
game/SSD/crosshair_standard
{
	{
		blend blend
		map ui/assets/crosshair.tga
		maskDepth
		colored
		nopicmip
		linear
	}
}

game/SSD/crosshair_super
{
	{
		blend blend
		map ui/assets/crosshair.tga
		maskDepth
		colored
		nopicmip
		linear
	}
}


game/SSD/asteroid
{
	{
		blend blend
		map guis/assets/arcade/asteroid.tga
		maskDepth
		colored
		nopicmip
		linear
	}
}

table table2 { snap { 0, 1 } }

game/SSD/astronaut
{
	qer_editorimage guis/assets/arcade/martianbuddy_strip.tga
		
	{
		blend blend
		map guis/assets/arcade/martianbuddy_strip.tga
		red			1
		green		1
		blue		1
		scale 1 / 2 , 1
		scroll table2[ time * 2.5 ] , 0
	}
}

game/SSD/gameover
{
	qer_editorimage guis/assets/arcade/martianbuddy_notmybuddy.tga

	
	{
		blend blend
		map guis/assets/arcade/martianbuddy_notmybuddy.tga
		red			1
		green		1
		blue		1
		scale 1 / 2 , 1
		scroll table2[ time * 2.5 ] , 0
	}
}

game/SSD/fball
{
	qer_editorimage textures/particles/flame2_strip.tga
		
	{
		blend blend
		map textures/particles/fball2_strip.tga
		red			1
		green		1
		blue		1
		scale 1 / 16 , 1
		scroll table16[ time * 2.5 ] , 0
	}


}


game/SSD/teleport
{
	qer_editorimage guis/assets/arcade/teleport.tga
	noSelfShadow
	translucent
	noShadows
	twosided
	//deform sprite
	//sort		5
	
	{
		blend blend
		map guis/assets/arcade/teleport.tga
		red			1
		green		1
		blue		1
		//scale 1 / 16 , 1
		//scroll table16[ time * 2.5 ] , 0
		rotate	( time * -.2 )
		//zeroclamp
	}


}


game/SSD/powerupHealthClosed
{
	qer_editorimage guis/assets/arcade/powerupHealthClosed.tga
	noSelfShadow
	translucent
	noShadows

	{
		blend blend
		map guis/assets/arcade/powerupHealthClosed.tga
	}
}

game/SSD/powerupHealthOpen
{
	qer_editorimage guis/assets/arcade/powerupHealthOpen.tga
	noSelfShadow
	translucent
	noShadows
	{
		blend blend
		map guis/assets/arcade/powerupHealthOpen.tga
	}
}

game/SSD/powerupSuperBlasterClosed
{
	qer_editorimage guis/assets/arcade/powerupSuperBlasterClosed.tga
	noSelfShadow
	translucent
	noShadows
	{
		blend blend
		map guis/assets/arcade/powerupSuperBlasterClosed.tga
	}
}

game/SSD/powerupSuperBlasterOpen
{
	qer_editorimage guis/assets/arcade/powerupSuperBlasterOpen.tga
	noSelfShadow
	translucent
	noShadows

	{
		blend blend
		map guis/assets/arcade/powerupSuperBlasterOpen.tga
	}
}

game/SSD/powerupNukeClosed
{
	qer_editorimage guis/assets/arcade/powerupNukeClosed.tga
	noSelfShadow
	translucent
	noShadows

	{
		blend blend
		map guis/assets/arcade/powerupNukeClosed.tga
	}
}

game/SSD/powerupNukeOpen
{
	qer_editorimage guis/assets/arcade/powerupNukeOpen.tga
	noSelfShadow
	translucent
	noShadows

	{
		blend blend
		map guis/assets/arcade/powerupNukeOpen.tga
	}
}

game/SSD/powerupRescueClosed
{
	qer_editorimage guis/assets/arcade/powerupRescueClosed.tga
	noSelfShadow
	translucent
	noShadows

	{
		blend blend
		map guis/assets/arcade/powerupRescueClosed.tga
	}
}

game/SSD/powerupRescueOpen
{
	qer_editorimage guis/assets/arcade/powerupRescueOpen.tga
	noSelfShadow
	translucent
	noShadows

	{
		blend blend
		map guis/assets/arcade/powerupRescueOpen.tga
	}
}

game/SSD/powerupBonusPointsClosed
{
	qer_editorimage guis/assets/arcade/powerupBonusPointsClosed.tga
	noSelfShadow
	translucent
	noShadows

	{
		blend blend
		map guis/assets/arcade/powerupBonusPointsClosed.tga
	}
}

game/SSD/powerupBonusPointsOpen
{
	qer_editorimage guis/assets/arcade/powerupBonusPointsOpen.tga
	noSelfShadow
	translucent
	noShadows

	{
		blend blend
		map guis/assets/arcade/powerupBonusPointsOpen.tga
	}
}

game/SSD/powerupDamageClosed
{
	qer_editorimage guis/assets/arcade/powerupDamageClosed.tga
	noSelfShadow
	translucent
	noShadows

	{
		blend blend
		map guis/assets/arcade/powerupDamageClosed.tga
	}
}

game/SSD/powerupDamageOpen
{
	qer_editorimage guis/assets/arcade/powerupDamageOpen.tga
	noSelfShadow
	translucent
	noShadows

	{
		blend blend
		map guis/assets/arcade/powerupDamageOpen.tga
	}
}
