//model "name" framestart= frames= framerate= alpha= trail= orient additive transparent fullbright shadow noshadow


r_part namespace q2part

r_part pe_default
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 1
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
}

r_part placeholder
{	//FIXME: fix the things that assoc this!
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 1
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 0 255	//something that makes it obviously a placeholder.
}

r_part te_splashsparks
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 1
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 0xe0
}
r_part te_splashunknown
{
	assoc te_splashsparks
}
r_part teq2_sparks
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 6
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 0xe0
}
r_part te_splashbluewater
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 1
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 0xb0
}
r_part te_splashbrownwater
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 1
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 0x50
}
r_part te_splashslime
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 1
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 0xd0
}
r_part te_splashlava
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 1
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 0xe0
}
r_part te_splashblood
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 1
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 0xe8
}

r_part teq2_laser_sparks
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 1
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 7
	spawnorg 4
	gravity 40
	scalefactor 0.8
}
r_part teq2_welding_sparks
{	//identical to teq2_laser_sparks, except for the +form that adds in some extra mesh+lighting effect.
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 1
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 7
	spawnorg 4
	gravity 40
	scalefactor 0.8
}
r_part +teq2_welding_sparks
{
	count 0 0 1
	model "models/objects/flash/tris.md2" framestart=0 frameend=2 framerate=10 alpha=-1 fullbright
	lightradius 100 175
	lightradiusfade 400
	lightrgb 1 1 0.3
}
r_part teq2_tunnel_sparks
{	//this is apparently identical to teq2_laser_sparks... either way the protocol provides a palette colour (particle system provides a customised variation)
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 1
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 7
	spawnorg 4
	gravity 40
	scalefactor 0.8
}
r_part teq2_shield_sparks
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 40
	colorindex 0xb0
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
}
r_part teq2_screen_sparks
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 40
	colorindex 0xd0
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
}
r_part teq2_bullet_sparks
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 6
	colorindex 0xe0
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
}

r_part q2_smoke
{
	count 0 0 1
	model "models/objects/smoke/tris.md2" framestart=0 frameend=4 framerate=10 alpha=1
}
r_part q2_smokeandflash
{
	count 0 0 1
	model "models/objects/flash/tris.md2" framestart=0 frameend=2 framerate=10 alpha=-1 fullbright
	assoc q2_smoke
}

r_part teq2_gunshot	/*machinegun*/
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 40
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 0 7
	/*smoke puff models*/
	assoc q2_smokeandflash
	/*low chance of various sounds*/
	sound world/ric1.wav 1 1 0 0 1
	sound world/ric2.wav 1 1 0 0 1
	sound world/ric3.wav 1 1 0 0 1
	sound "" 1 1 0 0 12
}

r_part teq2_shotgun	/*shotgun... duh*/
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 20
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 0 7
	/*smoke puff models*/
	assoc q2_smokeandflash
}

r_part teq2_blood
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 60
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 232 7
}
r_part teq2_moreblood
{	//teq2_blood, but with count 250 instead of 60.
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 250
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 232 7
}
r_part teq2_greenblood
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 30
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 0xdf 7
}

r_part teq2_electric_sparks
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 40
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 20
	orgadd 0 31
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 0x75 7
	sound "weapons/lashit.wav" 1 1 0 0
}

