// highfps, originally submitted by 'ShadowWalker'
// rehashed by TimeServ
r_part t_gib
{
	texture "particles/bloodtrail"
	step 12
	scale 10
	die 1
	randomvel 32
	veladd 32
	rgb 64 0 0
	rgbdelta -128 0 0
}
r_part t_zomgib
{
	texture "particles/bloodtrail"
	step 16
	scale 8
	die 1
	randomvel 32
	veladd 32
	rgb 192 0 0
	rgbdelta -128 0 0
}

r_part t_tracer
{
	texture "particles/tracer"
	scale 23
	step 18
	rgb 192 192 0
	die 0.5
}

r_part t_tracer2
{
	texture "particles/tracer"
	scale 23
	step 18
	die 0.5
	rgb 192 96 0
}

r_part t_tracer3
{
	texture "particles/tracer"
	scale 23
	step 18
	die 0.5
	rgb 192 0 192
}

r_part te_lightningblood
{
	texture "particles/bloodtrail"
	count 1
	scale 10
	die 0.5
	randomvel 64
	veladd 128
	rgb 192 0 0
	blend add
}

r_part te_blood
{
	texture "particles/bloodtrail"
	count 1
	scale 12
	die 0.5
	randomvel 32
	veladd 64
	spawnvel 0 10
	rgb 64 0 0
}

r_part sparks
{
	texture "particles/spark"
	count	32
	scale 3
	alpha 1
	die 1
	randomvel 256
	veladd 128
	rgb 255 128 0
	blend add
	cliptype sparks
	clipcount 1
}

r_part explosioncore
{
	texture "particles/explosion"
	count 1
	scale 200
	scalefactor 1
	die 1.2
	rgb 255 128 76
	blend add
	assoc sparks
}

r_part te_explosion
{
	texture "particles/explosion"
	count 8
	scale 60
	alpha 0.5
	die 1
	rgb 255 128 76
	blend add
	assoc explosioncore
	spawnmode ball
	spawnorg 64
}

r_part te_railtrail
{
	step 1000000
	scale 5
	die 1.2
	alpha 0.7
	rgb 16 16 255
	blend add
	type beam
	averageout
}

//the blob tempent is used quite a bit with teamfortress emp grenades.
r_part te_tarexplosion
{
	texture "particles/blob"
	count 64
	scale 30
	scalefactor 1
	die 1
	randomvel 32
	veladd 0
	rgb 255 0 196
	spawnorg 8 56
	spawnvel 48 8
}

r_part te_gunshot
{
	texture "particles/spark"
	count 2
	scale 3
	alpha 0.7
	die 0.5
	randomvel 64
	rgb 255 128 0
	blend add
}

r_part te_lavasplash
{
	texture "particles/lava"
	count 180
	scale 60
	alpha 0.5
	die 1.6
	rgb 255 128 128
	spawnorg 178 64
	up 56
	scalefactor 1
}

r_part te_teleportsplash
{
	texture "particles/teleport"
	count 48
	scale 30
	scalefactor 1
	die 0.5
	randomvel 32
	veladd 0
	rgb 255 255 255
	spawnorg 4 32
	spawnvel 25 4
}

r_part t_grenade
{
	texture "particles/smoke"
	step 20
	scale 21
	die 0.5
	randvel 16
	rgb 128 128 128
}

r_part t_rocket
{
	texture "particles/rocket"
	step 15
	scale 30
	die 0.2
	rgb 192 48 0
	blend add
	assoc t_grenade
}

r_part t_altrocket
{
	texture "particles/rocket"
	step 15
	scale 25
	randomvel 30
	veladd 30
	die 0.5
	rgb 192 48 0
	blend add
}

//you'll probably never see this one
r_part ef_entityparticles
{
	texture "j"
	count	1
	scale 10
	alpha 0.3
	die 0
	veladd 16
	rgb 128 128 0
}

r_part pe_default
{
	texture "particles/quake"
	count 1
	scale 4
	veladd 15
	die 0.5
	spawnorg 8
}

r_part pe_defaulttrail
{
	texture "particles/quake"
	step 15
	die 0.5
	scale 8
	veladd 15
	spawnorg 1
}

r_part pe_pointfile
{
	texture "particles/quake"
	count 1
	scale 50
	die 30
	alphadelta 0
	rgb 255 255 0
}