if (effectnameindex == EFFECT_TE_LAVASPLASH)
817         {
818                 float i, j, inc, vel;
819                 vec3_t dir, org;
820
821                 inc = 8 / cl_particles_quality.value;
822                 for (i = -128;i < 128;i += inc)
823                 {
824                         for (j = -128;j < 128;j += inc)
825                         {
826                                 dir[0] = j + lhrandom(0, inc);
827                                 dir[1] = i + lhrandom(0, inc);
828                                 dir[2] = 256;
829                                 org[0] = center[0] + dir[0];
830                                 org[1] = center[1] + dir[1];
831                                 org[2] = center[2] + lhrandom(0, 64);
832                                 vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
833                                 CL_NewParticle(pt_alphastatic, particlepalette[224], particlepalette[231], tex_particle, 1.5f, 0, inc * lhrandom(24, 32), inc * 12, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, true, 0);
834                         }
835                 }
836         }
837         else if (effectnameindex == EFFECT_TE_TELEPORT)
838         {
839                 float i, j, k, inc, vel;
840                 vec3_t dir;
841
842                 inc = 8 / cl_particles_quality.value;
843                 for (i = -16;i < 16;i += inc)
844                 {
845                         for (j = -16;j < 16;j += inc)
846                         {
847                                 for (k = -24;k < 32;k += inc)
848                                 {
849                                         VectorSet(dir, i*8, j*8, k*8);
850                                         VectorNormalize(dir);
851                                         vel = lhrandom(50, 113);
852                                         CL_NewParticle(pt_alphastatic, particlepalette[7], particlepalette[14], tex_particle, 1.5f, 0, inc * lhrandom(37, 63), inc * 187, 0, 0, center[0] + i + lhrandom(0, inc), center[1] + j + lhrandom(0, inc), center[2] + k + lhrandom(0, inc), dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, true, 0);
853                                 }
854                         }
855                 }
856                 CL_NewParticle(pt_static, particlepalette[14], particlepalette[14], tex_particle, 30, 0, 256, 512, 0, 0, center[0], center[1], center[2], 0, 0, 0, 0, 0, 0, 0, false, 0);
857                 CL_AllocLightFlash(NULL, &tempmatrix, 200, 2.0f, 2.0f, 2.0f, 400, 99.0f, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
858         }
859         else if (effectnameindex == EFFECT_TE_TEI_G3)
860                 CL_NewParticle(pt_beam, 0xFFFFFF, 0xFFFFFF, tex_beam, 8, 0, 256, 256, 0, 0, originmins[0], originmins[1], originmins[2], originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, 0, false, 0);
861         else if (effectnameindex == EFFECT_TE_TEI_SMOKE)
862         {
863                 if (cl_particles_smoke.integer)
864                 {
865                         count *= 0.25f * cl_particles_quality.value;
866                         while (count-- > 0)
867                                 CL_NewParticle(pt_smoke, 0x202020, 0x404040, tex_smoke[rand()&7], 5, 0, 255, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 1.5f, 6.0f, true, 0);
868                 }
869         }
870         else if (effectnameindex == EFFECT_TE_TEI_BIGEXPLOSION)
871         {
872                 CL_ParticleExplosion(center);
873                 CL_AllocLightFlash(NULL, &tempmatrix, 500, 2.5f, 2.0f, 1.0f, 500, 9999, 0, -1, true, 1, 0.25, 0.5, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
874         }
875         else if (effectnameindex == EFFECT_TE_TEI_PLASMAHIT)
876         {
877                 float f;
878                 if (cl_stainmaps.integer)
879                         R_Stain(center, 40, 96, 96, 96, 40, 128, 128, 128, 40);
880                 CL_SpawnDecalParticleForPoint(center, 6, 8, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
881                 if (cl_particles_smoke.integer)
882                         for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
883                                 CL_NewParticle(pt_smoke, 0x202020, 0x404040, tex_smoke[rand()&7], 5, 0, 255, 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 20, 155, true, 0);
884                 if (cl_particles_sparks.integer)
885                         for (f = 0;f < count;f += 1.0f / cl_particles_quality.value)
886                                 CL_NewParticle(pt_spark, 0x2030FF, 0x80C0FF, tex_particle, 2.0f, 0, lhrandom(64, 255), 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 0, 465, true, 0);
887                 CL_AllocLightFlash(NULL, &tempmatrix, 500, 0.6f, 1.2f, 2.0f, 2000, 9999, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
888         }
889         else if (effectnameindex == EFFECT_EF_FLAME)
890         {
891                 count *= 300 * cl_particles_quality.value;
892                 while (count-- > 0)
893                         CL_NewParticle(pt_smoke, 0x6f0f00, 0xe3974f, tex_particle, 4, 0, lhrandom(64, 128), 384, -1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 16, 128, true, 0);
894                 CL_AllocLightFlash(NULL, &tempmatrix, 200, 2.0f, 1.5f, 0.5f, 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
895         }
896         else if (effectnameindex == EFFECT_EF_STARDUST)
897         {
898                 count *= 200 * cl_particles_quality.value;
899                 while (count-- > 0)
900                         CL_NewParticle(pt_static, 0x903010, 0xFFD030, tex_particle, 4, 0, lhrandom(64, 128), 128, 1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0.2, 0.8, 16, 128, true, 0);
901                 CL_AllocLightFlash(NULL, &tempmatrix, 200, 1.0f, 0.7f, 0.3f, 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
902         }
903         else if (!strncmp(particleeffectname[effectnameindex], "TR_", 3))
904         {
905                 vec3_t dir, pos;
906                 float len, dec, qd;
907                 int smoke, blood, bubbles, r, color;
908
909                 if (spawndlight && r_refdef.scene.numlights < MAX_DLIGHTS)
910                 {
911                         vec4_t light;
912                         Vector4Set(light, 0, 0, 0, 0);
913
914                         if (effectnameindex == EFFECT_TR_ROCKET)
915                                 Vector4Set(light, 3.0f, 1.5f, 0.5f, 200);
916                         else if (effectnameindex == EFFECT_TR_VORESPIKE)
917                         {
918                                 if (gamemode == GAME_PRYDON && !cl_particles_quake.integer)
919                                         Vector4Set(light, 0.3f, 0.6f, 1.2f, 100);
920                                 else
921                                         Vector4Set(light, 1.2f, 0.5f, 1.0f, 200);
922                         }
923                         else if (effectnameindex == EFFECT_TR_NEXUIZPLASMA)
924                                 Vector4Set(light, 0.75f, 1.5f, 3.0f, 200);
925
926                         if (light[3])
927                         {
928                                 matrix4x4_t tempmatrix;
929                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, light[3]);
930                                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, light, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
931                         }
932                 }
933
934                 if (!spawnparticles)
935                         return;
936
937                 if (originmaxs[0] == originmins[0] && originmaxs[1] == originmins[1] && originmaxs[2] == originmins[2])
938                         return;
939
940                 VectorSubtract(originmaxs, originmins, dir);
941                 len = VectorNormalizeLength(dir);
942                 if (ent)
943                 {
944                         dec = -ent->persistent.trail_time;
945                         ent->persistent.trail_time += len;
946                         if (ent->persistent.trail_time < 0.01f)
947                                 return;
948
949                         // if we skip out, leave it reset
950                         ent->persistent.trail_time = 0.0f;
951                 }
952                 else
953                         dec = 0;
954
955                 // advance into this frame to reach the first puff location
956                 VectorMA(originmins, dec, dir, pos);
957                 len -= dec;
958
959                 smoke = cl_particles.integer && cl_particles_smoke.integer;
960                 blood = cl_particles.integer && cl_particles_blood.integer;
961                 bubbles = cl_particles.integer && cl_particles_bubbles.integer && !cl_particles_quake.integer && (CL_PointSuperContents(pos) & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME));
962                 qd = 1.0f / cl_particles_quality.value;
963
964                 while (len >= 0)
965                 {
966                         dec = 3;
967                         if (blood)
968                         {
969                                 if (effectnameindex == EFFECT_TR_BLOOD)
970                                 {
971                                         if (cl_particles_quake.integer)
972                                         {
973                                                 color = particlepalette[67 + (rand()&3)];
974                                                 CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 128, 0, -0.05, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0, true, 0);
975                                         }
976                                         else
977                                         {
978                                                 dec = 16;
979                                                 CL_NewParticle(pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 0, -1, pos[0], pos[1], pos[2], lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64, true, 0);
980                                         }
981                                 }
982                                 else if (effectnameindex == EFFECT_TR_SLIGHTBLOOD)
983                                 {
984                                         if (cl_particles_quake.integer)
985                                         {
986                                                 dec = 6;
987                                                 color = particlepalette[67 + (rand()&3)];
988                                                 CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 128, 0, -0.05, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0, true, 0);
989                                         }
990                                         else
991                                         {
992                                                 dec = 32;
993                                                 CL_NewParticle(pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, 0, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 0, -1, pos[0], pos[1], pos[2], lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 0, 64, true, 0);
