changed grenade trail and te_railtrail in spikeset particle set, added a te_railtrail to highfps particle set
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2231 fc73d0e0-1445-4013-8a0c-d673dee63da5
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3 changed files with 225 additions and 39 deletions
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@ -82,34 +82,113 @@ char *particle_set_spikeset =
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"assoc rockettail\n"
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"}\n"
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//TeamFortress railgun (by model - this is also the effect used with the TE_LIGHTNING1 extension)
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"r_part te_railtrail\n"
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// te_railtrail, used with Quake 2 railgun and also used with
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// TeamFortress engineer railgun
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"r_part railtrailinner\n"
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"{\n"
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"texture \"particles/b_rocket3\"\n"
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"step 15\n"
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"scale 10\n"
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"step 30\n"
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"scale 5\n"
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"die 1\n"
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"alpha 0.5\n"
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"rgb 255 255 255\n"
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"blend add\n"
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"type beam\n"
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"spawnvel 2 2\n"
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"}\n"
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"r_part railtrail240\n"
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"{\n"
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"step 15\n"
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"scale 3\n"
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"die 1\n"
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"alpha 0\n"
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"rgb 32 32 255\n"
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"rampmode delta\n"
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"ramp -255 -255 0 -2.5 0\n"
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"ramp 0 0 0 0.65 0\n"
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"ramp 0 0 0 0.65 0\n"
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"ramp 0 0 0 0.65 0\n"
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"ramp 0 0 -128 0.65 10\n"
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"blend add\n"
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"type beam\n"
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"spawnmode spiral\n"
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"spawnvel 100 0\n"
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"cliptype te_railtrail\n"
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"friction 0.7\n"
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"spawnparam1 256\n"
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"spawnparam2 240\n"
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"spawnvel 12\n"
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"assoc railtrailinner\n"
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"}\n"
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"r_part railtrail120\n"
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"{\n"
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"step 15\n"
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"scale 3\n"
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"die 1\n"
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"alpha 0\n"
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"rgb 32 32 255\n"
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"rampmode delta\n"
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"ramp -255 -255 0 -2.5 0\n"
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"ramp 0 0 0 0.65 0\n"
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"ramp 0 0 0 0.65 0\n"
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"ramp 0 0 0 0.65 0\n"
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"ramp 0 0 -128 0.65 10\n"
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"blend add\n"
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"type beam\n"
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"spawnmode spiral\n"
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"spawnparam1 256\n"
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"spawnparam2 120\n"
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"spawnvel 12\n"
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"assoc railtrail240\n"
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"}\n"
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"r_part te_railtrail\n"
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"{\n"
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"step 15\n"
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"scale 3\n"
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"die 1\n"
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"alpha 0\n"
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"rgb 32 32 255\n"
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"rampmode delta\n"
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"ramp -255 -255 0 -2.5 0\n"
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"ramp 0 0 0 0.65 0\n"
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"ramp 0 0 0 0.65 0\n"
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"ramp 0 0 0 0.65 0\n"
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"ramp 0 0 -128 0.65 10\n"
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"blend add\n"
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"type beam\n"
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"spawnmode spiral\n"
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"spawnparam1 256\n"
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"spawnvel 12\n"
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"assoc railtrail120\n"
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"}\n"
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"r_part shortfume\n"
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"{\n"
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"texture \"particles/smoke\"\n"
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"scale 15\n"
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"scaledelta 20\n"
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"alpha 0.5\n"
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"step 8\n"
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"die 0.3\n"
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"randomvel 12\n"
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"scaledelta 0.81\n"
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"rgb 150 150 150\n"
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"}\n"
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"r_part t_grenade\n"
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"{\n"
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"texture \"particles/rtrail\"\n"
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"step 10\n"
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"scale 10\n"
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"texture \"particles/smoke\"\n"
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"step 24\n"
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"scale 16\n"
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"scaledelta 4\n"
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"alpha 0.3\n"
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"die 10\n"
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"randomvel 32\n"
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"veladd 16\n"
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"rgb 128 128 128\n"
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"rgbdelta 0 0 0\n"
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"gravity 100\n"
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"die 4\n"
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"randomvel 8\n"
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"veladd 15\n"
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"rgb 140 140 140\n"
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"rgbdelta -55 -55 -55\n"
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"gravity -50\n"
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"scalefactor 0.0\n"
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"assoc shortfume\n"
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"}\n"
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//cool's blood trails (cos they're cooler)
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@ -123,6 +202,7 @@ char *particle_set_spikeset =
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"randomvel 64\n"
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"veladd 10\n"
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"rotationspeed 90\n"
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"rotationstart 0 360\n"
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"rgb 128 0 0\n"
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"gravity 200\n"
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"scalefactor 0.8\n"
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@ -140,6 +220,7 @@ char *particle_set_spikeset =
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"randomvel 64\n"
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"veladd 10\n"
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"rotationspeed 90\n"
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"rotationstart 0 360\n"
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"rgb 32 0 0\n"
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"gravity 200\n"
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"scalefactor 0.8\n"
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@ -224,6 +305,7 @@ char *particle_set_spikeset =
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"gravity 200\n"
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"stains 2\n"
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"scalefactor 0.9\n"
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"rotationstart 0 360\n"
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"}\n"
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//nq blood
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@ -240,6 +322,7 @@ char *particle_set_spikeset =
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"gravity 200\n"
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"stains 2\n"
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"scalefactor 0.9\n"
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"rotationstart 0 360\n"
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"}\n"
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/////////////////////////////////////////////////
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@ -1145,6 +1228,18 @@ char *particle_set_highfps =
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"spawnorg 64\n"
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"}\n"
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"r_part te_railtrail\n"
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"{\n"
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"step 1000000\n"
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"scale 5\n"
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"die 1.2\n"
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"alpha 0.7\n"
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"rgb 16 16 255\n"
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"blend add\n"
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"type beam\n"
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"averageout\n"
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"}\n"
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//the blob tempent is used quite a bit with teamfortress emp grenades.
