mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 16:31:38 +00:00
6f64002cc3
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2246 fc73d0e0-1445-4013-8a0c-d673dee63da5
674 lines
8.7 KiB
INI
674 lines
8.7 KiB
INI
// spikeset, originally by Spike
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// with contributions from TimeServ, purplehaze, Jedilamma
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// and some others I probably forgot to mention
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/////////////////////////////////////////////////
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//rocket trails (derived from purplehaze's, with only minor tweeks)
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r_part rockettrail
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{
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texture "particles/smoke.tga"
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step 4
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scale 30
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alpha 0.3
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die 1.4
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diesubrand 0.7
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randomvel 1
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rgb 255 50 10
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rgbdelta -230 -45 -9
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gravity -25
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scalefactor 1
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assoc rocketsmoke
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}
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r_part t_rocket
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{
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texture "particles/rfire"
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step 2
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scale 10
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alpha 0.6
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die 0.25
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rgb 255 192 128
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rgbdelta -14 -300 -300
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blend add
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assoc rockettrail
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scalefactor 0.8
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scaledelta -10
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}
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r_part rocketsmoke
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{
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texture "particles/rtrail"
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step 8
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scale 7.5
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alpha 0.8
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die 2
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randomvel 3
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rgb 10 10 10
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blend modulate
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spawnmode spiral
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scalefactor 1
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spawnvel 10
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}
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r_part rockettail
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{
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texture "particles/rtrail"
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step 7
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scale 10
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alpha 0.3
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die 10
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randomvel 64
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veladd 512
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rgb 192 192 192
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gravity 100
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cliptype rockettail
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}
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r_part t_altrocket
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{
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texture "particles/rtrail"
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step 4
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scale 10
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alpha 0.3
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die 0.7
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randomvel 32
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veladd 32
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rgb 255 198 128
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rgbdelta -64 0 0
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gravity -100
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blend add
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assoc rockettail
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}
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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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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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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/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 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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r_part t_gib
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{
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texture "particles/blood"
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step 32
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scale 64
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alpha 0.6
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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 128 0 0
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gravity 200
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scalefactor 0.8
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scaledelta -10
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stains 5
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}
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r_part t_zomgib
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{
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texture "particles/blood"
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step 64
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scale 64
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alpha 0.6
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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 32 0 0
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gravity 200
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scalefactor 0.8
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scaledelta -10
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stains 5
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}
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r_part t_tracer
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{
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texture "particles/tracer"
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scale 15
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step 5
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alpha 0.6
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rgb 192 192 48
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die 1
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veladd 50
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randomvel 50
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friction 4
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scalefactor 0.825
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}
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r_part t_tracer2
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{
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texture "particles/tracer"
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scale 15
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step 5
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alpha 0.6
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die 1
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rgb 192 96 48
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veladd 50
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randomvel 50
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friction 4
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scalefactor 0.825
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}
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r_part t_tracer3
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{
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texture "particles/tracer"
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scale 10
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scaledelta -10
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step 5
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alpha 0.9
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die 0.75
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rgb 192 96 192
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veladd 20
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randomvel 5
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spawnmode spiral
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spawnvel 60 0
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friction 4
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scalefactor 0.825
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}
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//qw blood
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r_part te_lightningblood
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{
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texture "particles/bloodtrail"
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count 3
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scale 20
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alpha 0.4
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die 2
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randomvel 32
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veladd 32
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rgb 192 0 0
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rgbdelta -128 0 0
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gravity 100
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friction 1
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stains 1
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blend add
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}
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//qw blood
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r_part te_blood
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{
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texture "particles/blood"
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count 10
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scale 10
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alpha 0.3
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die 2
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randomvel 40
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rgb 220 0 0
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rgbdelta -100 0 0
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gravity 200
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stains 2
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scalefactor 0.9
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rotationstart 0 360
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}
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//nq blood
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r_part pe_73
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{
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texture "particles/blood"
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count 1
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scale 20
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alpha 0.3
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die 2
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randomvel 40
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rgb 220 0 0
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rgbdelta -100 0 0
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gravity 200
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stains 2
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scalefactor 0.9
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rotationstart 0 360
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}
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/////////////////////////////////////////////////
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//rocket explosions
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r_part ember
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{
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count 1
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texture "particles/explosion"
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rgb 255 128 76
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alpha 0
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scale 15
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scalefactor 1
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friction 8
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gravity 50
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die 1
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blend add
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randomvel 5
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veladd 1
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rampmode delta //fade it in then out.