994                                         }
995                                 }
996                         }
997                         if (smoke)
998                         {
999                                 if (effectnameindex == EFFECT_TR_ROCKET)
1000                                 {
1001                                         if (cl_particles_quake.integer)
1002                                         {
1003                                                 r = rand()&3;
1004                                                 color = particlepalette[ramp3[r]];
1005                                                 CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 42*(6-r), 306, 0, -0.05, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0, true, 0);
1006                                         }
1007                                         else
1008                                         {
1009                                                 CL_NewParticle(pt_smoke, 0x303030, 0x606060, tex_smoke[rand()&7], 3, 0, cl_particles_smoke_alpha.value*62, cl_particles_smoke_alphafade.value*62, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1010                                                 CL_NewParticle(pt_static, 0x801010, 0xFFA020, tex_smoke[rand()&7], 3, 0, cl_particles_smoke_alpha.value*288, cl_particles_smoke_alphafade.value*1400, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 20, true, 0);
1011                                         }
1012                                 }
1013                                 else if (effectnameindex == EFFECT_TR_GRENADE)
1014                                 {
1015                                         if (cl_particles_quake.integer)
1016                                         {
1017                                                 r = 2 + (rand()%5);
1018                                                 color = particlepalette[ramp3[r]];
1019                                                 CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 42*(6-r), 306, 0, -0.05, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 3, 0, true, 0);
1020                                         }
1021                                         else
1022                                         {
1023                                                 CL_NewParticle(pt_smoke, 0x303030, 0x606060, tex_smoke[rand()&7], 3, 0, cl_particles_smoke_alpha.value*50, cl_particles_smoke_alphafade.value*75, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1024                                         }
1025                                 }
1026                                 else if (effectnameindex == EFFECT_TR_WIZSPIKE)
1027                                 {
1028                                         if (cl_particles_quake.integer)
1029                                         {
1030                                                 dec = 6;
1031                                                 color = particlepalette[52 + (rand()&7)];
1032                                                 CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 512, 0, 0, pos[0], pos[1], pos[2], 30*dir[1], 30*-dir[0], 0, 0, 0, 0, 0, true, 0);
1033                                                 CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 512, 0, 0, pos[0], pos[1], pos[2], 30*-dir[1], 30*dir[0], 0, 0, 0, 0, 0, true, 0);
1034                                         }
1035                                         else if (gamemode == GAME_GOODVSBAD2)
1036                                         {
1037                                                 dec = 6;
1038                                                 CL_NewParticle(pt_static, 0x00002E, 0x000030, tex_particle, 6, 0, 128, 384, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1039                                         }
1040                                         else
1041                                         {
1042                                                 color = particlepalette[20 + (rand()&7)];
1043                                                 CL_NewParticle(pt_static, color, color, tex_particle, 2, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1044                                         }
1045                                 }
1046                                 else if (effectnameindex == EFFECT_TR_KNIGHTSPIKE)
1047                                 {
1048                                         if (cl_particles_quake.integer)
1049                                         {
1050                                                 dec = 6;
1051                                                 color = particlepalette[230 + (rand()&7)];
1052                                                 CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 512, 0, 0, pos[0], pos[1], pos[2], 30*dir[1], 30*-dir[0], 0, 0, 0, 0, 0, true, 0);
1053                                                 CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 512, 0, 0, pos[0], pos[1], pos[2], 30*-dir[1], 30*dir[0], 0, 0, 0, 0, 0, true, 0);
1054                                         }
1055                                         else
1056                                         {
1057                                                 color = particlepalette[226 + (rand()&7)];
1058                                                 CL_NewParticle(pt_static, color, color, tex_particle, 2, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1059                                         }
1060                                 }
1061                                 else if (effectnameindex == EFFECT_TR_VORESPIKE)
1062                                 {
1063                                         if (cl_particles_quake.integer)
1064                                         {
1065                                                 color = particlepalette[152 + (rand()&3)];
1066                                                 CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 255, 850, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 8, 0, true, 0);
1067                                         }
1068                                         else if (gamemode == GAME_GOODVSBAD2)
1069                                         {
1070                                                 dec = 6;
1071                                                 CL_NewParticle(pt_alphastatic, particlepalette[0 + (rand()&255)], particlepalette[0 + (rand()&255)], tex_particle, 6, 0, 255, 384, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1072                                         }
1073                                         else if (gamemode == GAME_PRYDON)
1074                                         {
1075                                                 dec = 6;
1076                                                 CL_NewParticle(pt_static, 0x103040, 0x204050, tex_particle, 6, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1077                                         }
1078                                         else
1079                                                 CL_NewParticle(pt_static, 0x502030, 0x502030, tex_particle, 3, 0, 64, 192, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1080                                 }
1081                                 else if (effectnameindex == EFFECT_TR_NEHAHRASMOKE)
1082                                 {
1083                                         dec = 7;
1084                                         CL_NewParticle(pt_alphastatic, 0x303030, 0x606060, tex_smoke[rand()&7], 7, 0, 64, 320, 0, 0, pos[0], pos[1], pos[2], 0, 0, lhrandom(4, 12), 0, 0, 0, 4, false, 0);
1085                                 }
1086                                 else if (effectnameindex == EFFECT_TR_NEXUIZPLASMA)
1087                                 {
1088                                         dec = 4;
1089                                         CL_NewParticle(pt_static, 0x283880, 0x283880, tex_particle, 4, 0, 255, 1024, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 16, true, 0);
1090                                 }
1091                                 else if (effectnameindex == EFFECT_TR_GLOWTRAIL)
1092                                         CL_NewParticle(pt_alphastatic, particlepalette[palettecolor], particlepalette[palettecolor], tex_particle, 5, 0, 128, 320, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1093                         }
1094                         if (bubbles)
1095                         {
1096                                 if (effectnameindex == EFFECT_TR_ROCKET)
1097                                         CL_NewParticle(pt_bubble, 0x404040, 0x808080, tex_bubble, 2, 0, lhrandom(64, 255), 256, -0.25, 1.5, pos[0], pos[1], pos[2], 0, 0, 0, 0.0625, 0.25, 0, 16, true, 0);
1098                                 else if (effectnameindex == EFFECT_TR_GRENADE)
1099                                         CL_NewParticle(pt_bubble, 0x404040, 0x808080, tex_bubble, 2, 0, lhrandom(64, 255), 256, -0.25, 1.5, pos[0], pos[1], pos[2], 0, 0, 0, 0.0625, 0.25, 0, 16, true, 0);
1100                         }
1101                         // advance to next time and position
1102                         dec *= qd;
1103                         len -= dec;
1104                         VectorMA (pos, dec, dir, pos);
1105                 }
1106                 if (ent)
1107                         ent->persistent.trail_time = len;
1108         }
1109         else if (developer.integer >= 1)
1110                 Con_Printf("CL_ParticleEffect_Fallback: no fallback found for effect %s\n", particleeffectname[effectnameindex]);
1111 }
1112
1113 // this is also called on point effects with spawndlight = true and
1114 // spawnparticles = true
1115 // it is called CL_ParticleTrail because most code does not want to supply
1116 // these parameters, only trail handling does
1117 void CL_ParticleTrail(int effectnameindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor, qboolean spawndlight, qboolean spawnparticles)
1118 {
1119         vec3_t center;
1120         qboolean found = false;
1121         if (effectnameindex < 1 || effectnameindex >= MAX_PARTICLEEFFECTNAME || !particleeffectname[effectnameindex][0])
1122         {
1123                 Con_DPrintf("Unknown effect number %i received from server\n", effectnameindex);
1124                 return; // no such effect
1125         }
1126         VectorLerp(originmins, 0.5, originmaxs, center);
1127         if (!cl_particles_quake.integer && particleeffectinfo[0].effectnameindex)
1128         {
1129                 int effectinfoindex;
1130                 int supercontents;
1131                 int tex;
1132                 particleeffectinfo_t *info;
1133                 vec3_t center;
1134                 vec3_t centervelocity;
1135                 vec3_t traildir;
1136                 vec3_t trailpos;
1137                 vec3_t rvec;
1138                 vec_t traillen;
1139                 vec_t trailstep;
1140                 qboolean underwater;
