// black bits r_part main { type ball texture ball tcoords 1 65 31 95 256 8 32 scale 4 count 9 scalefactor 1 alpha 1 die 0.8 rgb 25 25 25 spawnmode ball spawnorg 1 spawnvel 100 randomvel 100 gravity 400 } r_part +main { type decal texture ball tcoords 0 0 0.125 1 1 8 0.125 rgbf 1 1 1 scale 12 12 die 30 60 orgwrand 6 6 6 rotationstart -180 180 } // sparks r_part +main { type texturedspark texture ball tcoords 1 65 31 95 256 8 32 scale 1 count 2 scalefactor 1 alpha 0.5 die 0.4 rgb 255 180 30 blend add spawnmode ball spawnvel 50 randomvel 50 veladd 200 gravity 600 } // emitter for our bullet hole dust r_part +main { step 4 die 0.5 1 type beam emit dustparts emitinterval 0.1 } // black bits falling out of the bullet hole r_part dustparts { type ball texture ball tcoords 1 65 31 95 256 8 32 scale 2 count 2 scalefactor 1 alpha 1 die 2 4 rgb 32 32 32 spawnmode ball spawnorg 1 randomvel 10 veladd 50 gravity 800 }