r_part q2_blasterpuff
{
	count 0 0 1
	model "models/objects/explode/tris.md2" framestart=0 frameend=4 framerate=10 alpha=1 orient additive fullbright noshadow skin=0
}
r_part q2_blaster2puff
{
	count 0 0 1
	model "models/objects/explode/tris.md2" framestart=0 frameend=4 framerate=10 alpha=1 orient additive fullbright noshadow skin=1
}
r_part q2_flechettepuff
{
	count 0 0 1
	model "models/objects/explode/tris.md2" framestart=0 frameend=4 framerate=10 alpha=1 orient additive fullbright noshadow skin=2
}
r_part teq2_blaster
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 60
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 40
	orgadd 0 15
	veladd 30
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 0xe0 7
	assoc q2_blasterpuff /*the model*/
	lightradius 150
	lightradiusfade 400
	lightrgb 1 1 0
	lightshadows 1
	sound "weapons/lashit.wav" 1 1 0 0
}
r_part teq2_blaster2
{	//green version.
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 60
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 40
	orgadd 0 15
	veladd 30
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 0xd0 7
	assoc q2_blaster2puff /*the model*/
	lightradius 150
	lightradiusfade 400
	lightrgb 0.05 1.0 0.05
	lightshadows 1
	sound "weapons/lashit.wav" 1 1 0 0
}
r_part teq2_flechette
{	//grey version.
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 60
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 40
	orgadd 0 15
	veladd 30
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 0x6f 7
	assoc q2_flechettepuff /*the model*/
	lightradius 150
	lightradiusfade 400
	lightrgb 0.19 0.41 0.75
	lightshadows 1
	sound "weapons/lashit.wav" 1 1 0 0
}
r_part teq2_bluehyperblaster
{	//misnamed - just the regular orangey particles without sound/puff
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 60
	scale 1
	alpha 1
	die 0.3 0.8
	randomvel 40
	orgadd 0 15
	veladd 30
	spawnorg 4
	gravity 40
	scalefactor 0.8
	colorindex 0xe0 7
}
r_part TR_BLASTERTRAIL
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	scale 0.5
	alpha 1
	scalefactor 0.8
	step 5
	spawnorg 1
	randomvel 5
	die 0.3 0.5
	colorindex 0xe0
	lightradius 200
	lightradiusfade 400
	lightrgb 1.0 1.0 0.0
	lightshadows 1
}

//green version
r_part TR_BLASTERTRAIL2
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	scale 0.5
	alpha 1
	scalefactor 0.8
	step 5
	spawnorg 1
	randomvel 5
	die 0.3 0.5
	colorindex 0xd0
	lightradius 200
	lightradiusfade 400
	lightrgb 0.0 1.0 0.0
	lightshadows 1
}


r_part teq2_bubbletrail
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	scale 0.5
	alpha 1
	scalefactor 0.8
	step 32
	spawnorg 2
	spawnvel 5
	die 1 1.2
	colorindex 4 7
	velbias 0 0 6
}
r_part teq2_bubbletrail2
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	scale 0.5
	alpha 1
	scalefactor 0.8
	step 8
	spawnorg 2
	spawnvel 10
	die 1 1.1
	colorindex 4 7
	velbias 0 0 20
	sound "weapons/lashit.wav" 1 1 0 0
}

r_part teq2_railtrail
{
	//blue spiral
	texture "classicparticle"
	tcoords 0 0 16 16 32
	scale 0.5
	alpha 1
	scalefactor 0.8
	step 1
	spawnmode spiral 64
	spawnorg 3
	spawnvel 6
	die 1 1.2
	colorindex 116 7

	sound "weapons/railgf1a.wav" 1 1 0 0
}
r_part +teq2_railtrail
{
	//grey filler
	texture "classicparticle"
	tcoords 0 0 16 16 32
	scale 0.5
	alpha 1
	scalefactor 0.8
	step 0.75
	spawnorg 3
	spawnvel 3
	die 0.6 0.8
	colorindex 0 15
}

r_part teq2_railtrail2
{	//This is not implemented in vanilla, so we've no idea what it should really look like.
	//we just use the blue spiral with no core.
	//blue spiral
	texture "classicparticle"
	tcoords 0 0 16 16 32
	scale 0.5
	alpha 1
	scalefactor 0.8
	step 1
	spawnmode spiral 64
	spawnorg 3
	spawnvel 6
	die 1 1.2
	colorindex 116 7