1141                 // note this runs multiple effects with the same name, each one spawns only one kind of particle, so some effects need more than one
1142                 VectorLerp(originmins, 0.5, originmaxs, center);
1143                 VectorLerp(velocitymins, 0.5, velocitymaxs, centervelocity);
1144                 supercontents = CL_PointSuperContents(center);
1145                 underwater = (supercontents & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)) != 0;
1146                 VectorSubtract(originmaxs, originmins, traildir);
1147                 traillen = VectorLength(traildir);
1148                 VectorNormalize(traildir);
1149                 for (effectinfoindex = 0, info = particleeffectinfo;effectinfoindex < MAX_PARTICLEEFFECTINFO && info->effectnameindex;effectinfoindex++, info++)
1150                 {
1151                         if (info->effectnameindex == effectnameindex)
1152                         {
1153                                 found = true;
1154                                 if ((info->flags & PARTICLEEFFECT_UNDERWATER) && !underwater)
1155                                         continue;
1156                                 if ((info->flags & PARTICLEEFFECT_NOTUNDERWATER) && underwater)
1157                                         continue;
1158
1159                                 // spawn a dlight if requested
1160                                 if (info->lightradiusstart > 0 && spawndlight)
1161                                 {
1162                                         matrix4x4_t tempmatrix;
1163                                         if (info->trailspacing > 0)
1164                                                 Matrix4x4_CreateTranslate(&tempmatrix, originmaxs[0], originmaxs[1], originmaxs[2]);
1165                                         else
1166                                                 Matrix4x4_CreateTranslate(&tempmatrix, center[0], center[1], center[2]);
1167                                         if (info->lighttime > 0 && info->lightradiusfade > 0)
1168                                         {
1169                                                 // light flash (explosion, etc)
1170                                                 // called when effect starts
1171                                                 CL_AllocLightFlash(NULL, &tempmatrix, info->lightradiusstart, info->lightcolor[0], info->lightcolor[1], info->lightcolor[2], info->lightradiusfade, info->lighttime, info->lightcubemapnum, -1, info->lightshadow, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1172                                         }
1173                                         else
1174                                         {
1175                                                 // glowing entity
1176                                                 // called by CL_LinkNetworkEntity
1177                                                 Matrix4x4_Scale(&tempmatrix, info->lightradiusstart, 1);
1178                                                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, info->lightcolor, -1, info->lightcubemapnum > 0 ? va("cubemaps/%i", info->lightcubemapnum) : NULL, info->lightshadow, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1179                                         }
1180                                 }
1181
1182                                 if (!spawnparticles)
1183                                         continue;
1184
1185                                 // spawn particles
1186                                 tex = info->tex[0];
1187                                 if (info->tex[1] > info->tex[0])
1188                                 {
1189                                         tex = (int)lhrandom(info->tex[0], info->tex[1]);
1190                                         tex = min(tex, info->tex[1] - 1);
1191                                 }
1192                                 if (info->particletype == pt_decal)
1193                                         CL_SpawnDecalParticleForPoint(center, info->originjitter[0], lhrandom(info->size[0], info->size[1]), lhrandom(info->alpha[0], info->alpha[1]), tex, info->color[0], info->color[1]);
1194                                 else if (info->particletype == pt_beam)
1195                                         CL_NewParticle(info->particletype, info->color[0], info->color[1], tex, lhrandom(info->size[0], info->size[1]), info->size[2], lhrandom(info->alpha[0], info->alpha[1]), info->alpha[2], 0, 0, originmins[0], originmins[1], originmins[2], originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, 0, false, 0);
1196                                 else
1197                                 {
1198                                         if (!cl_particles.integer)
1199                                                 continue;
1200                                         switch (info->particletype)
1201                                         {
1202                                         case pt_smoke: if (!cl_particles_smoke.integer) continue;break;
1203                                         case pt_spark: if (!cl_particles_sparks.integer) continue;break;
1204                                         case pt_bubble: if (!cl_particles_bubbles.integer) continue;break;
1205                                         case pt_blood: if (!cl_particles_blood.integer) continue;break;
1206                                         case pt_rain: if (!cl_particles_rain.integer) continue;break;
1207                                         case pt_snow: if (!cl_particles_snow.integer) continue;break;
1208                                         default: break;
1209                                         }
1210                                         VectorCopy(originmins, trailpos);
1211                                         if (info->trailspacing > 0)
1212                                         {
1213                                                 info->particleaccumulator += traillen / info->trailspacing * cl_particles_quality.value;
1214                                                 trailstep = info->trailspacing / cl_particles_quality.value;
1215                                         }
1216                                         else
1217                                         {
1218                                                 info->particleaccumulator += info->countabsolute + pcount * info->countmultiplier * cl_particles_quality.value;
1219                                                 trailstep = 0;
1220                                         }
1221                                         info->particleaccumulator = bound(0, info->particleaccumulator, 16384);
1222                                         for (;info->particleaccumulator >= 1;info->particleaccumulator--)
1223                                         {
1224                                                 if (info->tex[1] > info->tex[0])
1225                                                 {
1226                                                         tex = (int)lhrandom(info->tex[0], info->tex[1]);
1227                                                         tex = min(tex, info->tex[1] - 1);
1228                                                 }
1229                                                 if (!trailstep)
1230                                                 {
1231                                                         trailpos[0] = lhrandom(originmins[0], originmaxs[0]);
1232                                                         trailpos[1] = lhrandom(originmins[1], originmaxs[1]);
1233                                                         trailpos[2] = lhrandom(originmins[2], originmaxs[2]);
1234                                                 }
1235                                                 VectorRandom(rvec);
1236                                                 CL_NewParticle(info->particletype, info->color[0], info->color[1], tex, lhrandom(info->size[0], info->size[1]), info->size[2], lhrandom(info->alpha[0], info->alpha[1]), info->alpha[2], info->gravity, info->bounce, trailpos[0] + info->originoffset[0] + info->originjitter[0] * rvec[0], trailpos[1] + info->originoffset[1] + info->originjitter[1] * rvec[1], trailpos[2] + info->originoffset[2] + info->originjitter[2] * rvec[2], lhrandom(velocitymins[0], velocitymaxs[0]) * info->velocitymultiplier + info->velocityoffset[0] + info->velocityjitter[0] * rvec[0], lhrandom(velocitymins[1], velocitymaxs[1]) * info->velocitymultiplier + info->velocityoffset[1] + info->velocityjitter[1] * rvec[1], lhrandom(velocitymins[2], velocitymaxs[2]) * info->velocitymultiplier + info->velocityoffset[2] + info->velocityjitter[2] * rvec[2], info->airfriction, info->liquidfriction, 0, 0, info->countabsolute <= 0, 0);
1237                                                 if (trailstep)
1238                                                         VectorMA(trailpos, trailstep, traildir, trailpos);
1239                                         }
1240                                 }
1241                         }
1242                 }
1243         }
1244         if (!found)
1245                 CL_ParticleEffect_Fallback(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, spawndlight, spawnparticles);
1246 }
1247
1248 void CL_ParticleEffect(int effectnameindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor)
1249 {
1250         CL_ParticleTrail(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, true, true);
1251 }
1252
1253 /*
1254 ===============
1255 CL_EntityParticles
1256 ===============
1257 */
1258 void CL_EntityParticles (const entity_t *ent)
1259 {
1260         int i;
1261         float pitch, yaw, dist = 64, beamlength = 16, org[3], v[3];
1262         static vec3_t avelocities[NUMVERTEXNORMALS];
1263         if (!cl_particles.integer) return;
1264         if (cl.time <= cl.oldtime) return; // don't spawn new entity particles while paused
1265
1266         Matrix4x4_OriginFromMatrix(&ent->render.matrix, org);
1267
1268         if (!avelocities[0][0])
1269                 for (i = 0;i < NUMVERTEXNORMALS * 3;i++)
1270                         avelocities[0][i] = lhrandom(0, 2.55);
1271
1272         for (i = 0;i < NUMVERTEXNORMALS;i++)
1273         {
1274                 yaw = cl.time * avelocities[i][0];
1275                 pitch = cl.time * avelocities[i][1];
1276                 v[0] = org[0] + m_bytenormals[i][0] * dist + (cos(pitch)*cos(yaw)) * beamlength;
1277                 v[1] = org[1] + m_bytenormals[i][1] * dist + (cos(pitch)*sin(yaw)) * beamlength;
1278                 v[2] = org[2] + m_bytenormals[i][2] * dist + (-sin(pitch)) * beamlength;
1279                 CL_NewParticle(pt_entityparticle, particlepalette[0x6f], particlepalette[0x6f], tex_particle, 1, 0, 255, 0, 0, 0, v[0], v[1], v[2], 0, 0, 0, 0, 0, 0, 0, true, 0);
1280         }
1281 }
1282
1283
1284 void CL_ReadPointFile_f (void)
1285 {
1286         vec3_t org, leakorg;
1287         int r, c, s;
1288         char *pointfile = NULL, *pointfilepos, *t, tchar;
1289         char name[MAX_OSPATH];
1290
1291         if (!cl.worldmodel)