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ramp 0 0 0 -0.5 0
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ramp 0 0 0 0.1 0
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ramp 0 0 0 0.1 0
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ramp 0 0 0 0.1 0
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ramp 0 0 0 0.1 0
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ramp 0 0 0 0.1 0
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}
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//the bits that fly off
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r_part expgib
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{
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cliptype expgib
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texture "particles/explosion"
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alpha 0
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count 16
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die 1
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randomvel 128
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gravity 50
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friction 2
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emit ember
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emitinterval 0.01
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spawnmode circle
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}
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//the heart of the explosion
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r_part te_explosion
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{
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texture "particles/explosion"
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count 1
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scale 200
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scalefactor 1
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die 1
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rgb 255 128 76
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rgbdelta 0 -32 -32
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friction 1
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blend add
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assoc expgib
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}
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r_part gunshotsmoke
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{
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texture "particles/smoke"
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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 "ball"
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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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r_part spikecore
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{
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texture "ball"
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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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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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assoc spikecore
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}
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r_part te_lavasplash
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{
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texture "default"
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count 654
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scale 15
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alpha 0.7
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die 4
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randomvel 64
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rgb 255 128 128
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gravity 50
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blend add
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spawnorg 192 64
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up 48
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}
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//////////////////////////////////////////////////
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//Teleport splash
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//two rings moving upwards, costs less
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r_part teleportsplashdown
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{
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texture "textures/smoke"
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count 32
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scale 32
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scalefactor 1
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alpha 0.3
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die 1
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veladd -52
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rgb 255 255 255
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friction 1
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spawnorg 32 0
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spawnmode uniformcircle
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}
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r_part te_teleportsplash
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{
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texture "textures/smoke"
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count 32
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scale 32
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scalefactor 1
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alpha 0.3
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die 1
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veladd 52
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rgb 255 255 255
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friction 1
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spawnorg 32 0
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spawnmode uniformcircle
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assoc teleportsplashdown
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}
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//flame effect
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r_part cu_flame
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{
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texture "particles/flame"
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count 1024
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scale 0.4
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scalerand 6
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scalefactor 1
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alpha 0.4
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die 0.8
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randomvel 4 24
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veladd -24
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rgb 255 128 76
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blend add
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up -8
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spawnorg 6 0
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spawnvel -15 0
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}
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//flame effect
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r_part cu_torch
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{
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texture "particles/flame"
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count 256
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scale 3
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scalefactor 1
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alpha 0.7
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die 0.5
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randomvel 8
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veladd -32
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rgb 255 128 76
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blend add
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spawnmode circle
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spawnorg 4 1
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spawnvel -12 -8
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}
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r_part explodesprite
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{
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texture "particles/flame"
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count 180
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scale 70
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scaledelta -140
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scalefactor 1
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alpha 0.2
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die 0.5
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randomvel 23
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veladd -20
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rgb 255 128 76
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blend add
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spawnorg 4 1
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spawnvel -8 -2
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up -8
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}
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//you'll probably never see this one
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r_part ef_entityparticles
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{
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texture "j"
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count 1
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scale 15
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alpha 0.2
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die 0
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veladd 16
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rgb 255 128 128
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blend add
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}
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// emp effect, based off of purplehaze's idea
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r_part empshocktrail
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{
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texture "particles/spark"
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step 3.2
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scale 3
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alpha 0.7
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die 0.2
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rgb 64 0 255
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blend add
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scalefactor 1
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spawnorg 12 0
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}
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r_part empcore
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{
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texture "particles/flame"
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count 90
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scale 55
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scaledelta -110
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die 0.55
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rgb 168 128 255
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spawnmode circle
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spawnorg 12
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spawnvel -192
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blend add
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scalefactor 0.8
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emit empshocktrail
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emitinterval -1
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}
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r_part empflash
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{
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die 0.1
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texture "particles/flash"
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alpha 1
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count 1
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scale 400
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scaledelta -4000
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alphadelta 0
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rgb 192 160 255
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blend add
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scalefactor 1
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assoc empcore
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}
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r_part te_blob
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{
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texture "particles/emp"
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count 120
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scale 35
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die 0.75
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alpha 0.4
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rgb 128 0 255
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rampmode delta
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ramp -32 0 0 0
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ramp -32 0 0 0
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ramp -32 0 0 2
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friction -0.9
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blend add
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spawnmode uniformcircle
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spawnorg 24 0
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spawnvel 280 0
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scalefactor 1
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emit empshocktrail
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emitinterval -1
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assoc empflash
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}
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r_part pe_default
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{
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texture "particles/quake"
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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/quake"
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step 12
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die 1
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scale 10
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scaledelta -10
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veladd 15
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spawnorg 1
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scalefactor 0.8
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}
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r_part pe_pointfile
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{
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texture "particles/quake"
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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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r_effect "progs/s_explod.spr" explodesprite 1
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r_effect "progs/flame.spr" explodesprite 1
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r_effect "progs/flame2.mdl" cu_flame 1
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r_effect "progs/flame.mdl" cu_torch
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r_trail "progs/e_spike1.mdl" te_railtrail
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