//======================================================================
// SHOTGUN
//
// Stage 1 - wall decal
// Stage 2 - sparks
// Stage 2b - grey smoke
//
// Underwater
// Stage 3 - grey impact particles
// Stage 3b - grey/blue bubbles
//
//======================================================================
effect TE_GUNSHOT
countabsolute 1
type decal
tex 96 104						// variable bullet decals
size 1 2
alpha 32 96 0
originjitter 6 6 6

effect TE_GUNSHOT
count 8
type static
color 0x101010 0x707070			// dark/light grey
tex 32 36						// O rings
size 1 2
sizeincrease 2
alpha 64 96 48					// Quickly dispate
velocityjitter 8 8 4			// Horz spread (barrel pattern)
gravity 0.01					// Slowly fall down

//----------------------------------------------------------------------
effect TE_GUNSHOT
count 2
type spark
color 0x801010 0xFFA020			// red/yellow
size 0.25 0.5					// Small
stretchfactor 2
alpha 0 128 64
gravity 0.25					// Fall down
bounce -1						// Remove on impact (costly)
velocityoffset 0 0 32
velocityjitter 32 32 32			// Large cube
notunderwater

effect TE_GUNSHOT
type smoke
count 8							// High count for SG/SSG
color 0x101010 0x79572a			// dark grey to dark orange
tex 8 16						// wispy smoke
size 4 12						// large puffs
sizeincrease 2
alpha 32 128 96
originjitter 4 4 4
velocityjitter 16 16 16
rotate 0 360 5 20				// Swirl and rotate
notunderwater

//----------------------------------------------------------------------
effect TE_GUNSHOT
type bubble
count 4
color 0x101010 0x808080			// Dark/Light Grey
tex 32 46						// O ring bubbles
size 1 4
sizeincrease 2
alpha 96 256 64
liquidfriction 1				// Costly liquid test
originjitter 2 2 2
velocityjitter 8 8 8
underwater

//======================================================================
// NAILGUN
//
// Stage 1 - wall decal
// Stage 2 - grey smoke
// Stage 3 - grey impact particles
//
// Underwater
// Stage 2b - grey smoke
// Stage 3b - grey/blue impact particles 
//
//======================================================================
effect TE_SPIKE
countabsolute 1
type decal
tex 104 108						// nail impact decals
size 2 4
alpha 64 128 0
originjitter 6 6 6

effect TE_SPIKE
type smoke
count 4
color 0x101010 0x635844			// Dark grey to dark orange
tex 4 16						// mixture of solid and wispy smoke
size 2 6
sizeincrease 4
alpha 96 128 64					// Fade fast
originjitter 4 4 4
velocityjitter 8 8 8			// Small impact cube
rotate 0 360 5 20				// Swirl and rotate slow
notunderwater

effect TE_SPIKE
type alphastatic
count 4
color 0x101010 0x7b5b24			// dark grey to dark orange (dirt)
tex 8 16						// wispy smoke
size 1 3
sizeincrease 2
alpha 96 192 128				// Fade fast
originjitter 2 2 2
velocityjitter 8 8 8			// Small impact cube
notunderwater
gravity 0.02					// Fall downwards

//----------------------------------------------------------------------
effect TE_SPIKE
type bubble
count 4
color 0x101010 0x808080
tex 16 19						// 3 types of bubbles
size 1 3
sizeincrease 2
alpha 96 256 64
liquidfriction 1
originjitter 2 2 2
velocityjitter 8 8 8
underwater

effect TE_SPIKE
type alphastatic
count 8
color 0x101010 0xaacbd4			// Dark grey to dark blue
tex 32 46						// O rings
size 1 2
sizeincrease 2
alpha 96 192 64
liquidfriction 1
originjitter 2 2 2
velocityjitter 8 8 8
underwater

//======================================================================
// SUPER NAILGUN
//
// Stage 1 - wall decal
// Stage 2 - yellow/red smoke
// Stage 3 - yellow/red impact particles
//
// Underwater
// Stage 2b - grey smoke
// Stage 3b - grey/blue impact particles 
//
//======================================================================
effect TE_SUPERSPIKE
countabsolute 1
type decal
tex 104 108						// nail impact decals
size 3 6						// SNG larger
alpha 64 128 0
originjitter 6 6 6

effect TE_SUPERSPIKE
type smoke
count 6
color 0x101010 0xcfa04e			// Dark grey to bright orange
tex 0 12						// Mixture of solid + wispy smoke
size 3 6						// Large size
sizeincrease 4					// Grow big
alpha 32 128 96					// Fade fast
originjitter 6 6 6
velocityjitter 12 12 12			// Cube dispersion
rotate 0 360 5 20				// Swirl and rotate fast
notunderwater

effect TE_SUPERSPIKE
type alphastatic
count 6
color 0x101010 0x7b5b24			// dark grey to dark orange (dirt)
tex 8 16						// wispy smoke
size 0.5 2						// Small
sizeincrease 4					// Grow big
alpha 96 128 64					// linger last
originjitter 3 3 3
velocityjitter 2 2 6			// Vertical movement
notunderwater
gravity 0.02					// Fall downwards

//----------------------------------------------------------------------
effect TE_SUPERSPIKE
type bubble
count 4
color 0x101010 0x505050
tex 16 19						// 3 different bubble shapes
size 1 2
sizeincrease 2
alpha 96 256 64
liquidfriction 1
originjitter 4 4 4
velocityjitter 8 8 8
underwater

effect TE_SUPERSPIKE
type alphastatic
count 8
color 0x101010 0xaacbd4
tex 32 46						// Full range of O rings
size 2 4
sizeincrease 2
alpha 96 192 48
liquidfriction 1
originjitter 8 8 8
velocityjitter 8 8 8
underwater