1292                 return;
1293
1294         FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
1295         strlcat (name, ".pts", sizeof (name));
1296         pointfile = (char *)FS_LoadFile(name, tempmempool, true, NULL);
1297         if (!pointfile)
1298         {
1299                 Con_Printf("Could not open %s\n", name);
1300                 return;
1301         }
1302
1303         Con_Printf("Reading %s...\n", name);
1304         VectorClear(leakorg);
1305         c = 0;
1306         s = 0;
1307         pointfilepos = pointfile;
1308         while (*pointfilepos)
1309         {
1310                 while (*pointfilepos == '\n' || *pointfilepos == '\r')
1311                         pointfilepos++;
1312                 if (!*pointfilepos)
1313                         break;
1314                 t = pointfilepos;
1315                 while (*t && *t != '\n' && *t != '\r')
1316                         t++;
1317                 tchar = *t;
1318                 *t = 0;
1319                 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
1320                 *t = tchar;
1321                 pointfilepos = t;
1322                 if (r != 3)
1323                         break;
1324                 if (c == 0)
1325                         VectorCopy(org, leakorg);
1326                 c++;
1327
1328                 if (cl.num_particles < cl.max_particles - 3)
1329                 {
1330                         s++;
1331                         CL_NewParticle(pt_static, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, 2, 0, 255, 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, true, 1<<30);
1332                 }
1333         }
1334         Mem_Free(pointfile);
1335         VectorCopy(leakorg, org);
1336         Con_Printf("%i points read (%i particles spawned)\nLeak at %f %f %f\n", c, s, org[0], org[1], org[2]);
1337
1338         CL_NewParticle(pt_beam, 0xFF0000, 0xFF0000, tex_beam, 64, 0, 255, 0, 0, 0, org[0] - 4096, org[1], org[2], org[0] + 4096, org[1], org[2], 0, 0, 0, 0, false, 1<<30);
1339         CL_NewParticle(pt_beam, 0x00FF00, 0x00FF00, tex_beam, 64, 0, 255, 0, 0, 0, org[0], org[1] - 4096, org[2], org[0], org[1] + 4096, org[2], 0, 0, 0, 0, false, 1<<30);
1340         CL_NewParticle(pt_beam, 0x0000FF, 0x0000FF, tex_beam, 64, 0, 255, 0, 0, 0, org[0], org[1], org[2] - 4096, org[0], org[1], org[2] + 4096, 0, 0, 0, 0, false, 1<<30);
1341 }
1342
1343 /*
1344 ===============
1345 CL_ParseParticleEffect
1346
1347 Parse an effect out of the server message
1348 ===============
1349 */
1350 void CL_ParseParticleEffect (void)
1351 {
1352         vec3_t org, dir;
1353         int i, count, msgcount, color;
1354
1355         MSG_ReadVector(org, cls.protocol);
1356         for (i=0 ; i<3 ; i++)
1357                 dir[i] = MSG_ReadChar ();
1358         msgcount = MSG_ReadByte ();
1359         color = MSG_ReadByte ();
1360
1361         if (msgcount == 255)
1362                 count = 1024;
1363         else
1364                 count = msgcount;
1365
1366         CL_ParticleEffect(EFFECT_SVC_PARTICLE, count, org, org, dir, dir, NULL, color);
1367 }
1368
1369 /*
1370 ===============
1371 CL_ParticleExplosion
1372
1373 ===============
1374 */
1375 void CL_ParticleExplosion (const vec3_t org)
1376 {
1377         int i;
1378         trace_t trace;
1379         //vec3_t v;
1380         //vec3_t v2;
1381         if (cl_stainmaps.integer)
1382                 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
1383         CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
1384
1385         if (cl_particles_quake.integer)
1386         {
1387                 for (i = 0;i < 1024;i++)
1388                 {
1389                         int r, color;
1390                         r = rand()&3;
1391                         if (i & 1)
1392                         {
1393                                 color = particlepalette[ramp1[r]];
1394                                 CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 32 * (8 - r), 318, 0, 0, org[0], org[1], org[2], 0, 0, 0, -4, -4, 16, 256, true, 0);
1395                         }
1396                         else
1397                         {
1398                                 color = particlepalette[ramp2[r]];
1399                                 CL_NewParticle(pt_alphastatic, color, color, tex_particle, 1.5f, 0, 32 * (8 - r), 478, 0, 0, org[0], org[1], org[2], 0, 0, 0, 1, 1, 16, 256, true, 0);
1400                         }
1401                 }
1402         }
1403         else
1404         {
1405                 i = CL_PointSuperContents(org);
1406                 if (i & (SUPERCONTENTS_SLIME | SUPERCONTENTS_WATER))
1407                 {
1408                         if (cl_particles.integer && cl_particles_bubbles.integer)
1409                                 for (i = 0;i < 128 * cl_particles_quality.value;i++)
1410                                         CL_NewParticle(pt_bubble, 0x404040, 0x808080, tex_bubble, 2, 0, lhrandom(128, 255), 128, -0.125, 1.5, org[0], org[1], org[2], 0, 0, 0, 0.0625, 0.25, 16, 96, true, 0);
1411                 }
1412                 else
1413                 {
1414                         if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
1415                         {
1416                                 for (i = 0;i < 512 * cl_particles_quality.value;i++)
1417                                 {
1418                                         int k;
1419                                         vec3_t v, v2;
1420                                         for (k = 0;k < 16;k++)
1421                                         {
1422                                                 VectorRandom(v2);
1423                                                 VectorMA(org, 128, v2, v);
1424                                                 trace = CL_Move(org, vec3_origin, vec3_origin, v, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
1425                                                 if (trace.fraction >= 0.1)
1426                                                         break;
1427                                         }
1428                                         VectorSubtract(trace.endpos, org, v2);
1429                                         VectorScale(v2, 2.0f, v2);
1430                                         CL_NewParticle(pt_spark, 0x903010, 0xFFD030, tex_particle, 1.0f, 0, lhrandom(0, 255), 512, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, true, 0);
1431                                 }
1432                         }
1433                 }
1434         }
1435
1436         if (cl_particles_explosions_shell.integer)
1437                 R_NewExplosion(org);
1438 }
1439
1440 /*
1441 ===============
1442 CL_ParticleExplosion2
1443
1444 ===============
1445 */
1446 void CL_ParticleExplosion2 (const vec3_t org, int colorStart, int colorLength)
1447 {
1448         int i, k;
1449         if (!cl_particles.integer) return;
1450
1451         for (i = 0;i < 512 * cl_particles_quality.value;i++)
1452         {
1453                 k = particlepalette[colorStart + (i % colorLength)];
1454                 if (cl_particles_quake.integer)
1455                         CL_NewParticle(pt_static, k, k, tex_particle, 1, 0, 255, 850, 0, 0, org[0], org[1], org[2], 0, 0, 0, -4, -4, 8, 256, true, 0);
1456                 else
1457                         CL_NewParticle(pt_static, k, k, tex_particle, lhrandom(0.5, 1.5), 0, 255, 512, 0, 0, org[0], org[1], org[2], 0, 0, 0, lhrandom(1.5, 3), lhrandom(1.5, 3), 8, 192, true, 0);
1458         }
1459 }
1460
1461 static void CL_Sparks(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float sparkcount)
1462 {
1463         if (cl_particles_sparks.integer)
1464         {
1465                 sparkcount *= cl_particles_quality.value;
1466                 while(sparkcount-- > 0)
1467                         CL_NewParticle(pt_spark, particlepalette[0x68], particlepalette[0x6f], tex_particle, 0.5f, 0, lhrandom(64, 255), 512, 1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]) + cl.movevars_gravity * 0.1f, 0, 0, 0, 64, true, 0);
1468         }
1469 }
1470
1471 static void CL_Smoke(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float smokecount)
1472 {
1473         if (cl_particles_smoke.integer)
1474         {
1475                 smokecount *= cl_particles_quality.value;
1476                 while(smokecount-- > 0)
1477                         CL_NewParticle(pt_smoke, 0x101010, 0x101010, tex_smoke[rand()&7], 2, 2, 255, 256, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 0, smokecount > 0 ? 16 : 0, true, 0);
1478         }
1479 }
1480
1481 void CL_ParticleCube (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, vec_t gravity, vec_t randomvel)
1482 {
1483         int k;
1484         if (!cl_particles.integer) return;
1485
1486         count = (int)(count * cl_particles_quality.value);
1487         while (count--)
1488         {
1489                 k = particlepalette[colorbase + (rand()&3)];
1490                 CL_NewParticle(pt_alphastatic, k, k, tex_particle, 2, 0, 255, 128, gravity, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0], dir[1], dir[2], 0, 0, 0, randomvel, true, 0);
1491         }
1492 }
1493
1494 void CL_ParticleRain (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, int type)
1495 {
1496         int k;
1497         float minz, maxz, lifetime = 30;
1498         if (!cl_particles.integer) return;
1499         if (dir[2] < 0) // falling
1500         {
1501                 minz = maxs[2] + dir[2] * 0.1;
1502                 maxz = maxs[2];
1503                 if (cl.worldmodel)
1504                         lifetime = (maxz - cl.worldmodel->normalmins[2]) / max(1, -dir[2]);
1505         }
1506         else // rising??
1507         {
1508                 minz = mins[2];
1509                 maxz = maxs[2] + dir[2] * 0.1;
1510                 if (cl.worldmodel)
1511                         lifetime = (cl.worldmodel->normalmaxs[2] - minz) / max(1, dir[2]);
1512         }
1513
1514         count = (int)(count * cl_particles_quality.value);
1515
1516         switch(type)
1517         {
1518         case 0:
1519                 if (!cl_particles_rain.integer) break;
1520                 count *= 4; // ick, this should be in the mod or maps?
1521
1522                 while(count--)
1523                 {
1524                         k = particlepalette[colorbase + (rand()&3)];
1525                         if (gamemode == GAME_GOODVSBAD2)
1526                                 CL_NewParticle(pt_rain, k, k, tex_particle, 20, 0, lhrandom(32, 64), 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime);
1527                         else
1528                                 CL_NewParticle(pt_rain, k, k, tex_particle, 0.5, 0, lhrandom(32, 64), 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime);
1529                 }
1530                 break;
1531         case 1:
1532                 if (!cl_particles_snow.integer) break;
1533                 while(count--)
1534                 {
1535                         k = particlepalette[colorbase + (rand()&3)];
1536                         if (gamemode == GAME_GOODVSBAD2)
