42f8d68e85
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4104 fc73d0e0-1445-4013-8a0c-d673dee63da5
509 lines
7.8 KiB
INI
509 lines
7.8 KiB
INI
///////////////////////////////
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//rocket trail
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// flame trail
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r_part tr_rocket
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{
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texture "particles/fteparticlefont.tga"
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tcoords 97 97 191 191 256
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step 1
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scale 12
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alpha 0.4
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die 0.5
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rgb 255 127 100
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rgbdelta -14 -300 -300
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blend add
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scalefactor 1
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scaledelta -15
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}
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// smoke puffs
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r_part +tr_rocket
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{
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texture "particles/fteparticlefont.tga"
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tcoords 97 97 191 191 256
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step 5
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scale 30
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alpha 0.2
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die 0.75
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//diesubrand 10.25
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randomvel 0.2
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rgb 5 5 5
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//rgbdelta -230 -45 -9
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gravity -15
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scalefactor 1
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scaledelta 20
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spawnvel 5
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}
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// burst sparks
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r_part +tr_rocket
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{
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type texturedspark
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texture "particles/fteparticlefont.tga"
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tcoords 1 65 31 95 256 8 32
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count 1
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scale 2
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scalefactor 1
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scaledelta -15
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alpha 0.2
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die 0.25
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rgb 255 128 0
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blend add
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spawnmode ball
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spawnorg 1
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spawnvel 50
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veladd 500
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friction 0.01
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gravity 100
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}
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///////////////////////////////////////////
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//alternate rocket trail, which is used by a handful of qw players.
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//r_part tr_altrocket
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//{
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//}
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///////////////////////////////////////////
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//grenade trail
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r_part tr_grenade
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{
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texture "particles/fteparticlefont.tga"
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tcoords 97 97 191 191 256
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step 6
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scale 32
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scaledelta 12
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alpha 0.3
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die 1.25
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randomvel 2
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veladd 15
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rgb 75 75 75
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//rgb 255 50 50
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//rgbdelta -255 -75 -75
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gravity -25
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scalefactor 1
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blend modulate
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}
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r_part +tr_grenade
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{
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texture "particles/fteparticlefont.tga"
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tcoords 97 97 191 191 256
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scale 1
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scaledelta 0.25
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alpha 0.2
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step 4
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die 0.8
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randomvel 0
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rgb 255 150 150
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rgbdelta 0 -150 -150
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type beam
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blend add
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}
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//////////////////////////////////
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//shotgun impacts
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r_part gunshotsmoke
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{
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texture "particles/fteparticlefont.tga"
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tcoords 1 65 31 95 256 8 32
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count 3
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scale 25
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scalefactor 1
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die 0.8
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alpha 0.12
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rgb 32 32 32
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blend add
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spawnmode ball
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spawnorg 2
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spawnvel 20
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veladd -20
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}
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r_part te_gunshot
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{
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type texturedspark
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texture "particles/fteparticlefont.tga"
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tcoords 1 65 31 95 256 8 32
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count 3
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scale 2
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scalefactor 1
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alpha 0.5
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die 0.8
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rgb 255 128 0
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blend add
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spawnmode ball
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spawnorg 1
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spawnvel 100
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veladd -80
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friction 0.3
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gravity 400
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assoc gunshotsmoke
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}
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//////////////////////////////////
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//nail impacts
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r_part te_spike
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{
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type sparkfan
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count 10
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scale 1
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scalefactor 1
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alpha 0.5
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die 0.2
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rgb 255 128 0
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blend add
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spawnmode ball
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spawnorg 12
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spawnvel 300
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}
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r_part +te_spike
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{
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texture "particles/fteparticlefont.tga"
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tcoords 1 97 95 191 256
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count 1
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scale 1
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scalefactor 1
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scaledelta 190
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die 0.1
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alpha 0.6
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rgb 255 128 0
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blend add
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assoc gunshotsmoke
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}
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////////////////////////////////////////////////
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//explosion
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//red bit
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r_part te_explosion
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{
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texture "particles/fteparticlefont.tga"
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tcoords 97 97 191 191 256
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count 1
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scale 500
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alpha 0.4
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die 0.2
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rgb 255 127 100
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rgbdelta -14 -300 -300
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blend add
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scalefactor 1
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scaledelta -15
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randomvel 0
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lightradius 350
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lightrgb 0.4 0.2 0.05
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lighttime 0.5
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lightradiusfade 350
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lightrgbfade 2 2 2
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}
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//smoke
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r_part +te_explosion
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{
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texture "particles/fteparticlefont.tga"
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tcoords 97 97 191 191 256
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count 7
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scale 300
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alpha 0.2
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die 0.8
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//diesubrand 10.25
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randomvel 100
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rgb 5 5 5
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//rgbdelta -230 -45 -9
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gravity -15
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scalefactor 1
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scaledelta 40
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spawnvel 5
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}
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// burst sparks
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r_part +te_explosion
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{
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type texturedspark
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texture "particles/fteparticlefont.tga"
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tcoords 1 65 31 95 256 8 32
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count 100
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scale 5
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scalefactor 1
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scaledelta -15
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alpha 0.2
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die 0.5
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rgb 255 128 0
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blend add
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spawnmode ball
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spawnorg 1
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randomvel 1000
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friction 0.01
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gravity 100
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stretchfactor 5
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}
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//hide lights in explosions.