	sound "weapons/railgf1a.wav" 1 1 0 0
}

//regular explosion particles
r_part std_explosion_particles
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 256
	scale 4
	alpha 0.4
	die 1 0.625
	spawnmode ball
	spawnorg 16
	spawnvel 192
	scalefactor 0.8
	gravity 40
	colorindex 0xe0 7
}

r_part teq2_explosion1_big
{
	lighttime 0.5
	lightradius 350
	lightradiusfade 300
	lightrgb 1.0 0.5 0.4
	lightrgbfade 0.36 0.19 0.19
	sound "weapons/rocklx1a.wav" 1 1 0 0
	model "models/objects/r_explode2/tris.md2" framestart=0 frames=15 skin=-1 transparent fullbright noshadow
	model "models/objects/r_explode2/tris.md2" framestart=15 frames=15 skin=-1 transparent fullbright noshadow
}
r_part teq2_explosion1_np
{
	lighttime 0.5
	lightradius 350
	lightradiusfade 300
	lightrgb 1.0 0.5 0.4
	lightrgbfade 0.36 0.19 0.19
	sound "weapons/rocklx1a.wav" 1 1 0 0
	model "models/objects/r_explode/tris.md2" framestart=0 frames=15 skin=-1 fullbright noshadow
	model "models/objects/r_explode/tris.md2" framestart=15 frames=150 skin=-1 fullbright noshadow
}
r_part teq2_explosion1
{
	assoc teq2_rocket_explosion
}
r_part teq2_rocket_explosion
{
	assoc std_explosion_particles
	lighttime 0.5
	lightradius 350
	lightradiusfade 300
	lightrgb 1.0 0.5 0.4
	lightrgbfade 0.36 0.19 0.19
	sound "weapons/rocklx1a.wav" 1 1 0 0
	model "models/objects/r_explode/tris.md2" framestart=0 frames=15 skin=-1 fullbright noshadow
	model "models/objects/r_explode/tris.md2" framestart=15 frames=15 skin=-1 fullbright noshadow
}
r_part teq2_rocket_explosion_water
{
	assoc std_explosion_particles
	lighttime 0.5
	lightradius 350
	lightradiusfade 300
	lightrgb 1.0 0.5 0.4
	lightrgbfade 0.36 0.19 0.19
	sound "weapons/xpld_wat.wav" 1 1 0 0
	model "models/objects/r_explode/tris.md2" framestart=0 frames=15 skin=-1 fullbright noshadow
	model "models/objects/r_explode/tris.md2" framestart=15 frames=15 skin=-1 fullbright noshadow
}

r_part teq2_explosion2
{
	assoc teq2_grenade_explosion
}
r_part teq2_grenade_explosion
{
	assoc std_explosion_particles
	lighttime 0.5
	lightradius 350
	lightradiusfade 300
	lightrgb 1.0 0.5 0.4
	lightrgbfade 0.36 0.19 0.19
	sound "weapons/grenlx1a.wav" 1 1 0 0
	model "models/objects/r_explode/tris.md2" framestart=30 frames=19 skin=-1 fullbright noshadow
}
r_part teq2_grenade_explosion_water
{
	assoc std_explosion_particles
	lighttime 0.5
	lightradius 350
	lightradiusfade 300
	lightrgb 1.0 0.5 0.4
	lightrgbfade 0.36 0.19 0.19
	sound "weapons/xpld_wat.wav" 1 1 0 0
	model "models/objects/r_explode/tris.md2" framestart=30 frames=19 skin=-1 fullbright noshadow
}

r_part teq2_plain_explosion
{	//basically like regular explosions, but with no particle effect.
	lighttime 0.5
	lightradius 350
	lightradiusfade 300
	lightrgb 1.0 0.5 0.4
	lightrgbfade 0.36 0.19 0.19
	sound "weapons/rocklx1a.wav" 1 1 0 0
	model "models/objects/r_explode/tris.md2" framestart=0 frames=15 skin=-1 fullbright noshadow
	model "models/objects/r_explode/tris.md2" framestart=15 frames=15 skin=-1 fullbright noshadow
}
r_part teq2_plasma_explosion
{	//not actually any different
	assoc teq2_explosion1
}