1537                                 CL_NewParticle(pt_snow, k, k, tex_particle, 20, 0, lhrandom(64, 128), 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime);
1538                         else
1539                                 CL_NewParticle(pt_snow, k, k, tex_particle, 1, 0, lhrandom(64, 128), 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, 0, 0, 0, true, lifetime);
1540                 }
1541                 break;
1542         default:
1543                 Con_Printf ("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
1544         }
1545 }
1546
1547 #define MAX_PARTICLETEXTURES 64
1548 // particletexture_t is a rectangle in the particlefonttexture
1549 typedef struct particletexture_s
1550 {
1551         rtexture_t *texture;
1552         float s1, t1, s2, t2;
1553 }
1554 particletexture_t;
1555
1556 static rtexturepool_t *particletexturepool;
1557 static rtexture_t *particlefonttexture;
1558 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
1559
1560 static cvar_t r_drawparticles = {0, "r_drawparticles", "1", "enables drawing of particles"};
1561 static cvar_t r_drawparticles_drawdistance = {CVAR_SAVE, "r_drawparticles_drawdistance", "2000", "particles further than drawdistance*size will not be drawn"};
1562 static cvar_t r_drawdecals = {0, "r_drawdecals", "1", "enables drawing of decals"};
1563 static cvar_t r_drawdecals_drawdistance = {CVAR_SAVE, "r_drawdecals_drawdistance", "500", "decals further than drawdistance*size will not be drawn"};
1564
1565 #define PARTICLETEXTURESIZE 64
1566 #define PARTICLEFONTSIZE (PARTICLETEXTURESIZE*8)
1567
1568 static unsigned char shadebubble(float dx, float dy, vec3_t light)
1569 {
1570         float dz, f, dot;
1571         vec3_t normal;
1572         dz = 1 - (dx*dx+dy*dy);
1573         if (dz > 0) // it does hit the sphere
1574         {
1575                 f = 0;
1576                 // back side
1577                 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1578                 VectorNormalize(normal);
1579                 dot = DotProduct(normal, light);
1580                 if (dot > 0.5) // interior reflection
1581                         f += ((dot *  2) - 1);
1582                 else if (dot < -0.5) // exterior reflection
1583                         f += ((dot * -2) - 1);
1584                 // front side
1585                 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1586                 VectorNormalize(normal);
1587                 dot = DotProduct(normal, light);
1588                 if (dot > 0.5) // interior reflection
1589                         f += ((dot *  2) - 1);
1590                 else if (dot < -0.5) // exterior reflection
1591                         f += ((dot * -2) - 1);
1592                 f *= 128;
1593                 f += 16; // just to give it a haze so you can see the outline
1594                 f = bound(0, f, 255);
1595                 return (unsigned char) f;
1596         }
1597         else
1598                 return 0;
1599 }
1600
1601 static void setuptex(int texnum, unsigned char *data, unsigned char *particletexturedata)
1602 {
1603         int basex, basey, y;
1604         basex = ((texnum >> 0) & 7) * PARTICLETEXTURESIZE;
1605         basey = ((texnum >> 3) & 7) * PARTICLETEXTURESIZE;
1606         for (y = 0;y < PARTICLETEXTURESIZE;y++)
1607                 memcpy(particletexturedata + ((basey + y) * PARTICLEFONTSIZE + basex) * 4, data + y * PARTICLETEXTURESIZE * 4, PARTICLETEXTURESIZE * 4);
1608 }
1609
1610 void particletextureblotch(unsigned char *data, float radius, float red, float green, float blue, float alpha)
1611 {
1612         int x, y;
1613         float cx, cy, dx, dy, f, iradius;
1614         unsigned char *d;
1615         cx = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
1616         cy = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
1617         iradius = 1.0f / radius;
1618         alpha *= (1.0f / 255.0f);
1619         for (y = 0;y < PARTICLETEXTURESIZE;y++)
1620         {
1621                 for (x = 0;x < PARTICLETEXTURESIZE;x++)
1622                 {
1623                         dx = (x - cx);
1624                         dy = (y - cy);
1625                         f = (1.0f - sqrt(dx * dx + dy * dy) * iradius) * alpha;
1626                         if (f > 0)
1627                         {
1628                                 if (f > 1)
1629                                         f = 1;
1630                                 d = data + (y * PARTICLETEXTURESIZE + x) * 4;
1631                                 d[0] += (int)(f * (blue  - d[0]));
1632                                 d[1] += (int)(f * (green - d[1]));
1633                                 d[2] += (int)(f * (red   - d[2]));
1634                         }
1635                 }
1636         }
1637 }
1638
1639 void particletextureclamp(unsigned char *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
1640 {
1641         int i;
1642         for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
1643         {
1644                 data[0] = bound(minb, data[0], maxb);
1645                 data[1] = bound(ming, data[1], maxg);
1646                 data[2] = bound(minr, data[2], maxr);
1647         }
1648 }
1649
1650 void particletextureinvert(unsigned char *data)
1651 {
1652         int i;
1653         for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
1654         {
1655                 data[0] = 255 - data[0];
1656                 data[1] = 255 - data[1];
1657                 data[2] = 255 - data[2];
1658         }
1659 }
1660
1661 // Those loops are in a separate function to work around an optimization bug in Mac OS X's GCC
1662 static void R_InitBloodTextures (unsigned char *particletexturedata)
1663 {
1664         int i, j, k, m;
1665         unsigned char data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4];
1666
1667         // blood particles
1668         for (i = 0;i < 8;i++)
1669         {
1670                 memset(&data[0][0][0], 255, sizeof(data));
1671                 for (k = 0;k < 24;k++)
1672                         particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 96, 0, 0, 160);
1673                 //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
1674                 particletextureinvert(&data[0][0][0]);
1675                 setuptex(tex_bloodparticle[i], &data[0][0][0], particletexturedata);
1676         }
1677
1678         // blood decals
1679         for (i = 0;i < 8;i++)
1680         {
1681                 memset(&data[0][0][0], 255, sizeof(data));
1682                 m = 8;
1683                 for (j = 1;j < 10;j++)
1684                         for (k = min(j, m - 1);k < m;k++)
1685                                 particletextureblotch(&data[0][0][0], (float)j*PARTICLETEXTURESIZE/64.0f, 96, 0, 0, 320 - j * 8);
1686                 //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
1687                 particletextureinvert(&data[0][0][0]);
1688                 setuptex(tex_blooddecal[i], &data[0][0][0], particletexturedata);
1689         }
1690
1691 }
1692
1693 //uncomment this to make engine save out particle font to a tga file when run
1694 //#define DUMPPARTICLEFONT
1695
1696 static void R_InitParticleTexture (void)
1697 {
1698         int x, y, d, i, k, m;
1699         float dx, dy, f;
1700         vec3_t light;
1701
1702         // a note: decals need to modulate (multiply) the background color to
1703         // properly darken it (stain), and they need to be able to alpha fade,
1704         // this is a very difficult challenge because it means fading to white
1705         // (no change to background) rather than black (darkening everything
1706         // behind the whole decal polygon), and to accomplish this the texture is
1707         // inverted (dark red blood on white background becomes brilliant cyan
1708         // and white on black background) so we can alpha fade it to black, then
1709         // we invert it again during the blendfunc to make it work...
1710
1711 #ifndef DUMPPARTICLEFONT
1712         particlefonttexture = loadtextureimage(particletexturepool, "particles/particlefont.tga", false, TEXF_ALPHA | TEXF_PRECACHE, true);
1713         if (!particlefonttexture)
1714 #endif
1715         {
1716                 unsigned char *particletexturedata = (unsigned char *)Mem_Alloc(tempmempool, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
1717                 unsigned char data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4];
1718                 memset(particletexturedata, 255, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
1719
1720                 // smoke
1721                 for (i = 0;i < 8;i++)
1722                 {
1723                         memset(&data[0][0][0], 255, sizeof(data));
1724                         do
1725                         {
1726                                 unsigned char noise1[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise2[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2];
1727
1728                                 fractalnoise(&noise1[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8);
1729                                 fractalnoise(&noise2[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4);
1730                                 m = 0;
1731                                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
1732                                 {
1733                                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1734                                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
1735                                         {
1736                                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1737                                                 d = (noise2[y][x] - 128) * 3 + 192;
1738                                                 if (d > 0)
1739                                                         d = (int)(d * (1-(dx*dx+dy*dy)));
1740                                                 d = (d * noise1[y][x]) >> 7;
1741                                                 d = bound(0, d, 255);
1742                                                 data[y][x][3] = (unsigned char) d;
1743                                                 if (m < d)
1744                                                         m = d;
1745                                         }
1746                                 }
1747                         }
1748                         while (m < 224);
1749                         setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
1750                 }
1751
1752                 // rain splash
1753                 memset(&data[0][0][0], 255, sizeof(data));
1754                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
1755                 {
1756                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1757                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
1758                         {
1759                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1760                                 f = 255.0f * (1.0 - 4.0f * fabs(10.0f - sqrt(dx*dx+dy*dy)));