//======================================================================
// ROCKET TRAIL
//
// Stage 1 - Yellow/red dots (like original)
// Stage 2 - Puffs of grey smoke
//
//======================================================================
effect TR_ROCKET
trailspacing 1
type smoke
color 0x801010 0xFFA020			// Red/yellow
tex 62 64						// Solid Dots
size 1 2
sizeincrease 4
stretchfactor 2					// and stretch
velocityjitter 16 16 16			// Tight cube movement
lightradius 32
lightcolor 1 0.9 0.5

// Grey smoke mixture
effect TR_ROCKET
trailspacing 4
type smoke
color 0x101010 0x606060			// Dark/Light Grey
tex 8 16						// Wispy smoke
size 1 7						// Wide variety of size
sizeincrease 4
stretchfactor 4					// and stretch
alpha 16 96 48					// Slow fade
velocityjitter 32 32 32			// Large spread cube
originjitter 4 4 4
gravity -0.05					// Force upwards
rotate 0 360 5 20				// Slow rotate
notunderwater

//----------------------------------------------------------------------
effect TR_ROCKET
trailspacing 0.5
type bubble
color 0x101010 0xaacbd4			// Grey/white bubbles
tex 16 19						// 3 different types of bubbles
size 1 2
sizeincrease 2
alpha 96 192 64
liquidfriction 1
originjitter 2 2 2
velocityjitter 8 8 8
underwater

//======================================================================
// GRENADE TRAIL
//
// Stage 1 - Yellow/red dots (like original)
// Stage 2 - Small puffs of grey smoke (vanish quick)
//
//======================================================================
effect TR_GRENADE
trailspacing 1
type smoke
color 0x801010 0xFFA020			// Red/yellow
tex 62 64						// Old Style Quake Dots
size 1 2
sizeincrease 4
stretchfactor 2					// and stretch
velocityjitter 16 16 16			// Tight cube movement

effect TR_GRENADE
trailspacing 4
type alphastatic
color 0x101010 0x606060			// Dark/Light Grey
tex 8 16						// Wispy smoke
size 1 7						// Wide variety of size
sizeincrease 4
stretchfactor 4					// and stretch
alpha 16 96 48					// Slow fade
velocityjitter 32 32 32			// Large spread cube
originjitter 4 4 4
gravity -0.05					// Force upwards
rotate 0 360 5 20				// Slow rotate
notunderwater

//----------------------------------------------------------------------
effect TR_GRENADE
trailspacing 0.25
type bubble
color 0x101010 0xaacbd4			// Dark/light grey
tex 16 19						// Full range of bubbles
size 1 2
sizeincrease 2
alpha 96 192 64
liquidfriction 1
originjitter 2 2 2
velocityjitter 8 8 8
underwater

//======================================================================
// ROCKET / GRENADE EXPLOSIONS
//
// Stage 1 : Black impact decal
// Stage 2 : Ball of Light
// Stage 3 : Large spray of sparks
// Stage 4 : Red ball of smoke
// Stage 5 : Slow grey smoke
//
//======================================================================
// Black smoke decal projected on to impact surface
effect TE_EXPLOSION
countabsolute 1
type decal
tex 112 119						// Large smokey impact
size 32 48						// Stretch up very large
alpha 64 128 0
originjitter 48 48 48

// Ball of light
effect TE_EXPLOSION
lightradius 50					// Large light
lightradiusfade 150				// Quick flash
lightcolor 4 2 1				// Yellow/Orange
originoffset 0 0 16
notunderwater

// Spray of Sparks with long lifetime
effect TE_EXPLOSION
count 32						// Medium amount
type spark
color 0x903010 0xFFD030			// red/yellow
size 1 1
sizeincrease 2					// Expand
stretchfactor 2					// and stretch
alpha 0 256 224					// Large range, quick fade
gravity 0.35					// quick fall
airfriction 0.35
velocityoffset 0 0 80			// fly up
velocityjitter 256 256 256		// Extra Wide start pattern
notunderwater

//  large ball of yellow/red smoke which dissipates quickly
effect TE_EXPLOSION
count 16
type smoke
color 0x801010 0xFFA020			// red/yellow smoke
tex 0 8							// smoke puffs
size 16 24						// Very Large range
sizeincrease 4					// Expanding smoke
alpha 16 96 32					// Medium fade
airfriction 0.2					// Slowly fall down
originjitter 16 16 32			// Lift smoke off the ground
velocityjitter 32 32 16			// Wide spread pattern
rotate 0 360 15 30				// Keep rotating
notunderwater

//  slowly dissipating grey smoke 
effect TE_EXPLOSION
count 24
type smoke
color 0x202020 0x635844			// Dark/Light grey (large range)
tex 8 16						// Wispy smoke
size 16 24						// Very Large range
sizeincrease 2					// Double size
alpha 16 128 32
airfriction 0.2
originjitter 8 8 16				// Lift smoke off the ground
velocityjitter 16 16 8			// Very little movement
rotate 0 360 -15 -30			// Reverse direction to red/yellow smoke
notunderwater

//----------------------------------------------------------------------
// Ball of light
effect TE_EXPLOSION
lightradius 50
lightradiusfade 100
lightcolor 2.8 2.3 1.2
underwater

//  large ball of grey/blue bubbles which dissipates quickly
effect TE_EXPLOSION
count 32
type bubble
color 0x101010 0xbbb591
tex 16 19						// Full range of bubbles
size 4 8
sizeincrease 2
alpha 128 192 64
liquidfriction 1
velocityjitter 32 32 32
underwater

//  slowly dissipating grey bubbles 
effect TE_EXPLOSION
count 32
type bubble
color 0x202020 0x606060
tex 32 46						// Full range of O rings
size 8 12						// Large size
sizeincrease 2
alpha 16 128 32
liquidfriction 1
velocityjitter 64 64 64
underwater

