53a7b3d47c
The ragdoll API is potentially usable now, but still really limited. Enabled SQL requests by default using sqlite. Note that you'll need the sqlite dll to use this. MySQL should still be usable, but I didn't try. MySQL requires -DUSE_MYSQL to compile it, and a dll and -mysql argument to enable it. Fixed nacl. NPFTE plugin now invokes an exe to run the game rather than running the game within the browser. externvalue builtin now accepts & prefix to return a pointer instead. Fixed vector autocvars. uri_get, bufstr_add, bufstr_free, now functional. QC debugger can now show asm if line numbers are not available. Added support for QC watchpoints. Use the watchpoint command. gl_specular now give specular even without rtlights, thankfully not as blatently, but its there. android will not crash due to supported audio formats, and gles2 can be selected via a cvar (requires full FTEDroidActivity/program restart). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4152 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 = 1.0 - length(tcoord);
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// f = 1.0 - tcoord*tcoord;
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if (f < 0.0) 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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