1761                                 data[y][x][3] = (int) (bound(0.0f, f, 255.0f));
1762                         }
1763                 }
1764                 setuptex(tex_rainsplash, &data[0][0][0], particletexturedata);
1765
1766                 // normal particle
1767                 memset(&data[0][0][0], 255, sizeof(data));
1768                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
1769                 {
1770                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1771                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
1772                         {
1773                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1774                                 d = (int)(256 * (1 - (dx*dx+dy*dy)));
1775                                 d = bound(0, d, 255);
1776                                 data[y][x][3] = (unsigned char) d;
1777                         }
1778                 }
1779                 setuptex(tex_particle, &data[0][0][0], particletexturedata);
1780
1781                 // rain
1782                 memset(&data[0][0][0], 255, sizeof(data));
1783                 light[0] = 1;light[1] = 1;light[2] = 1;
1784                 VectorNormalize(light);
1785                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
1786                 {
1787                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1788                         // stretch upper half of bubble by +50% and shrink lower half by -50%
1789                         // (this gives an elongated teardrop shape)
1790                         if (dy > 0.5f)
1791                                 dy = (dy - 0.5f) * 2.0f;
1792                         else
1793                                 dy = (dy - 0.5f) / 1.5f;
1794                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
1795                         {
1796                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1797                                 // shrink bubble width to half
1798                                 dx *= 2.0f;
1799                                 data[y][x][3] = shadebubble(dx, dy, light);
1800                         }
1801                 }
1802                 setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
1803
1804                 // bubble
1805                 memset(&data[0][0][0], 255, sizeof(data));
1806                 light[0] = 1;light[1] = 1;light[2] = 1;
1807                 VectorNormalize(light);
1808                 for (y = 0;y < PARTICLETEXTURESIZE;y++)
1809                 {
1810                         dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1811                         for (x = 0;x < PARTICLETEXTURESIZE;x++)
1812                         {
1813                                 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1814                                 data[y][x][3] = shadebubble(dx, dy, light);
1815                         }
1816                 }
1817                 setuptex(tex_bubble, &data[0][0][0], particletexturedata);
1818
1819                 // Blood particles and blood decals
1820                 R_InitBloodTextures (particletexturedata);
1821
1822                 // bullet decals
1823                 for (i = 0;i < 8;i++)
1824                 {
1825                         memset(&data[0][0][0], 255, sizeof(data));
1826                         for (k = 0;k < 12;k++)
1827                                 particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 0, 0, 0, 128);
1828                         for (k = 0;k < 3;k++)
1829                                 particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/2, 0, 0, 0, 160);
1830                         //particletextureclamp(&data[0][0][0], 64, 64, 64, 255, 255, 255);
1831                         particletextureinvert(&data[0][0][0]);
1832                         setuptex(tex_bulletdecal[i], &data[0][0][0], particletexturedata);
1833                 }
1834
1835 #ifdef DUMPPARTICLEFONT
1836                 Image_WriteTGABGRA ("particles/particlefont.tga", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata);
1837 #endif
1838
1839                 particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
1840
1841                 Mem_Free(particletexturedata);
1842         }
1843         for (i = 0;i < MAX_PARTICLETEXTURES;i++)
1844         {
1845                 int basex = ((i >> 0) & 7) * PARTICLETEXTURESIZE;
1846                 int basey = ((i >> 3) & 7) * PARTICLETEXTURESIZE;
1847                 particletexture[i].texture = particlefonttexture;
1848                 particletexture[i].s1 = (basex + 1) / (float)PARTICLEFONTSIZE;
1849                 particletexture[i].t1 = (basey + 1) / (float)PARTICLEFONTSIZE;
1850                 particletexture[i].s2 = (basex + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
1851                 particletexture[i].t2 = (basey + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
1852         }
1853
1854 #ifndef DUMPPARTICLEFONT
1855         particletexture[tex_beam].texture = loadtextureimage(particletexturepool, "particles/nexbeam.tga", false, TEXF_ALPHA | TEXF_PRECACHE, true);
1856         if (!particletexture[tex_beam].texture)
1857 #endif
1858         {
1859                 unsigned char noise3[64][64], data2[64][16][4];
1860                 // nexbeam
1861                 fractalnoise(&noise3[0][0], 64, 4);
1862                 m = 0;
1863                 for (y = 0;y < 64;y++)
1864                 {
1865                         dy = (y - 0.5f*64) / (64*0.5f-1);
1866                         for (x = 0;x < 16;x++)
1867                         {
1868                                 dx = (x - 0.5f*16) / (16*0.5f-2);
1869                                 d = (int)((1 - sqrt(fabs(dx))) * noise3[y][x]);
1870                                 data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (unsigned char) bound(0, d, 255);
1871                                 data2[y][x][3] = 255;
1872                         }
1873                 }
1874
1875 #ifdef DUMPPARTICLEFONT
1876                 Image_WriteTGABGRA ("particles/nexbeam.tga", 64, 64, &data2[0][0][0]);
1877 #endif
1878                 particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "nexbeam", 16, 64, &data2[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE, NULL);
1879         }
1880         particletexture[tex_beam].s1 = 0;
1881         particletexture[tex_beam].t1 = 0;
1882         particletexture[tex_beam].s2 = 1;
1883         particletexture[tex_beam].t2 = 1;
1884 }
1885
1886 static void r_part_start(void)
1887 {
1888         particletexturepool = R_AllocTexturePool();
1889         R_InitParticleTexture ();
1890         CL_Particles_LoadEffectInfo();
1891 }
1892
1893 static void r_part_shutdown(void)
1894 {
1895         R_FreeTexturePool(&particletexturepool);
1896 }
1897
1898 static void r_part_newmap(void)
1899 {
1900 }
1901
1902 #define BATCHSIZE 256
1903 int particle_element3i[BATCHSIZE*6];
1904
1905 void R_Particles_Init (void)
1906 {
1907         int i;
1908         for (i = 0;i < BATCHSIZE;i++)
1909         {
1910                 particle_element3i[i*6+0] = i*4+0;
1911                 particle_element3i[i*6+1] = i*4+1;
1912                 particle_element3i[i*6+2] = i*4+2;
1913                 particle_element3i[i*6+3] = i*4+0;
1914                 particle_element3i[i*6+4] = i*4+2;
1915                 particle_element3i[i*6+5] = i*4+3;
1916         }
1917
1918         Cvar_RegisterVariable(&r_drawparticles);
1919         Cvar_RegisterVariable(&r_drawparticles_drawdistance);
1920         Cvar_RegisterVariable(&r_drawdecals);
1921         Cvar_RegisterVariable(&r_drawdecals_drawdistance);
1922         R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1923 }
1924
1925 void R_DrawDecal_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
1926 {
1927         int surfacelistindex;
1928         const decal_t *d;
1929         float *v3f, *t2f, *c4f;
1930         particletexture_t *tex;
1931         float right[3], up[3], size, ca;
1932         float alphascale = (1.0f / 65536.0f) * cl_particles_alpha.value * r_refdef.view.colorscale;
1933         float particle_vertex3f[BATCHSIZE*12], particle_texcoord2f[BATCHSIZE*8], particle_color4f[BATCHSIZE*16];
1934
1935         r_refdef.stats.decals += numsurfaces;
1936         R_Mesh_Matrix(&identitymatrix);
1937         R_Mesh_ResetTextureState();
1938         R_Mesh_VertexPointer(particle_vertex3f, 0, 0);
1939         R_Mesh_TexCoordPointer(0, 2, particle_texcoord2f, 0, 0);
1940         R_Mesh_ColorPointer(particle_color4f, 0, 0);
1941         R_SetupGenericShader(true);
1942         GL_DepthMask(false);
1943         GL_DepthRange(0, 1);
1944         GL_PolygonOffset(0, 0);
1945         GL_DepthTest(true);
1946         GL_CullFace(GL_NONE);
1947
1948         // generate all the vertices at once
1949         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1950         {
1951                 d = cl.decals + surfacelist[surfacelistindex];
1952
1953                 // calculate color
1954                 c4f = particle_color4f + 16*surfacelistindex;
1955                 ca = d->alpha * alphascale;
1956                 if (r_refdef.fogenabled)
1957                         ca *= FogPoint_World(d->org);
1958                 Vector4Set(c4f, d->color[0] * ca, d->color[1] * ca, d->color[2] * ca, 1);
1959                 Vector4Copy(c4f, c4f + 4);
1960                 Vector4Copy(c4f, c4f + 8);
1961                 Vector4Copy(c4f, c4f + 12);
1962
1963                 // calculate vertex positions
1964                 size = d->size * cl_particles_size.value;
1965                 VectorVectors(d->normal, right, up);
1966                 VectorScale(right, size, right);
1967                 VectorScale(up, size, up);
1968                 v3f = particle_vertex3f + 12*surfacelistindex;
1969                 v3f[ 0] = d->org[0] - right[0] - up[0];
1970                 v3f[ 1] = d->org[1] - right[1] - up[1];
1971                 v3f[ 2] = d->org[2] - right[2] - up[2];
1972                 v3f[ 3] = d->org[0] - right[0] + up[0];
1973                 v3f[ 4] = d->org[1] - right[1] + up[1];
1974                 v3f[ 5] = d->org[2] - right[2] + up[2];
1975                 v3f[ 6] = d->org[0] + right[0] + up[0];
1976                 v3f[ 7] = d->org[1] + right[1] + up[1];
1977                 v3f[ 8] = d->org[2] + right[2] + up[2];
1978                 v3f[ 9] = d->org[0] + right[0] - up[0];
1979                 v3f[10] = d->org[1] + right[1] - up[1];
1980                 v3f[11] = d->org[2] + right[2] - up[2];
1981
1982                 // calculate texcoords
1983                 tex = &particletexture[d->texnum];
1984                 t2f = particle_texcoord2f + 8*surfacelistindex;
1985                 t2f[0] = tex->s1;t2f[1] = tex->t2;
1986                 t2f[2] = tex->s1;t2f[3] = tex->t1;
1987                 t2f[4] = tex->s2;t2f[5] = tex->t1;
1988                 t2f[6] = tex->s2;t2f[7] = tex->t2;
1989         }
1990
1991         // now render the decals all at once
1992         // (this assumes they all use one particle font texture!)