//======================================================================
// PLASMA TRAIL
//
// Stage 1 - Various blue dots (based on TR_ROCKET)
// Stage 2 - Puffs of blue smoke
//
//======================================================================
effect TR_PLASMA
trailspacing 2
type smoke
color 0x8b8bc1 0xeae74d			// light blue/light yellow
tex 62 64						// Solid Dots
size 0.25 0.5
sizeincrease 3
stretchfactor 2					// and stretch
velocityjitter 16 16 32			// move up
lightradius 32
lightcolor 1 0.9 0.5

// Grey smoke mixture
effect TR_PLASMA
trailspacing 10
type smoke
color 0x2f2f3f 0x8b8bc1			// dark/light blue
tex 8 16						// Wispy smoke
size 0.5 2						// Wide variety of size
sizeincrease 4
stretchfactor 8					// and stretch
alpha 16 96 48					// Slow fade
velocityjitter 32 32 32			// Large spread cube
originjitter 4 4 8
gravity -0.05					// Force upwards
rotate 0 360 5 20				// Slow rotate
notunderwater

//----------------------------------------------------------------------
effect TR_PLASMA
trailspacing 0.5
type bubble
color 0x8b8bc1 0xeae74d			// light blue/light yellow
tex 16 19						// 3 different types of bubbles
size 1 2
sizeincrease 2
alpha 96 192 64
liquidfriction 1
originjitter 2 2 2
velocityjitter 8 8 8
underwater

//======================================================================
// PLASMA IMPACT (EXPLOSION)
//
// Similiar to RL explosion, except more blue and spark like
//
//======================================================================
// Black smoke decal projected on to impact surface
effect TE_PLASMA
countabsolute 1
type decal
tex 112 119						// Large smokey impact
size 32 48						// Stretch up very large
alpha 64 128 0
originjitter 48 48 48

// Ball of light
effect TE_PLASMA
lightradius 5					// Tiny light
lightradiusfade 25				// Quick flash
lightcolor 1 2 8				// Blue/Purple
originoffset 0 0 16
notunderwater

// Spray of Sparks with long lifetime
effect TE_PLASMA
count 32						// Medium amount
type spark
color 0x545470 0x8b8bc1			// dark/light blue
size 1 1
sizeincrease 2					// Expand
stretchfactor 2					// and stretch
alpha 0 256 224					// Large range, quick fade
gravity 0.35					// quick fall
airfriction 0.35
velocityoffset 0 0 80			// fly up
velocityjitter 128 128 128		// medium pattern
notunderwater

effect TE_PLASMA
count 8
type static
color 0x801010 0xFFA020			// red/yellow smoke
tex 62 64						// Old style Quake Dots
size 1 4
alpha 64 128 24					// Slow Fade
airfriction 0.25
originjitter 8 8 8				// small cube of smoke
velocityjitter 32 32 32			// Small focused pattern
rotate 0 360 15 30				// Keep rotating
notunderwater

//  slowly dissipating grey smoke 
effect TE_PLASMA
count 8
type smoke
color 0x545470 0x8b8bc1			// dark/light blue
tex 8 16						// Wispy smoke
size 16 24						// Very Large range
sizeincrease 2					// Double size
alpha 16 128 48
airfriction 0.2
originjitter 8 8 16				// Lift smoke off the ground
velocityjitter 16 16 8			// Very little movement
rotate 0 360 -15 -30			// Reverse direction to red/yellow smoke
notunderwater

//----------------------------------------------------------------------
// Ball of light
effect TE_PLASMA
lightradius 5
lightradiusfade 25
lightcolor 1.2 2.3 2.8
underwater

//  large ball of grey/blue bubbles which dissipates quickly
effect TE_PLASMA
count 24
type bubble
color 0x101010 0xbbb591
tex 16 19						// Full range of bubbles
size 4 8
sizeincrease 2
alpha 128 192 64
liquidfriction 1
velocityjitter 32 32 32
underwater

//  slowly dissipating grey bubbles 
effect TE_PLASMA
count 24
type bubble
color 0x202020 0x606060
tex 32 46						// Full range of O rings
size 8 12						// Large size
sizeincrease 2
alpha 16 128 32
liquidfriction 1
velocityjitter 64 64 64
underwater

//======================================================================
// Lava Splash - Chthon rise and fall
// Giant spray of sparks and smoke upward and out
//----------------------------------------------------------------------
effect TE_LAVASPLASH
count 512
type spark  
color 0x903010 0xFFD030			// red/yellow
size 1 2
sizeincrease 2					// Expand
stretchfactor 2					// and stretch
alpha 256 256 80				// Bright slow fade
gravity 0.2						// quick fall
bounce -1						// Expensive bounce
airfriction 0.35
originoffset 8 8 4  			// Small flat cube
originjitter 128 128 64			// Large initial volume
velocityjitter 192 192 284		// Giant spread pattern

effect TE_LAVASPLASH
count 224
type smoke 
color 0x801010 0xFFA020			// red/yellow smoke
tex 0 8							// smoke puffs
size 16 32						// Very Large range
sizeincrease 6					// Expanding smoke
alpha 16 96 24					// Medium fade
airfriction 0.2					// Slowly fall down
gravity 0.2
originoffset 8 8 8  			// Small cube start
originjitter 128 128 64			// Large initial volume
velocityoffset 0 0 64			// Push upwards
velocityjitter 128 128 128		// Giant spread pattern
rotate 0 360 15 60				// Keep rotating

