// 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 } // 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 } // unused ricochet sprite, reactivated r_part +main { count 0 0 1 orgadd 8 model "sprites/richo2.spr" framestart=0 framecount=15 framerate=20 additive scalemin=0.25 scalemax=0.55 alpha=0.65 } // 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 }