1993         GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1994         R_Mesh_TexBind(0, R_GetTexture(particletexture[63].texture));
1995         GL_LockArrays(0, numsurfaces*4);
1996         R_Mesh_Draw(0, numsurfaces * 4, numsurfaces * 2, particle_element3i, 0, 0);
1997         GL_LockArrays(0, 0);
1998 }
1999
2000 void R_DrawDecals (void)
2001 {
2002         int i;
2003         decal_t *decal;
2004         float frametime;
2005         float decalfade;
2006         float drawdist2;
2007
2008         frametime = bound(0, cl.time - cl.decals_updatetime, 1);
2009         cl.decals_updatetime = bound(cl.time - 1, cl.decals_updatetime + frametime, cl.time + 1);
2010
2011         // LordHavoc: early out conditions
2012         if ((!cl.num_decals) || (!r_drawdecals.integer))
2013                 return;
2014
2015         decalfade = frametime * 256 / cl_decals_fadetime.value;
2016         drawdist2 = r_drawdecals_drawdistance.value * r_refdef.view.quality;
2017         drawdist2 = drawdist2*drawdist2;
2018
2019         for (i = 0, decal = cl.decals;i < cl.num_decals;i++, decal++)
2020         {
2021                 if (!decal->typeindex)
2022                         continue;
2023
2024                 if (cl.time > decal->time2 + cl_decals_time.value)
2025                 {
2026                         decal->alpha -= decalfade;
2027                         if (decal->alpha <= 0)
2028                                 goto killdecal;
2029                 }
2030
2031                 if (decal->owner)
2032                 {
2033                         if (cl.entities[decal->owner].render.model == decal->ownermodel)
2034                         {
2035                                 Matrix4x4_Transform(&cl.entities[decal->owner].render.matrix, decal->relativeorigin, decal->org);
2036                                 Matrix4x4_Transform3x3(&cl.entities[decal->owner].render.matrix, decal->relativenormal, decal->normal);
2037                         }
2038                         else
2039                                 goto killdecal;
2040                 }
2041
2042                 if (DotProduct(r_refdef.view.origin, decal->normal) > DotProduct(decal->org, decal->normal) && VectorDistance2(decal->org, r_refdef.view.origin) < drawdist2 * (decal->size * decal->size))
2043                         R_MeshQueue_AddTransparent(decal->org, R_DrawDecal_TransparentCallback, NULL, i, NULL);
2044                 continue;
2045 killdecal:
2046                 decal->typeindex = 0;
2047                 if (cl.free_decal > i)
2048                         cl.free_decal = i;
2049         }
2050
2051         // reduce cl.num_decals if possible
2052         while (cl.num_decals > 0 && cl.decals[cl.num_decals - 1].typeindex == 0)
2053                 cl.num_decals--;
2054
2055         if (cl.num_decals == cl.max_decals && cl.max_decals < ABSOLUTE_MAX_DECALS)
2056         {
2057                 decal_t *olddecals = cl.decals;
2058                 cl.max_decals = min(cl.max_decals * 2, ABSOLUTE_MAX_DECALS);
2059                 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
2060                 memcpy(cl.decals, olddecals, cl.num_decals * sizeof(decal_t));
2061                 Mem_Free(olddecals);
2062         }
2063 }
2064
2065 void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2066 {
2067         int surfacelistindex;
2068         int batchstart, batchcount;
2069         const particle_t *p;
2070         pblend_t blendmode;
2071         rtexture_t *texture;
2072         float *v3f, *t2f, *c4f;
2073         particletexture_t *tex;
2074         float up2[3], v[3], right[3], up[3], fog, ifog, size;
2075         float ambient[3], diffuse[3], diffusenormal[3];
2076         vec4_t colormultiplier;
2077         float particle_vertex3f[BATCHSIZE*12], particle_texcoord2f[BATCHSIZE*8], particle_color4f[BATCHSIZE*16];
2078
2079         Vector4Set(colormultiplier, r_refdef.view.colorscale * (1.0 / 256.0f), r_refdef.view.colorscale * (1.0 / 256.0f), r_refdef.view.colorscale * (1.0 / 256.0f), cl_particles_alpha.value * (1.0 / 256.0f));
2080
2081         r_refdef.stats.particles += numsurfaces;
2082         R_Mesh_Matrix(&identitymatrix);
2083         R_Mesh_ResetTextureState();
2084         R_Mesh_VertexPointer(particle_vertex3f, 0, 0);
2085         R_Mesh_TexCoordPointer(0, 2, particle_texcoord2f, 0, 0);
2086         R_Mesh_ColorPointer(particle_color4f, 0, 0);
2087         R_SetupGenericShader(true);
2088         GL_DepthMask(false);
2089         GL_DepthRange(0, 1);
2090         GL_PolygonOffset(0, 0);
2091         GL_DepthTest(true);
2092         GL_CullFace(GL_NONE);
2093
2094         // first generate all the vertices at once
2095         for (surfacelistindex = 0, v3f = particle_vertex3f, t2f = particle_texcoord2f, c4f = particle_color4f;surfacelistindex < numsurfaces;surfacelistindex++, v3f += 3*4, t2f += 2*4, c4f += 4*4)
2096         {
2097                 p = cl.particles + surfacelist[surfacelistindex];
2098
2099                 blendmode = particletype[p->typeindex].blendmode;
2100
2101                 c4f[0] = p->color[0] * colormultiplier[0];
2102                 c4f[1] = p->color[1] * colormultiplier[1];
2103                 c4f[2] = p->color[2] * colormultiplier[2];
2104                 c4f[3] = p->alpha * colormultiplier[3];
2105                 switch (blendmode)
2106                 {
2107                 case PBLEND_MOD:
2108                 case PBLEND_ADD:
2109                         // additive and modulate can just fade out in fog (this is correct)
2110                         if (r_refdef.fogenabled)
2111                                 c4f[3] *= FogPoint_World(p->org);
2112                         // collapse alpha into color for these blends (so that the particlefont does not need alpha on most textures)
2113                         c4f[0] *= c4f[3];
2114                         c4f[1] *= c4f[3];
2115                         c4f[2] *= c4f[3];
2116                         c4f[3] = 1;
2117                         break;
2118                 case PBLEND_ALPHA:
2119                         // note: lighting is not cheap!
2120                         if (particletype[p->typeindex].lighting)
2121                         {
2122                                 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p->org, true);
2123                                 c4f[0] *= (ambient[0] + 0.5 * diffuse[0]);
2124                                 c4f[1] *= (ambient[1] + 0.5 * diffuse[1]);
2125                                 c4f[2] *= (ambient[2] + 0.5 * diffuse[2]);
2126                         }
2127                         // mix in the fog color
2128                         if (r_refdef.fogenabled)
2129                         {
2130                                 fog = FogPoint_World(p->org);
2131                                 ifog = 1 - fog;
2132                                 c4f[0] = c4f[0] * fog + r_refdef.fogcolor[0] * ifog;
2133                                 c4f[1] = c4f[1] * fog + r_refdef.fogcolor[1] * ifog;
2134                                 c4f[2] = c4f[2] * fog + r_refdef.fogcolor[2] * ifog;
2135                         }
2136                         break;
2137                 }
2138                 // copy the color into the other three vertices
2139                 Vector4Copy(c4f, c4f + 4);
2140                 Vector4Copy(c4f, c4f + 8);
2141                 Vector4Copy(c4f, c4f + 12);
2142
2143                 size = p->size * cl_particles_size.value;
2144                 tex = &particletexture[p->texnum];
2145                 switch(particletype[p->typeindex].orientation)
2146                 {
2147                 case PARTICLE_BILLBOARD:
2148                         VectorScale(r_refdef.view.left, -size, right);
2149                         VectorScale(r_refdef.view.up, size, up);
2150                         v3f[ 0] = p->org[0] - right[0] - up[0];
2151                         v3f[ 1] = p->org[1] - right[1] - up[1];
2152                         v3f[ 2] = p->org[2] - right[2] - up[2];
2153                         v3f[ 3] = p->org[0] - right[0] + up[0];
2154                         v3f[ 4] = p->org[1] - right[1] + up[1];
2155                         v3f[ 5] = p->org[2] - right[2] + up[2];
2156                         v3f[ 6] = p->org[0] + right[0] + up[0];
2157                         v3f[ 7] = p->org[1] + right[1] + up[1];
2158                         v3f[ 8] = p->org[2] + right[2] + up[2];
2159                         v3f[ 9] = p->org[0] + right[0] - up[0];
2160                         v3f[10] = p->org[1] + right[1] - up[1];
2161                         v3f[11] = p->org[2] + right[2] - up[2];
2162                         t2f[0] = tex->s1;t2f[1] = tex->t2;
2163                         t2f[2] = tex->s1;t2f[3] = tex->t1;
2164                         t2f[4] = tex->s2;t2f[5] = tex->t1;
2165                         t2f[6] = tex->s2;t2f[7] = tex->t2;
2166                         break;
2167                 case PARTICLE_ORIENTED_DOUBLESIDED:
2168                         VectorVectors(p->vel, right, up);
2169                         VectorScale(right, size, right);
2170                         VectorScale(up, size, up);
2171                         v3f[ 0] = p->org[0] - right[0] - up[0];
2172                         v3f[ 1] = p->org[1] - right[1] - up[1];
2173                         v3f[ 2] = p->org[2] - right[2] - up[2];
2174                         v3f[ 3] = p->org[0] - right[0] + up[0];
2175                         v3f[ 4] = p->org[1] - right[1] + up[1];
2176                         v3f[ 5] = p->org[2] - right[2] + up[2];
2177                         v3f[ 6] = p->org[0] + right[0] + up[0];
2178                         v3f[ 7] = p->org[1] + right[1] + up[1];
2179                         v3f[ 8] = p->org[2] + right[2] + up[2];
2180                         v3f[ 9] = p->org[0] + right[0] - up[0];
2181                         v3f[10] = p->org[1] + right[1] - up[1];
2182                         v3f[11] = p->org[2] + right[2] - up[2];
2183                         t2f[0] = tex->s1;t2f[1] = tex->t2;
2184                         t2f[2] = tex->s1;t2f[3] = tex->t1;
2185                         t2f[4] = tex->s2;t2f[5] = tex->t1;
2186                         t2f[6] = tex->s2;t2f[7] = tex->t2;
2187                         break;
2188                 case PARTICLE_SPARK:
2189                         VectorMA(p->org, -0.04, p->vel, v);
2190                         VectorMA(p->org, 0.04, p->vel, up2);
2191                         R_CalcBeam_Vertex3f(v3f, v, up2, size);
2192                         t2f[0] = tex->s1;t2f[1] = tex->t2;
2193                         t2f[2] = tex->s1;t2f[3] = tex->t1;
2194                         t2f[4] = tex->s2;t2f[5] = tex->t1;
2195                         t2f[6] = tex->s2;t2f[7] = tex->t2;
2196                         break;
2197                 case PARTICLE_BEAM:
2198                         R_CalcBeam_Vertex3f(v3f, p->org, p->vel, size);
2199                         VectorSubtract(p->vel, p->org, up);
2200                         VectorNormalize(up);
2201                         v[0] = DotProduct(p->org, up) * (1.0f / 64.0f);
2202                         v[1] = DotProduct(p->vel, up) * (1.0f / 64.0f);
2203                         t2f[0] = 1;t2f[1] = v[0];
2204                         t2f[2] = 0;t2f[3] = v[0];
2205                         t2f[4] = 0;t2f[5] = v[1];
2206                         t2f[6] = 1;t2f[7] = v[1];
2207                         break;
2208                 }
2209         }
2210
2211         // now render batches of particles based on blendmode and texture
2212         blendmode = -1;
2213         texture = NULL;
2214         GL_LockArrays(0, numsurfaces*4);
2215         batchstart = 0;
2216         batchcount = 0;
2217         for (surfacelistindex = 0;surfacelistindex < numsurfaces;)
2218         {
2219                 p = cl.particles + surfacelist[surfacelistindex];
2220
2221                 if (blendmode != particletype[p->typeindex].blendmode)
2222                 {
2223                         blendmode = particletype[p->typeindex].blendmode;
2224                         switch(blendmode)
2225                         {
2226                         case PBLEND_ALPHA:
2227                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2228                                 break;
2229                         case PBLEND_ADD:
2230                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2231                                 break;
2232                         case PBLEND_MOD:
2233                                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
2234                                 break;
2235                         }
2236                 }
2237                 if (texture != particletexture[p->texnum].texture)
2238                 {
2239                         texture = particletexture[p->texnum].texture;
2240                         R_Mesh_TexBind(0, R_GetTexture(texture));
2241                 }
2242
2243                 // iterate until we find a change in settings