//----------------------------------------------------------------------
// MONSTER - BOSS CHTHON
// Smoke and sparks burst forth from the torso
//----------------------------------------------------------------------
//burning chton - sparkles
effect TR_BOSSCHTHON
countabsolute 4
type spark						// Wispy goodness
color 0x801010 0xFFA020			// red/yellow smoke
tex 62 64						// Large dots
size 1 4
sizeincrease 2					// Expand
stretchfactor 4					// and stretch
alpha 128 192 64
originjitter 64 64 32			// Large volume area
originoffset 0 0 40 			// Start inside middle area
velocityoffset 16 16 48 		// Float upward
airfriction 1					// Fall down naturally
velocityjitter 96 96 128		// Wide area movement

effect TR_BOSSCHTHON
countabsolute 2
type smoke 
color 0x801010 0xFFA020			// red/yellow smoke
tex 0 8							// smoke puffs
size 16 32						// Very Large range
sizeincrease 6					// Expanding smoke
alpha 16 96 24					// Medium fade
airfriction 0.2					// Slowly fall down
gravity 0.2
originoffset 8 8 8  			// Small cube start
originjitter 128 128 64			// Large initial volume
velocityoffset 0 0 64			// Push upwards
velocityjitter 128 128 64		// Giant spread pattern
rotate 0 360 15 60				// Keep rotating

effect TR_BOSSCHTHON
count 2							// bunch of particles!
type static						// Standard decal
color 0x801010 0xFFA020			// red/yellow smoke
tex 109 109						// Fluffy cloud ring
size 96 144						// Fixed size around body
sizeincrease 8					// Expanding ring
alpha 96 320 80					// Slow Fade
orientation oriented 			// Always draw on the floor
originoffset 0 0 16				// Move forward
originjitter 2 2 2
velocityoffset 0 0 4
rotate 0 360 30 45

//----------------------------------------------------------------------
// MONSTER - HELL KNIGHT
// Magical fire trail matched with original projectile colours
// interlaced with a quick fading wispy cloud
//----------------------------------------------------------------------
effect TR_KNIGHTSPIKE
trailspacing 2
type smoke
color 0x7f1707 0xe7ab5f			// Red/Orange picked from projectile palette
tex 62 64						// Old style Quake Dots
size 1 2
sizeincrease 4
velocityjitter 16 16 16			// Gently dissipate 

effect TR_KNIGHTSPIKE
trailspacing 4
type smoke
color 0x101010 0x606060			// Dark/Light Grey
tex 8 16						// Wispy smoke
size 1 7
sizeincrease 3
alpha 16 128 96					// Quick fade
velocityjitter 16 16 16
originjitter 4 4 4
gravity -0.02					// Slow upward movement
rotate 0 360 5 20				// Slow rotate
notunderwater

//----------------------------------------------------------------------
// MONSTER - HELL KNIGHT
// Black impack with light yellow smoke
//----------------------------------------------------------------------
effect TE_KNIGHTSPIKE
countabsolute 1					// Only one per particle emitter
type decal
tex 96 104						// round impacts
size 3 9						// Large decal
alpha 32 96 0					// Variable alpha
originjitter 6 6 6

effect TE_KNIGHTSPIKE
countabsolute 1					// Only one per particle emitter
type decal
tex 96 104						// round impacts
size 1 6						// variable size
alpha 1024 1024 0
lightradius 20					// Small light
lightradiusfade 16				// gentle fade
lightshadow 0
lightcolor 1 0.75 0				// hot yellow glow

effect TE_KNIGHTSPIKE
type smoke
countabsolute 4
color 0x101010 0xc18c30			// Grey/Orange colour
tex 0 16						// solid + wispy cloud puffs
size 1 3
sizeincrease 2
alpha 96 192 128				// Large alpha selection, quick fade
originjitter 2 2 2
velocityjitter 8 8 8			// Slow movement
rotate 0 360 0 30

effect TE_KNIGHTSPIKE
type alphastatic
countabsolute 8
color 0x7f1707 0xe7ab5f			// Red/Orange picked from projectile palette
tex 62 64						// Old Style Quake Dots
size 1 3
sizeincrease 2
alpha 96 192 128				// Large alpha selection, quick fade
originjitter 2 2 2
velocityjitter 8 8 8

//----------------------------------------------------------------------
// MONSTER - WIZARD
// Acid spit trail matched with original projectile colours
// interlaced with a quick fading wispy cloud
//----------------------------------------------------------------------
effect TR_WIZSPIKE
trailspacing 1
type smoke
color 0x433700 0xbba70f			// Original wiz projectile colours
tex 62 64						// Lovely dot trail (original vibe)
size 1 2
sizeincrease 4
velocityjitter 16 16 16			// Gently dissipate 
rotate 0 360 0 30

effect TR_WIZSPIKE
trailspacing 2
type alphastatic
color 0x101010 0x6b6b0f			// Sickly cloud colour
tex 8 16						// Wispy cloud puffs
size 1 3
sizeincrease 3
alpha 16 128 128				// Quick fade
velocityjitter 16 16 16
originjitter 4 4 4
gravity -0.05					// Gently lift upwards
rotate 0 360 0 30

//----------------------------------------------------------------------
// MONSTER - WIZARD
// Blobs of acid drop like blood while two types of sickly clouds
// swirl around the impact location
//----------------------------------------------------------------------
effect TE_WIZSPIKE
count 16
type blood
color 0x730059 0x730059			// Special colour to match inverted textures
tex 72 80
size 4 10						// Large blobs
alpha 128 256 16				// Large variety of colour
gravity 0.4						// Fall Downward
bounce 1						// Turn into decal on impact
airfriction 1
originjitter 12 12 8
staincolor 0xFFFFFF 0xFFFFFF	// Full colour
stainsize 1 2					// Small size
staintex 64 71					// Remapped blood stain textures

effect TE_WIZSPIKE
type static
count 48
color 0x433700 0xbba70f			// Original wiz projectile colours
tex 32 46						// Full range of O rings
size 1 2
sizeincrease 4
alpha 64 96 24					// gently dissipate
originjitter 4 4 4				// evenly spread
velocityjitter 4 4 4			// cube movement
rotate 0 360 15 30

effect TE_WIZSPIKE
type smoke
count 24
color 0x101010 0x52520b			// Dark sickly colour
tex 8 16						// wispy smoke
size 4 12						// large range
sizeincrease 2
alpha 32 128 24					// Slowly dispate
originjitter 16 16 1			// Horizontal spread
velocityjitter 8 8 1			// Horizontal movement
rotate 0 360 20 40
notunderwater