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"r_part te_blob\n"
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"{\n"
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@ -104,7 +104,7 @@ r_part explosioncore
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r_part te_explosion
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{
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texture "particles/explosion"
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count 8
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count 8
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scale 60
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alpha 0.5
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die 1
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@ -115,11 +115,23 @@ r_part te_explosion
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spawnorg 64
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}
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r_part te_railtrail
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{
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step 1000000
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scale 5
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die 1.2
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alpha 0.7
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rgb 16 16 255
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blend add
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type beam
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averageout
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}
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//the blob tempent is used quite a bit with teamfortress emp grenades.
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r_part te_blob
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{
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texture "particles/blob"
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count 64
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count 64
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scale 30
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scalefactor 1
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die 1
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@ -133,7 +145,7 @@ r_part te_blob
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r_part te_gunshot
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{
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texture "particles/spark"
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count 2
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count 2
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scale 3
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alpha 0.7
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die 0.5
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@ -145,7 +157,7 @@ r_part te_gunshot
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r_part te_lavasplash
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{
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texture "particles/lava"
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count 180
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count 180
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scale 60
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alpha 0.5
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die 1.6
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@ -158,7 +170,7 @@ r_part te_lavasplash
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r_part te_teleportsplash
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{
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texture "particles/teleport"
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count 48
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count 48
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scale 30
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scalefactor 1
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die 0.5
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@ -79,34 +79,113 @@ r_part t_altrocket
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assoc rockettail
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}
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//TeamFortress railgun (by model - this is also the effect used with the TE_LIGHTNING1 extension)
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r_part te_railtrail
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// te_railtrail, used with Quake 2 railgun and also used with
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// TeamFortress engineer railgun
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r_part railtrailinner
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{
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texture "particles/b_rocket3"
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step 15
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scale 10
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step 30
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scale 5
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die 1
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alpha 0.5
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rgb 255 255 255
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blend add
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type beam
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spawnvel 2 2
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}
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r_part railtrail240
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{
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step 15
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scale 3
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die 1
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alpha 0
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rgb 32 32 255
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rampmode delta
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ramp -255 -255 0 -2.5 0
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ramp 0 0 0 0.65 0
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ramp 0 0 0 0.65 0
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ramp 0 0 0 0.65 0
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ramp 0 0 -128 0.65 10
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blend add
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type beam
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spawnmode spiral
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spawnvel 100 0
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cliptype te_railtrail
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friction 0.7
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spawnparam1 256
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spawnparam2 240
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spawnvel 12
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assoc railtrailinner
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}
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r_part railtrail120
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{
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step 15
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scale 3
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die 1
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alpha 0
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rgb 32 32 255
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rampmode delta
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ramp -255 -255 0 -2.5 0
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ramp 0 0 0 0.65 0
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ramp 0 0 0 0.65 0
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ramp 0 0 0 0.65 0
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ramp 0 0 -128 0.65 10
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blend add
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type beam
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spawnmode spiral
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spawnparam1 256
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spawnparam2 120
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spawnvel 12
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assoc railtrail240
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}
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r_part te_railtrail
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{
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step 15
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scale 3
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die 1
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alpha 0
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rgb 32 32 255
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rampmode delta
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ramp -255 -255 0 -2.5 0
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ramp 0 0 0 0.65 0
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ramp 0 0 0 0.65 0
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ramp 0 0 0 0.65 0
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ramp 0 0 -128 0.65 10
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blend add
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type beam
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spawnmode spiral
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spawnparam1 256
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spawnvel 12
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assoc railtrail120
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}
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r_part shortfume
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{
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texture "particles/smoke"
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scale 15
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scaledelta 20
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alpha 0.5
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step 8
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die 0.3
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randomvel 12
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scaledelta 0.81
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rgb 150 150 150
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}
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r_part t_grenade
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{
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texture "particles/rtrail"
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step 10
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scale 10
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texture "particles/smoke"
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step 24
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scale 16
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scaledelta 4
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alpha 0.3
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die 10
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randomvel 32
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veladd 16
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rgb 128 128 128
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rgbdelta 0 0 0
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gravity 100
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die 4
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randomvel 8
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veladd 15
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rgb 140 140 140
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rgbdelta -55 -55 -55
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gravity -50
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scalefactor 0.0
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assoc shortfume
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}
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//cool's blood trails (cos they're cooler)
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