r_part teq2_tracker_explosion
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 128
	scale 1
	alpha 1
	die 1.5 2
	randomvel 128
	orgadd 0 31
	spawnorg 16
	gravity 40
	scalefactor 0.8
	colorindex 0 1
	lighttime 0.1	//this is kinda too short.
	lightradius 150
	lightradiusfade 300
	lightrgb -1.0 -1.0 -1.0
	sound "weapons/disrupthit.wav" 1 1 0 0
}
r_part teq2_teleport_effect
{	//FIXME
	assoc placeholder
}
r_part teq2_dball_goal
{	//FIXME
	assoc placeholder
}
r_part teq2_widowsplash
{	//FIXME
	assoc placeholder
}
r_part teq2_debugtrail
{	//FIXME
	assoc placeholder
}
r_part teq2_chainfist_smoke
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 20
	scale 1
	alpha 1
	die 0.5 0.8
	spawnorg 2
	randomvel 6.66 20
	gravity 40
	scalefactor 0.8
	colorindex 0 7
}

r_part teq2_flashlight
{	//JUST a light.
	lightradius 400
	lighttime 0.15
	lightrgb 1.0 1.0 1.0
	lightshadows 1
}

r_part trq2_rocket
{
	texture "particles/quake"
	step 8
	scale 4
	die 1.0 1.2
	colorindex 0xdc 3
	spawnorg 1
	spawnvel 20
	gravity 40
	assoc trq2_grenade
}
r_part trq2_grenade
{
	texture "particles/quake"
	step 3
	scale 4
	die 1.0 1.2
	colorindex 0x4 7
	spawnorg 1
	spawnvel 5
	gravity -20
}
r_part trq2_gib
{
	texture "particles/quake"
	step 3
	scale 4
	die 1.0 1.4
	colorindex 0xe8 7
	spawnorg 1
	spawnvel 5
	gravity -20
}
r_part trq2_greengib
{
	texture "particles/quake"
	step 3
	scale 4
	die 1.0 1.4
	colorindex 0xdb 7
	spawnorg 1
	spawnvel 5
	gravity -20
}

r_part TR_PLASMA
{
	assoc TR_BLASTERTRAIL
}

r_part tr_ionripper
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	step 3
	scale 1
	alpha 0.5
	die 0.15 0.25
	colorindex 0xe4 3
	spawnmode tracer
	spawnorg 0
	spawnvel 10

	lighttime 0
	lightradius 100
	lightrgb 1.0 0.5 0.5
}

r_part tr_tracker
{	//FIXME: doesn't match vanilla. works well enough though I guess.
	texture "classicparticle"
	tcoords 0 0 16 16 32
	step 3
	scale 1
	alpha 1
	die 0.5
	spawnmode spiral 8.34
	spawnorg 1
	spawnvel 32
	veladd 32
	scalefactor 0
	colorindex 0
	lighttime 0
	lightradius 200
	lightrgb -1.0 -1.0 -1.0
}

r_part tr_tagtrail
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	step 5
	scale 1
	alpha 1
	die 1.0 0.8
	spawnorg 16
	spawnvel 5
	scalefactor 0
	colorindex 220
	lighttime 0
	lightradius 225
	lightrgb 1.0 1.0 0.0
}

r_part tr_trap
{	//FIXME: add particles
	lighttime 0
	lightradius 100 200
	lightrgb 1.0 0.8 0.25
	assoc placeholder
}