//----------------------------------------------------------------------
// MONSTER - SHALRATH
// Dense purple particle trail directly behind projectile
//----------------------------------------------------------------------
effect TR_VORESPIKE
trailspacing 1
type smoke
color 0x6b4b57 0x937387			// Original shalrath projectile colours
tex 62 64						// Lovely dot trail (original vibe)
size 1 2
sizeincrease 4
velocityjitter 16 16 16			// Gently dissipate 
lightradius 16					// Small light source
lightcolor 1 0.8 0.9			// Purple light
rotate 0 360 0 30

effect TR_VORESPIKE
trailspacing 4
type alphastatic
color 0x3b1f23 0x7e424a			// Purple Haze cloud colour
tex 8 16						// Wispy cloud puffs
size 3 7						// Wide variety of size
sizeincrease 4
alpha 32 192 48					// Bright + Slow fade
originjitter 4 4 4
velocityjitter 16 16 16			// Small cube
gravity -0.05					// Gently lift upwards
rotate 0 360 10 30
notunderwater

//----------------------------------------------------------------------
effect TR_VORESPIKE
trailspacing 0.5
type bubble
color 0x6b4b57 0x937387			// Original shalrath projectile colours
tex 16 19						// Full range of bubbles
size 1 2
sizeincrease 4
alpha 96 192 64
liquidfriction 1
originjitter 2 2 2
velocityjitter 8 8 8
underwater

//======================================================================
// MONSTER - SHALRATH
// Small purple explosion with sparks and lingering smoke
//----------------------------------------------------------------------
// Black smoke decal projected on to impact surface
effect TE_VORESPIKE
countabsolute 1
type decal
tex 112 119						// Large impact
size 32 48						// Stretch up very large
alpha 64 128 0
originjitter 48 48 48

// Ball of light
effect TE_VORESPIKE
lightradius 50					// Small light
lightradiusfade 150				// Quick flash
lightcolor 3.6 2 2.24			// Deep purple
notunderwater

effect TE_VORESPIKE
count 32
type spark						// central spray of sparks
color 0x4b2f37 0x9f7f97			// matched purple colour to projectile
size 0.5 1						// Small and stretched
stretchfactor 8
alpha 16 128 128				// Quick fade
airfriction 0.5
velocityjitter 64 64 64			// high speed
notunderwater

effect TE_VORESPIKE
count 16
type smoke
color 0x4b2f37 0x9f7f97			// matched purple colour to projectile
tex 0 8							// smoke puffs
size 16 24						// Very Large range
sizeincrease 4					// Expanding smoke
alpha 16 96 32					// Medium fade
airfriction 0.2					// Slowly fall down
originjitter 16 16 32			// Lift smoke off the ground
velocityjitter 32 32 16			// Wide spread pattern
rotate 0 360 15 30				// Keep rotating
notunderwater

effect TE_VORESPIKE
count 16
color 0x101010 0x6b4b57			// Dark colour
tex 32 46						// O rings
size 0.25 0.75					// start small
sizeincrease 1.5
alpha 16 1024 256				// Big variety of colour/density
originjitter 16 16 1			// Horizontal spread
velocityjitter 12 12 8			// Horzontal movement
notunderwater

effect TE_VORESPIKE
count 24
type smoke
color 0x4b2f37 0x9f7f97			// matched light/dark purple colour
tex 8 16						// Wispy smoke
size 16 24						// Very Large range
sizeincrease 2
alpha 16 64 48					// slow dissipation
airfriction 0.2
originjitter 8 8 16				// Lift smoke off the ground
velocityjitter 16 16 8			// Very little movement
rotate 0 360 -15 -30			// Reverse direction to red/yellow smoke
notunderwater

//----------------------------------------------------------------------
// Ball of light
effect TE_VORESPIKE
lightradius 50
lightradiusfade 200
lightcolor 2.8 2.3 1.2			// Strong yellow
underwater

effect TE_VORESPIKE
count 16
type smoke
color 0x4b2f37 0x9f7f97			// matched purple colour to projectile
tex 0 8							// smoke puffs
size 16 24						// Very Large range
sizeincrease 4					// Expanding smoke
alpha 16 96 32					// Medium fade
airfriction 0.2					// Slowly fall down
originjitter 16 16 32			// Lift smoke off the ground
velocityjitter 32 32 16			// Wide spread pattern
rotate 0 360 15 30				// Keep rotating
underwater

effect TE_VORESPIKE
count 64
type bubble
color 0x101010 0xbbb591			// grey/blue colour (subdued bec of water)
tex 16 19						// Full range of bubbles
size 4 8
sizeincrease 2
alpha 128 192 64				// Quick fade
liquidfriction 1
velocityjitter 32 32 32			// Slow movement
underwater

effect TE_VORESPIKE
count 64
type bubble
color 0x202020 0x606060			// Grey shades
tex 32 46						// O Rings
size 4 12						// Large size
sizeincrease 2
alpha 32 96 8					// Very slow dissipation
liquidfriction 1
velocityjitter 64 64 64			// Wide spread
underwater