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r_explosionlight 0
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//hide the explosion sprite in nq+qw - WARNING: some mods use this sprite as a flame thrower.
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cl_expsprite 0
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r_effect "progs/s_explod.spr" hidden 1
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//////////////////////////////////////////
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//r_part te_tarexplosion
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//{
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//}
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//////////////////////////////////////////
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//r_part te_lavasplash
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//{
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//}
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//////////////////////////////////////////
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r_part te_teleport
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{
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scale 250
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count 1
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alpha 0.3
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die 0.5
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scalefactor 1
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rotationstart 45
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rotationspeed 0
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shader
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{
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glslprogram
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{
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varying vec2 tcoord;
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varying vec4 scoord;
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varying float alph;
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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attribute vec4 v_colour;
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void main(void)
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{
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scoord = ftetransform();
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tcoord = (v_texcoord.st - 0.5)*2.0;
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alph = v_colour.a;
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gl_Position = scoord;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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uniform sampler2D s_t0;
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void main(void)
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{
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vec2 nst;
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float f;
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nst = scoord.xy / scoord.w;
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nst = (1.0 + nst)/2.0;
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f = 1 - length(tcoord);
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// f = 1 - tcoord*tcoord;
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if (f < 0) discard;
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f *= alph;
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gl_FragColor = texture2D(s_t0, nst - tcoord*f);
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}
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#endif
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}
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{
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map $currentrender
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blendfunc blend
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}
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}
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}
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//////////////////////////////////////////
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//hellknight
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r_part tr_knightspike
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{
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texture "particles/fteparticlefont.tga"
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tcoords 1 97 95 191 256
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scale 15
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step 1
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alpha 0.6
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die 0.2
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rgb 192 96 48
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veladd 0
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randomvel 2
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friction 4
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scalefactor 0.825
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blend add
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spawnmode spiral
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spawnvel -50
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}
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/////////////////////////////////////////
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//vore missiles
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r_part tr_vorespike
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{
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texture "particles/fteparticlefont.tga"
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tcoords 1 97 95 191 256
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scale 15
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step 1
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alpha 0.6
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die 0.5
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rgb 192 96 192
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veladd 15
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spawnmode spiral
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spawnvel 50
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randomvel 0
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friction 0
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scalefactor 1
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blend add
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lightradius 150
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lightrgb 0.75 0.37 0.75
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}
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//rygel's pack sucks
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r_trail "progs/v_spike.mdl" tr_vorespike
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/////////////////////////////////////////
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//scrag missiles. just use the default trail cos we're lazy
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//r_part tr_wizspike
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//{
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//}
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r_part te_blood
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{
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texture fte_bloodparticle
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blend subtract
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count 1
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scale 32
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alpha 0
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die 1
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randomvel 64
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veladd 10
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rotationspeed 90
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rotationstart 0 360
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rgb 64 128 128
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rgbdelta -64 -128 -128
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gravity 200
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scalefactor 0.8
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// scaledelta -10
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}
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r_part pe_73
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{
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assoc te_blood
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}
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r_part te_lightningblood
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{
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texture fte_bloodparticle
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blend subtract
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count 1
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scale 32
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alpha 0
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die 1
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randomvel 64
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veladd 10
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rotationspeed 90
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rotationstart 0 360
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rgb 0 128 128
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rgbdelta 0 -128 -128
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gravity 200
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scalefactor 0.8
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}
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/////////////////////////////////////////
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//zombie body-part blood trails
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r_part tr_slightblood
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{
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texture fte_bloodparticle
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blend subtract
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// tcoords 1 1 63 63 256 2 64
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step 16
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scale 64
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alpha 0
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die 1
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randomvel 32
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veladd 10
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rotationspeed 90
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rotationstart 0 360
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rgb 64 128 128
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rgbdelta -64 -128 -128
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gravity 200
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scalefactor 0.8
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scaledelta -10
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stains -0.5
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}
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//////////////////////////////////////////
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//regular ol' blood trails
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r_part tr_blood
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{
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texture fte_bloodparticle
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blend subtract
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step 8
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scale 64
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alpha 0
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die 1
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randomvel 32
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veladd 10
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rotationspeed 90
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rotationstart 0 360
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rgb 32 128 128
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rgbdelta -32 -128 -128
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gravity 200
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scalefactor 0.8
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scaledelta -10
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stains -0.5
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}
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//////////////////////////////////
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//fallbacks
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r_part pe_default
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{
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texture "particles/fteparticlefont.tga"
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tcoords 1 97 95 191 256
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count 1
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scale 4
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veladd 15
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die 0.4
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alphadelta 0
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diesubrand 0.4
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gravity 40
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spawnorg 8
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}
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r_part pe_defaulttrail
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{
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texture "particles/fteparticlefont.tga"
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tcoords 1 97 95 191 256
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scale 15
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step 1
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alpha 0.6
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die 0.2
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rgb 192 96 48
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veladd 0
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randomvel 2
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friction 4
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scalefactor 0.825
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spawnmode spiral
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spawnvel 25
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blend add
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}
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//////////////////////////////////
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//map debugging
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r_part pe_pointfile
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{
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texture "particles/fteparticlefont.tga"
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tcoords 1 97 95 191 256
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count 1
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scale 50
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die 30
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alphadelta 0
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rgb 255 255 0
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}
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