2244                 batchstart = surfacelistindex++;
2245                 for (;surfacelistindex < numsurfaces;surfacelistindex++)
2246                 {
2247                         p = cl.particles + surfacelist[surfacelistindex];
2248                         if (blendmode != particletype[p->typeindex].blendmode || texture != particletexture[p->texnum].texture)
2249                                 break;
2250                 }
2251
2252                 batchcount = surfacelistindex - batchstart;
2253                 R_Mesh_Draw(batchstart * 4, batchcount * 4, batchcount * 2, particle_element3i + batchstart * 6, 0, 0);
2254         }
2255         GL_LockArrays(0, 0);
2256 }
2257
2258 void R_DrawParticles (void)
2259 {
2260         int i, a, content;
2261         float minparticledist;
2262         particle_t *p;
2263         float gravity, dvel, decalfade, frametime, f, dist, oldorg[3];
2264         float drawdist2;
2265         int hitent;
2266         trace_t trace;
2267         qboolean update;
2268
2269         frametime = bound(0, cl.time - cl.particles_updatetime, 1);
2270         cl.particles_updatetime = bound(cl.time - 1, cl.particles_updatetime + frametime, cl.time + 1);
2271
2272         // LordHavoc: early out conditions
2273         if ((!cl.num_particles) || (!r_drawparticles.integer))
2274                 return;
2275
2276         minparticledist = DotProduct(r_refdef.view.origin, r_refdef.view.forward) + 4.0f;
2277         gravity = frametime * cl.movevars_gravity;
2278         dvel = 1+4*frametime;
2279         decalfade = frametime * 255 / cl_decals_fadetime.value;
2280         update = frametime > 0;
2281         drawdist2 = r_drawparticles_drawdistance.value * r_refdef.view.quality;
2282         drawdist2 = drawdist2*drawdist2;
2283
2284         for (i = 0, p = cl.particles;i < cl.num_particles;i++, p++)
2285         {
2286                 if (!p->typeindex)
2287                 {
2288                         if (cl.free_particle > i)
2289                                 cl.free_particle = i;
2290                         continue;
2291                 }
2292
2293                 if (update)
2294                 {
2295                         if (p->delayedspawn > cl.time)
2296                                 continue;
2297                         p->delayedspawn = 0;
2298
2299                         content = 0;
2300
2301                         p->size += p->sizeincrease * frametime;
2302                         p->alpha -= p->alphafade * frametime;
2303
2304                         if (p->alpha <= 0 || p->die <= cl.time)
2305                                 goto killparticle;
2306
2307                         if (particletype[p->typeindex].orientation != PARTICLE_BEAM && frametime > 0)
2308                         {
2309                                 if (p->liquidfriction && (CL_PointSuperContents(p->org) & SUPERCONTENTS_LIQUIDSMASK))
2310                                 {
2311                                         if (p->typeindex == pt_blood)
2312                                                 p->size += frametime * 8;
2313                                         else
2314                                                 p->vel[2] -= p->gravity * gravity;
2315                                         f = 1.0f - min(p->liquidfriction * frametime, 1);
2316                                         VectorScale(p->vel, f, p->vel);
2317                                 }
2318                                 else
2319                                 {
2320                                         p->vel[2] -= p->gravity * gravity;
2321                                         if (p->airfriction)
2322                                         {
2323                                                 f = 1.0f - min(p->airfriction * frametime, 1);
2324                                                 VectorScale(p->vel, f, p->vel);
2325                                         }
2326                                 }
2327
2328                                 VectorCopy(p->org, oldorg);
2329                                 VectorMA(p->org, frametime, p->vel, p->org);
2330                                 if (p->bounce && cl.time >= p->delayedcollisions)
2331                                 {
2332                                         trace = CL_Move(oldorg, vec3_origin, vec3_origin, p->org, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | ((p->typeindex == pt_rain || p->typeindex == pt_snow) ? SUPERCONTENTS_LIQUIDSMASK : 0), true, false, &hitent, false);
2333                                         // if the trace started in or hit something of SUPERCONTENTS_NODROP
2334                                         // or if the trace hit something flagged as NOIMPACT
2335                                         // then remove the particle
2336                                         if (trace.hitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT || ((trace.startsupercontents | trace.hitsupercontents) & SUPERCONTENTS_NODROP) || (trace.startsupercontents & SUPERCONTENTS_SOLID))
2337                                                 goto killparticle;
2338                                         VectorCopy(trace.endpos, p->org);
2339                                         // react if the particle hit something
2340                                         if (trace.fraction < 1)
2341                                         {
2342                                                 VectorCopy(trace.endpos, p->org);
2343                                                 if (p->typeindex == pt_blood)
2344                                                 {
2345                                                         // blood - splash on solid
2346                                                         if (trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS)
2347                                                                 goto killparticle;
2348                                                         if (cl_stainmaps.integer)
2349                                                                 R_Stain(p->org, 32, 32, 16, 16, (int)(p->alpha * p->size * (1.0f / 40.0f)), 192, 48, 48, (int)(p->alpha * p->size * (1.0f / 40.0f)));
2350                                                         if (cl_decals.integer)
2351                                                         {
2352                                                                 // create a decal for the blood splat
2353                                                                 CL_SpawnDecalParticleForSurface(hitent, p->org, trace.plane.normal, p->color[0] * 65536 + p->color[1] * 256 + p->color[2], p->color[0] * 65536 + p->color[1] * 256 + p->color[2], tex_blooddecal[rand()&7], p->size * 2, p->alpha);
2354                                                         }
2355                                                         goto killparticle;
2356                                                 }
2357                                                 else if (p->bounce < 0)
2358                                                 {
2359                                                         // bounce -1 means remove on impact
2360                                                         goto killparticle;
2361                                                 }
2362                                                 else
2363                                                 {
2364                                                         // anything else - bounce off solid
2365                                                         dist = DotProduct(p->vel, trace.plane.normal) * -p->bounce;
2366                                                         VectorMA(p->vel, dist, trace.plane.normal, p->vel);
2367                                                         if (DotProduct(p->vel, p->vel) < 0.03)
2368                                                                 VectorClear(p->vel);
2369                                                 }
2370                                         }
2371                                 }
2372                         }
2373
2374                         if (p->typeindex != pt_static)
2375                         {
2376                                 switch (p->typeindex)
2377                                 {
2378                                 case pt_entityparticle:
2379                                         // particle that removes itself after one rendered frame
2380                                         if (p->time2)
2381                                                 goto killparticle;
2382                                         else
2383                                                 p->time2 = 1;
2384                                         break;
2385                                 case pt_blood:
2386                                         a = CL_PointSuperContents(p->org);
2387                                         if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_LAVA | SUPERCONTENTS_NODROP))
2388                                                 goto killparticle;
2389                                         break;
2390                                 case pt_bubble:
2391                                         a = CL_PointSuperContents(p->org);
2392                                         if (!(a & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)))
2393                                                 goto killparticle;
2394                                         break;
2395                                 case pt_rain:
2396                                         a = CL_PointSuperContents(p->org);
2397                                         if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK))
2398                                                 goto killparticle;
2399                                         break;
2400                                 case pt_snow:
2401                                         if (cl.time > p->time2)
2402                                         {
2403                                                 // snow flutter
2404                                                 p->time2 = cl.time + (rand() & 3) * 0.1;
2405                                                 p->vel[0] = p->vel[0] * 0.9f + lhrandom(-32, 32);
2406                                                 p->vel[1] = p->vel[0] * 0.9f + lhrandom(-32, 32);
2407                                         }
2408                                         a = CL_PointSuperContents(p->org);
2409                                         if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK))
2410                                                 goto killparticle;
2411                                         break;
2412                                 default:
2413                                         break;
2414                                 }
2415                         }
2416                 }
2417                 else if (p->delayedspawn)
2418                         continue;
2419
2420                 // don't render particles too close to the view (they chew fillrate)
2421                 // also don't render particles behind the view (useless)
2422                 // further checks to cull to the frustum would be too slow here
2423                 switch(p->typeindex)
2424                 {
2425                 case pt_beam:
2426                         // beams have no culling
2427                         R_MeshQueue_AddTransparent(p->org, R_DrawParticle_TransparentCallback, NULL, i, NULL);
2428                         break;
2429                 default:
2430                         // anything else just has to be in front of the viewer and visible at this distance
2431                         if (DotProduct(p->org, r_refdef.view.forward) >= minparticledist && VectorDistance2(p->org, r_refdef.view.origin) < drawdist2 * (p->size * p->size))
2432                                 R_MeshQueue_AddTransparent(p->org, R_DrawParticle_TransparentCallback, NULL, i, NULL);
2433                         break;
2434                 }
2435
2436                 continue;
2437 killparticle:
2438                 p->typeindex = 0;
2439                 if (cl.free_particle > i)
2440                         cl.free_particle = i;
2441         }
2442
2443         // reduce cl.num_particles if possible
2444         while (cl.num_particles > 0 && cl.particles[cl.num_particles - 1].typeindex == 0)
2445                 cl.num_particles--;
2446
2447         if (cl.num_particles == cl.max_particles && cl.max_particles < ABSOLUTE_MAX_PARTICLES)
2448         {
2449                 particle_t *oldparticles = cl.particles;
2450                 cl.max_particles = min(cl.max_particles * 2, ABSOLUTE_MAX_PARTICLES);
2451                 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
2452                 memcpy(cl.particles, oldparticles, cl.num_particles * sizeof(particle_t));
2453                 Mem_Free(oldparticles);
2454         }
2455 }