//======================================================================
// MONSTER - WRAITH
// Large explosion with dots and lingering smoke
//----------------------------------------------------------------------
// Ball of light
effect DPP_ITSWRAITHEXPLODE
lightradius 50					// small light
lightradiusfade 150				// Quick flash
lightcolor 3.6 2 2.24			// Deep purple

effect DPP_ITSWRAITHEXPLODE
count 96
type static
color 0x7f1707 0xe7ab5f			// Red/Orange picked from projectile palette
tex 62 64						// Old style Quake Dots
size 1 4
alpha 64 128 16					// Slow Fade
airfriction 0.25
originjitter 8 8 8				// small cube of smoke
velocityjitter 64 64 64			// Extra Wide start pattern
rotate 0 360 15 30				// Keep rotating

effect DPP_ITSWRAITHEXPLODE
count 24
type smoke
color 0x4b2f37 0x9f7f97			// matched purple colour to projectile
tex 0 8							// smoke puffs
size 16 24						// Very Large range
sizeincrease 8					// Expanding smoke
alpha 16 160 32					// slow fade
airfriction 0.2					// Slowly fall down
originjitter 32 32 32			// wide cube of smoke
velocityjitter 32 32 16			// medium dispersal
rotate 0 360 15 30				// Keep rotating

effect DPP_ITSWRAITHEXPLODE
count 16
type smoke
color 0x801010 0xFFA020			// Red/yellow
tex 8 16						// Wispy smoke
size 16 24						// Very Large range
sizeincrease 8					// Double size
alpha 16 128 32					// Slow fade
airfriction 0.2					// Slowly fall down
originjitter 16 16 16			// medium cube of smoke
velocityjitter 16 16 32			// medium dispersal
rotate 0 360 -15 -30			// Reverse direction to red/yellow smoke

//======================================================================
// MONSTER - PYRO
// Flame1 - Yellow/red out of water (detected in qc point content)
// Flame2 - White/grey under water
//----------------------------------------------------------------------
effect DPP_ITSPYROFLAME1
count 12
type smoke
color 0x801010 0xFFA020			// Red/yellow
tex 0 16						// All smoke
size 16 24						// Very Large range
sizeincrease 8					// Double size
alpha 32 128 48					// Slow fade
airfriction 0.2					// Slowly fall down
originjitter 16 16 16			// medium cube of smoke
velocityoffset 0 0 16			// fly up
velocityjitter 16 16 32			// medium dispersal
velocitymultiplier 160			// Using parameter velocity
rotate 0 360 -15 -30			// Reverse direction to red/yellow smoke

effect DPP_ITSPYROFLAME1
count 32
type static
color 0x7f1707 0xe7ab5f			// Red/Orange picked from projectile palette
tex 62 64						// Old style Quake Dots
size 1 4
alpha 64 128 24					// Slow Fade
airfriction 0.2
originjitter 8 8 8				// small cube of smoke
velocityoffset 0 0 16			// fly up
velocityjitter 16 16 32			// medium dispersal
velocitymultiplier 160			// Using parameter velocity
rotate 0 360 15 30				// Keep rotating

effect DPP_ITSPYROFLAME2
count 16
type smoke
color 0x202020 0x606060			// Grey shades
tex 8 16						// Wispy smoke
size 16 24						// Very Large range
sizeincrease 8					// Double size
alpha 64 128 48					// Slow fade
airfriction 0.2					// Slowly fall down
originjitter 16 16 16			// medium cube of smoke
velocityoffset 0 0 16			// fly up
velocityjitter 16 16 32			// medium dispersal
velocitymultiplier 160			// Using parameter velocity
rotate 0 360 -15 -30			// Reverse direction to red/yellow smoke

effect DPP_ITSPYROFLAME2
count 28
type static
color 0x7f1707 0x606060			// Grey shades
tex 62 64						// Old style Quake Dots
size 1 4
alpha 64 128 24					// Slow Fade
airfriction 0.2
originjitter 8 8 8				// small cube of smoke
velocityoffset 0 0 16			// fly up
velocityjitter 16 16 32			// medium dispersal
velocitymultiplier 160			// Using parameter velocity
rotate 0 360 15 30				// Keep rotating

//======================================================================
// STANDARD BLOOD IMPACT (from damage)
//----------------------------------------------------------------------
effect TE_BLOOD
count 0.333						// DP default
type blood						// produce decals on impact
tex 72 80						// Remapped blood textures
size 8 8
alpha 256 256 64
bounce -1						// Produce decals on impact
airfriction 1
liquidfriction 4				// Sink through water
velocityjitter 64 64 64			// Large movement cube
velocitymultiplier 1			// Using parameter velocity
rotate 0 360 0 0				// Rotation variety
staincolor 0xFFFFFF 0xFFFFFF	// Full colour
stainsize 1 2					// Small size
staintex 64 71					// Remapped blood stain textures

//======================================================================
// LIGHT BLOOD TRAIL (model flag) - Only used by Zombies
//----------------------------------------------------------------------
effect TR_SLIGHTBLOOD
trailspacing 32					// DP default
type blood						// bounce and change into blood decal
color 0xFFFFFF 0xFFFFFF			// Texture colours
tex 72 80						// motion blood splats
size 4 8						// Medium blood splat
alpha 384 384 192				// Full colour, quick fade time
bounce -1						// Turn into blood decal
airfriction 1
liquidfriction 4				// Sink through water
velocityjitter 64 64 64			// Large movement cube
velocitymultiplier 0.5			// Using parameter velocity
rotate 0 360 0 0				// Rotation variety
staincolor 0xFFFFFF 0xFFFFFF	// Full colour
stainsize 1 2					// Small size
staintex 64 71					// Remapped blood stain textures

//======================================================================
// VANILLA QUAKE - LONG BLOOD TRAIL (model flag)
//----------------------------------------------------------------------
effect TR_BLOOD
trailspacing 16					// DP default
type blood						// bounce and change into blood decal
color 0xFFFFFF 0xFFFFFF			// Texture colours
tex 72 80						// motion blood splats
size 4 8						// Medium blood splat
alpha 384 384 192				// Full colour, quick fade time
bounce -1						// Turn into blood decal
airfriction 1
liquidfriction 4				// Sink through water
velocityjitter 64 64 64			// Large movement cube
velocitymultiplier 0.5			// Using parameter velocity
rotate 0 360 0 0				// Rotation variety
staincolor 0xFFFFFF 0xFFFFFF	// Full colour
stainsize 1 2					// Small size
staintex 64 71					// Remapped blood stain textures

