//===================================================
//===================================================
// 	     Solitudes Particle effects
//===================================================
//===================================================


//===================================================
// Sniper Rifles smoke trail
//===================================================
effect sinper
count 1
trailspacing 1  
countabsolute 1
type alphastatic
blend add
//ype beam
//orientation spark
tex 57 57
size 0.5 0.5
alpha 100 50 20
time 2 5
gravity -0.07
airfriction 5
originjitter 0 0 2
stretchfactor 5

/*
effect sinper
count 1
countabsolute 1
type beam
tex 1 1
size 2 2
alpha 200 50 5
time 0.5 0.5
gravity -0.07
airfriction 5
trailspacing 5
originjitter 0 0 2
stretchfactor 5

effect sinper             
trailspacing 1                 
type alphastatic
blend add
color 0x6495ed 0x6495ed        
tex 4 4                       
size 4 4                        
alpha 16 16 20  
time 10 10
*/

//===================================================
// Normal Explosion
//===================================================

// Intacal puff
effect TE_EXPLOSION
count 50
type smoke
size 4 7
alpha 100 50 10
gravity -0.1
time 0.5 1
velocitymultiplier 5
velocityoffset 5 5 5
originjitter 10 10 10

// Slow rising smoke
effect TE_EXPLOSION
count 200
type smoke
size 10 40
alpha 50 0 10
gravity -0.01
time  2 5
velocitymultiplier 5
velocityoffset 5 5 5
originjitter 10 10 10

//===================================================
// Plasma Grenade Explosion
//===================================================
effect P_gren_boom // The white core
count 50
type static
color 0x000000 0x000000
tex 57 57
size 70 70
alpha 50 50 10
time  2 3

effect P_gren_boom // The sharp upwards thing
count 50
type smoke
color 0x6495ed 0x6495ed
tex 57 57
size 50 50
alpha 0 50 10
gravity -0.1
time  1 2
velocityoffset 0 0 50
velocityjitter 0 0 100
originjitter 20 20 70
originoffset 0 0 10
sizeincrease -20

effect P_gren_boom // The low and wide poof
count 100
type smoke
color 0x6495ed 0x6495ed
tex 57 57
size 20 20
alpha 50 0 17
gravity -0.01
time  3 3
//velocityoffset 50 50 0
velocityjitter 50 50 0
originjitter 40 40 10
originoffset 10 10 10
sizeincrease 20

effect P_gren_boom // The low and wide poof number 2
count 100
type smoke
color 0x6495ed 0x6495ed
tex 57 57
size 20 20
alpha 50 0 17
gravity -0.01
time  3 3
//velocityoffset 50 50 0
velocityjitter 50 50 0
originjitter 40 40 10
originoffset 10 10 20
sizeincrease 20

effect P_gren_boom // The Dirt
count 50
type smoke
orientation spark
//color 0xffdab9 0xffa500
color 0x6495ed 0x6495ed
tex 55 55
size 5 5
alpha 100 100 10
time  0.2 0.2
gravity -10
velocityoffset 15 15 0
velocityjitter  350 350 100
originjitter 10 10 10
stretchfactor 7
//airfriction 5
//bounce 0.5

/*
effect P_gren_boom // The Decal
countabsolute 1
type raindecal
//tex 57 57
size 20 20
alpha 100 100 10
*/

effect P_gren_boom // The Flash of blue light
lightradius 500
lightcolor 0 0 1 
lightradiusfade 200 
//lighttime 1



//===================================================
// Plasma Grenade Trail
//===================================================
effect TR_WIZSPIKE             
trailspacing 1                 
type alphastatic
blend add
color 0x6495ed 0x6495ed        
tex 4 4                       
size 4 4                        
alpha 16 50 20  
time 0.2 0.2 

effect TR_WIZSPIKE 
count 1              
type alphastatic
blend add
color 0x6495ed 0x6495ed        
tex 56 56                    
size 10 20                       
alpha 100 16 12  
time 0.1 0.1   
velocityoffset 5 5 5  
originjitter 10 10 10
lightradius 50
lightcolor 0 0 1             


