cod5-sdk/raw/fx/env/water/fx_water_rain_distortion.efx

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2008-11-20 00:00:00 +00:00
iwfx 2
{
name "distortion";
editorFlags looping useRandSize0 useRandRotDelta useBackCompatVel absVel1;
flags spawnRelative spawnFrustumCull spawnOffsetCylinder runRelToEffect;
spawnRange 0 800;
fadeInRange 0 0;
fadeOutRange 0 0;
spawnFrustumCullRadius 450;
spawnLooping 250 0;
spawnOneShot 200 200;
spawnDelayMsec 0 0;
lifeSpanMsec 1000 0;
spawnOrgX 2 0;
spawnOrgY 60 -120;
spawnOrgZ 60 -120;
spawnOffsetRadius 53 -53;
spawnOffsetHeight 0 0;
spawnAnglePitch 0 0;
spawnAngleYaw 0 0;
spawnAngleRoll 0 0;
angleVelPitch 0 0;
angleVelYaw 0 0;
angleVelRoll 0 0;
initialRot 360 -720;
gravity 0 0;
elasticity 1 0;
windinfluence 0;
atlasBehavior startIndexed;
atlasIndex 0;
atlasFps 45;
atlasLoopCount 0;
atlasColIndexBits 0;
atlasRowIndexBits 0;
atlasEntryCount 0;
velGraph0X 0
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velGraph0Y 0
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velGraph0Z 0
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rotGraph 0
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sizeGraph0 105
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sizeGraph1 25
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colorGraph 1
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alphaGraph 1
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};
lightingFrac 0;
collOffset 0 0 0;
collRadius 0;
fxOnImpact "";
fxOnDeath "";
sortOrder 5;
efPriority 0;
emission "";
emitDist 1 0;
emitDistVariance 0 0;
trailSplitDist 0;
trailScrollTime 0;
trailRepeatDist 0;
orientedSprite
{
"gfx_fxt_fx_distortion_water_noise"
};
}
{
name "highlights";
editorFlags looping useRandSize0 useRandRotDelta useBackCompatVel absVel1;
flags spawnRelative spawnFrustumCull spawnOffsetCylinder runRelToEffect;
spawnRange 0 400;
fadeInRange 0 0;
fadeOutRange 0 0;
spawnFrustumCullRadius 350;
spawnLooping 300 0;
spawnOneShot 0 0;
spawnDelayMsec 0 0;
lifeSpanMsec 2000 0;
spawnOrgX 2 0;
spawnOrgY 60 -120;
spawnOrgZ 60 -120;
spawnOffsetRadius 53 -53;
spawnOffsetHeight 0 0;
spawnAnglePitch 0 0;
spawnAngleYaw 0 0;
spawnAngleRoll 0 0;
angleVelPitch 0 0;
angleVelYaw 0 0;
angleVelRoll 0 0;
initialRot 360 -720;
gravity 0 0;
elasticity 1 0;
windinfluence 0;
atlasBehavior startIndexed;
atlasIndex 0;
atlasFps 45;
atlasLoopCount 0;
atlasColIndexBits 0;
atlasRowIndexBits 0;
atlasEntryCount 0;
velGraph0X 0
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velGraph0Z 50
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colorGraph 1
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alphaGraph 1
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lightingFrac 0;
collOffset 0 0 0;
collRadius 0;
fxOnImpact "";
fxOnDeath "";
sortOrder 1;
efPriority 0;
emission "";
emitDist 1 0;
emitDistVariance 0 0;
trailSplitDist 0;
trailScrollTime 0;
trailRepeatDist 0;
orientedSprite
{
"gfx_fxt_fx_distortion_water_noise"
};
}