//======================================================================
// QUAKE - EXTRA LONG BLOOD TRAIL (model flag) (lots of particles)
//----------------------------------------------------------------------
effect TR_ITSBLOOD
trailspacing 16					// DP default
type blood						// bounce and change into blood decal
color 0xFFFFFF 0xFFFFFF			// Texture colours
tex 72 80						// motion blood splats
size 4 8						// Medium blood splat
alpha 256 384 16
bounce -1						// Turn into blood decal
airfriction 1
liquidfriction 4
velocityjitter 32 32 32			// Extra movement
velocitymultiplier 0.5			// Using parameter velocity
rotate 0 360 0 0				// Rotation variety
staincolor 0xFFFFFF 0xFFFFFF	// Full colour
stainsize 1 2					// Small size
staintex 64 71					// Remapped blood stain textures

effect TR_ITSBLOOD
trailspacing 8 					// Very intense blood trail
type alphastatic
color 0x070000 0x3f0000			// Original Quake RED colours
tex 62 64						// Large pixel goodness
size 3 4						// Variable size
alpha 128 256 16				// Good alpha range
bounce 1						// Bounce off surface
gravity 0.5
originjitter 4 4 4				// random start bias
notunderwater

//======================================================================
//----------------------------------------------------------------------
effect TE_SPARK
count 1
type spark
color 0x8f4333 0xfff31b			// Yellow/red colours
size 0.4 0.4					// tiny
alpha 0 256 768					// Ultra quick fade
gravity 1						// Fall down fast
bounce -1						// expensive on frames
velocityoffset 0 0 80			// Start high
velocityjitter 64 64 64			// large velocity adjustment
velocitymultiplier 1			// Using parameter velocity

//----------------------------------------------------------------------
// Generic Teleport Effect
// Start with imploding flash of light, followed by two sets of
// streaking sparks and finally slow moving smoke/dots
//----------------------------------------------------------------------
// Ball of light
effect TE_TELEPORT
lightradius 64					// Small light
lightradiusfade 300				// Implode
lightcolor 2.6 2 2				// White/Red

effect TE_TELEPORT
count 32
type spark						// central spray of sparks
color 0x2f2f3f 0x63638b			// dark/light blue
tex 32 35						// Solid O rings
size 0.25 1						// Small and stretched
stretchfactor 16
alpha 320 128 48				// Quick fade
airfriction 0.75
originjitter 8 8 2				// Horz spread
velocityjitter 32 32 32			// high speed

effect TE_TELEPORT
count 32
type spark						// central spray of sparks
color 0x2f2f3f 0x63638b			// dark/light blue
tex 32 35						// Solid O rings
size 0.25 1						// Small and stretched
stretchfactor 12
alpha 320 128 48				// Quick fade
airfriction 0.6					// Go further than other sparks
originjitter 8 8 4				// Horz spread
velocityjitter 12 12 12			// slow speed

effect TE_TELEPORT
count 24
type static
color 0x101010 0x707070			// dark/light grey
tex 32 47						// Full range of O rings
size 0.25 1						// Start small
sizeincrease 3
alpha 320 256 96				// Quickly dispate
originjitter 16 16 16			// Small cube
velocityjitter 2 2 2			// Slight movement

effect TE_TELEPORT
count 32						// large amount
type smoke
color 0x101010 0x58606f			// dark/light blues
tex 0 16						// wispy smoke puffs
size 4 8						// Large size
sizeincrease 4					// Expanding smoke
alpha 16 96 12					// Slow Fade
airfriction 0.2					// Slowly fall down
originjitter 16 16 24			// Lift smoke off the ground
velocityjitter 12 12 4			// Slow movement up
rotate 0 360 5 15				// Swirl and rotate
notunderwater

//======================================================================
//
// specific particle effects (QC generated)
// Check part_manage.qc for more details
//
//======================================================================
//======================================================================
// Light streaking and dot particles streaming from portal surface
// Designed for 0,180 angle portal surfaces
//----------------------------------------------------------------------
effect DPP_ITSPORTALFRONT
count 16
type spark
color 0x2f2f3f 0xa7a7ea			// dark/light blue
tex 62 64						// Large Solid Dots
size 0.25 1.0
stretchfactor 16				// long stretched particles
alpha 128 256 64				// slow dissipation
originjitter 0 32 48
velocityjitter 8 8 8
velocitymultiplier 32			// Using parameter velocity

effect DPP_ITSPORTALFRONT
count 16
type smoke
color 0x808080 0xFFFFFF			// Dark Grey to White
tex 62 64						// Large Solid Dots
size 0.25 1.0
sizeincrease 0.75
alpha 192 256 64				// slow dissipation
originjitter 0 32 48
velocityjitter 4 4 4
velocitymultiplier 32			// Using parameter velocity
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSPORTALFRONT
count 24						// large amount
type static
color 0x101010 0x58606f			// dark/light blues
tex 8 16						// wispy smoke puffs
size 2 4						// Large size
sizeincrease 8					// Expanding smoke
alpha 64 160 48					// Slow Fade
airfriction 0.2					// Slowly fall down
originjitter 8 32 8				// Horz movement
originoffset 0 0 -36			// Bottom of portal
velocityjitter 8 8 4			// Horz jig
velocitymultiplier 28			// Using parameter velocity
gravity 0.01
rotate 0 360 5 15				// Swirl and rotate