//===================================================
// Frag Grenade
//===================================================

effect f_gren_boom
count 20
type smoke
blend add
tex 0 7
color 0x8b4513 0x8b4513
size 50 70
alpha 200 200 10
gravity -0.07
time  2 5
velocityoffset 5 5 0
originjitter 10 10 100

effect P_gren_boom // The low and wide poof
count 100
type smoke
color 0xffdab9 0xffa500
tex 57 57
size 20 20
alpha 50 0 17
gravity -0.01
time  3 3
//velocityoffset 50 50 0
velocityjitter 50 50 0
originjitter 40 40 10
originoffset 10 10 10
sizeincrease 20

effect f_gren_boom
count 30
type smoke
blend add
tex 5 5
color 0x778899 0x000000
size 50 70
alpha 200 0 10
gravity -0.07
time  0.5 0.5
velocityoffset 20 20 0
originjitter 40 40 100
//rotate 0 0 0 0 0 100 10 50

/*
effect f_gren_boom // The Dirt
count 200
type spark
color 0xffdab9 0xffa500
tex 55 55
size 5 5
alpha 100 100 10
gravity -0.1
time  0.5 0.5
velocityoffset 200 200 0
velocityjitter 700 700 0
originjitter 100 100 10
stretchfactor 2
*/


//===================================================
// Frag Grenade Trail
//===================================================
//effect TR_GRENADE 


//===================================================
// Frag Grenade Bounce
//===================================================
effect grenbounce
count 50
type spark
color 0x8f4333 0xfff31b
size 0.4 0.4
alpha 0 256 768
gravity 1
bounce -1
velocityoffset 0 0 80
velocityjitter 64 64 64
velocitymultiplier 1
originjitter 10 10 10


//===================================================
// Needler Explosion
//===================================================
effect NeedleExplode
count 1
type smoke
color 0xFF00FF 0xFF00FF
size 10 10
alpha 50 0 10
gravity -0.01
time  2 5
velocitymultiplier 5
velocityoffset 5 5 5
originjitter 10 10 10

//===================================================
// Needler Super Combine
//===================================================
effect NeedlerSCombine
count 1
type static
blend add
tex 61 61
color 0xFF00FF 0xFF00FF
size 10 10
alpha 50 0 10
gravity -0.01
time  2 5
velocitymultiplier 5
velocityoffset 5 5 5
originjitter 10 10 10

effect NeedlerSCombine // The sharp upwards thing
count 50
type smoke
blend add
color 0xFF00FF 0xFF00FF
tex 57 57
size 50 50
alpha 0 50 10
gravity -0.1
time  1 2
velocityoffset 0 0 50
velocityjitter 0 0 100
originjitter 20 20 70
originoffset 0 0 10
sizeincrease -20

effect NeedleBounce
count 2
type static
//blend alpha
color 0xFF00FF 0xFF00FF
tex 57 57
size 10 10
alpha 50 50 0
time  1 2

//===================================================
// Needler Trail
//===================================================
effect TR_VORESPIKE             
trailspacing 3                 
type alphastatic
blend add
color 0xFF00FF 0xFF00FF        
tex 4 4                       
size 2 2                      
alpha 16 16 12  
time 1 2

//===================================================
// Sheild Effects
//===================================================
effect hitsheilds
count 50
type static
blend add
tex 50 50
color 0xFF9900 0xFF9900
size 2 2
alpha 100 0 10
//gravity -0.01
time  0.2 0.2
velocitymultiplier 5
velocityoffset 5 5 5
originjitter 10 10 10

effect Sheildspop // The sharp upwards thing
count 50
type smoke
blend add
color 0xFF9900 0xFF9900
tex 57 57
size 50 50
alpha 0 50 10
gravity -0.1
time  1 2
velocityoffset 0 0 50
velocityjitter 0 0 100
originjitter 20 20 70
originoffset 0 0 10
sizeincrease -20

//===================================================
// Plasma Rifle
//===================================================
effect pr_OverHeat // The sharp upwards thing
count 50
type smoke
color 0x6495ed 0x6495ed
tex 57 57
size 50 50
alpha 0 50 10
gravity -0.1
time  1 2
velocityoffset 0 0 50
velocityjitter 0 0 10
originjitter 20 20 70
originoffset 0 10 50
sizeincrease -20

effect pr_Impact // The sharp upwards thing                       
count 2
type smoke
color 0x6495ed 0x6495ed
tex 57 57
size 5 5
alpha 0 50 10
time  1 2


effect pr_Bolt // The sharp upwards thing
count 50
type smoke
color 0x6495ed 0x6495ed
tex 57 57
size 50 50
alpha 0 50 10
gravity -0.1
time  1 2
velocityoffset 0 0 50
velocityjitter 0 0 100
originjitter 20 20 70
originoffset 0 0 10
sizeincrease -20