//flags do NOT use coronas, because it obscures the holding player's skin colour
r_part tr_flag1
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	step 5
	scale 1
	alpha 1
	die 1.0 0.8
	spawnorg 16
	spawnvel 5
	veladd 32
	scalefactor 0
	colorindex 0xf2
	lighttime 0
	lightcorona 0.0 0.0
	lightradius 225
	lightrgb 1.0 0.25 0.25
}
r_part tr_flag2
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	step 5
	scale 1
	alpha 1
	die 1.0 0.8
	spawnorg 16
	spawnvel 5
	veladd 32
	scalefactor 0
	colorindex 0x73
	lighttime 0
	lightcorona 0.0 0.0
	lightradius 225
	lightrgb 0.25 0.25 1.0
}

r_part EF_FLIES
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 1
	scale 0.5
	alpha 1
	die 0
	spawnmode syncfield 16 64
	spawnorg 0
	scalefactor 0
	colorindex 0
}

r_part EF_BFGPARTICLES
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 0 0 162
	scale 0.5
	alpha 1
	die 0
	spawnmode syncfield 16 64
	spawnorg 0
	scalefactor 0
	colorindex 0xd0 7
}

r_part ev_item_respawn
{
	sound "items/respawn1.wav" 1 2 0 0 1
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 64
	scale 1
	alpha 1
	die 1.3 1
	randomvel 8
	orgadd 0 31
	spawnorg 8
	gravity 8
	scalefactor 0.8
	colorindex 0xd4 3
}
r_part ev_player_teleport
{
	sound "misc/tele1.wav" 1 2 0 0 1
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 96
	scale 1
	alpha 1
	die 0.3 0.4
	randomvel 8
	orgadd 0 31
	spawnmode telebox 0 4
	spawnorg 32 48
	gravity 40
	scalefactor 0.8
	colorindex 0x07 7
}
r_part ev_footstep
{
	sound "player/step1.wav" 1 1 0 0 1
	sound "player/step2.wav" 1 1 0 0 1
	sound "player/step3.wav" 1 1 0 0 1
	sound "player/step4.wav" 1 1 0 0 1
}

//central explosion
r_part teq2_bfg_bigexplosion
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 256
	scale 1
	alpha 1
	die 0.625 1
	spawnmode ball
	spawnorg 16
	spawnvel 192
	scalefactor 0.8
	gravity 40
	colorindex 0xd0 7
}

//splashed onto an entity
r_part teq2_bfg_explosion
{
	lighttime 0.5
	lightradius 350
	lightradiusfade 300
	lightrgb 0.0 1.0 0.0
	lightrgbfade 0.0 0.0 0.0
	sound "weapons/xpld_wat.wav" 1 1 0 0
	model "sprites/s_bfg2.sp2" framestart=0 frameend=4 alpha=0.3 transparent fullbright noshadow
}


//31qu cylinder, 8-98 high
//should look like its sucked up into some thingie above
r_part TEQ2_BOSSTPORT
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	count 800
	scale 1
	alpha 1
	die 0.5 0.8
	orgadd 8 -98
	veladd 100 200
	spawnmode circle
	spawnorg 48 0
	spawnvel -50 30
	randomvel 32 31
	gravity -800
	rgbf 1 1 1
	scalefactor 0.8
	sound "misc/bigtele.wav" 1 0 0 0 1
}

r_part teq2_heatbeam_sparks
{	//FIXME
	assoc placeholder
}
r_part teq2_heatbeam_steam
{	//FIXME
	assoc placeholder
}

//r_part teq2_heatbeam_steam
//{
//	count 20
//	colorindex 0xe0 7
////	magnitude 60
//	texture "classicparticle"
//	tcoords 0 0 16 16 32
//	scale 1
//	alpha 1
//	die 0.3 0.8
//	randomvel 20 magnitude/3
//	veladd magnitude
//	orgadd magnitude/10
//	spawnorg 4
//	gravity -400
//	scalefactor 0.8
//}


//this is apparently just a trail effect (palette index specified by netcode)
r_part teq2_forcewall
{
	texture "classicparticle"
	tcoords 0 0 16 16 32
	scale 0.5
	alpha 1
	scalefactor 0.8
	step 5
	spawnorg 3
	randomvel 5
	die 3 3.5
}