//----------------------------------------------------------------------
// Designed for 90,270 angle portal surfaces
//----------------------------------------------------------------------
effect DPP_ITSPORTALSIDE
count 16
type spark
color 0x2f2f3f 0xa7a7ea			// dark/light blue
tex 62 64						// Large Solid Dots
size 0.25 1.0
stretchfactor 16				// long stretched particles
alpha 128 256 32				// slow dissipation
//alpha 128 256 64				// slow dissipation
originjitter 32 0 48
velocityjitter 8 8 8
velocitymultiplier 32			// Using parameter velocity

effect DPP_ITSPORTALSIDE
count 16
type smoke
color 0x808080 0xFFFFFF			// Dark Grey to White
tex 62 64						// Large Solid Dots
size 0.25 1.0
sizeincrease 0.75
alpha 192 256 48				// slow dissipation
//alpha 192 256 64				// slow dissipation
originjitter 32 0 48
velocityjitter 4 4 4
velocitymultiplier 32			// Using parameter velocity
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSPORTALSIDE
count 24						// large amount
type static
color 0x101010 0x58606f			// dark/light blues
tex 8 16						// wispy smoke puffs
size 2 4						// Large size
sizeincrease 8					// Expanding smoke
alpha 64 160 32					// Slow Fade
//alpha 64 160 48				// Slow Fade
airfriction 0.2					// Slowly fall down
originjitter 32 8 8				// Horz movement
originoffset 0 0 -36			// Bottom of portal
velocityjitter 8 8 4			// Horz jig
velocitymultiplier 28			// Using parameter velocity
gravity 0.01
rotate 0 360 5 15				// Swirl and rotate

//----------------------------------------------------------------------
// The spawning volume for the particles is Z axis flat so it looks
// correct on vertical portals or slipgate style pads
//----------------------------------------------------------------------
effect DPP_ITSPORTALDOWN
count 4
type spark
color 0x101010 0x79572a			// dark grey to dark orange
tex 62 64						// Large Solid Dots
size 0.25 1.0
stretchfactor 16
alpha 128 256 64				// slow dissipation
originjitter 32 32 0
velocityjitter 8 8 8
velocitymultiplier 32			// Using parameter velocity

effect DPP_ITSPORTALDOWN
count 24						// large amount
type smoke
color 0x101010 0x79572a			// dark grey to dark orange
tex 8 16						// wispy smoke puffs
size 2 4						// Large size
sizeincrease 4					// Expanding smoke
alpha 32 160 24					// Slow Fade
originjitter 32 32 16			// Horz movement
velocityjitter 8 8 0			// Horz jig
velocitymultiplier 28			// Using parameter velocity
airfriction 0.2					// Slowly fall down
rotate 0 360 5 15				// Swirl and rotate

effect DPP_ITSPORTALDOWN
count 16
type smoke
color 0x79572a 0xFFFFFF			// dark orange to white
tex 62 64						// Large Solid Dots
size 0.25 1.0
sizeincrease 0.75
alpha 192 256 64				// slow dissipation
originjitter 32 32 0
velocityjitter 4 4 4
velocitymultiplier 32			// Using parameter velocity
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSPORTALUP
count 4
type spark
color 0x101010 0x79572a			// dark grey to dark orange
tex 62 64						// Large Solid Dots
size 0.25 1.0
stretchfactor 16
alpha 128 256 64				// slow dissipation
originjitter 32 32 0
velocityjitter 8 8 8
velocitymultiplier 32			// Using parameter velocity

effect DPP_ITSPORTALUP
count 24						// large amount
type smoke
color 0x101010 0x79572a			// dark grey to dark orange
tex 8 16						// wispy smoke puffs
size 2 4						// Large size
sizeincrease 4					// Expanding smoke
alpha 32 160 24					// Slow Fade
originjitter 32 32 16			// Horz movement
velocityjitter 8 8 0			// Horz jig
velocitymultiplier 28			// Using parameter velocity
airfriction 0.2					// Slowly fall down
rotate 0 360 5 15				// Swirl and rotate

effect DPP_ITSPORTALUP
count 16
type smoke
color 0x79572a 0xFFFFFF			// dark orange to white
tex 62 64						// Large Solid Dots
size 0.25 1.0
sizeincrease 0.75
alpha 192 256 64				// slow dissipation
originjitter 32 32 0
velocityjitter 4 4 4
velocitymultiplier 32			// Using parameter velocity
rotate 0 360 45 90				// swirl and rotate

//======================================================================
// Floor circles spawn particles around circle circumference
//----------------------------------------------------------------------
effect DPP_ITSFCIRCLE
count 1
type spark
color 0x801010 0xe71b1b			// dark/light red
tex 62 64						// Large Solid Dots
size 1 1
stretchfactor 64				// Stretched long
alpha 128 256 48				// slow dissipation
originoffset 0 0 -8				// Vertical movement
velocityoffset 0 0 4
velocityjitter 0 0 6			// Small velocity adjustment
gravity -0.01					// Float up
airfriction 0.5

effect DPP_ITSFCIRCLE
count 4
type static
color 0x801010 0xFFA020			// Red/yellow
tex 62 64						// Large Solid Dots
size 0.5 0.75
sizeincrease 0.5
alpha 128 256 64				// slow dissipation
originoffset 0 0 -8				// Vertical movement
velocityoffset 0 0 8
velocityjitter 0 0 8			// Small velocity adjustment
gravity -0.01					// Float up
airfriction 0.4
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSFCIRCLE
count 4							// A tiny puff
type smoke
color 0x101010 0x79572a			// dark grey to dark orange
tex 8 16						// wispy smoke puffs
size 0.25 0.5					// very small start size
sizeincrease 4					// Expanding smoke
alpha 32 160 32					// Slow Fade
originoffset 0 0 -8				// Vertical movement
velocityoffset 0 0 4
velocityjitter 0 0 8			// Small velocity adjustment
gravity -0.01					// Float up
airfriction 1
rotate 0 360 30 45				// Swirl and rotate

//----------------------------------------------------------------------
effect DPP_ITSFCIRCLE_RING
countabsolute 1					// Only draw one at a time
type static						// Standard decal
color 0x101010 0x79572a			// dark grey to dark orange
tex 110 110						// Solid ring texture
size 80 96						// Plenty of size variety
alpha 16 48 32					// Flickering
orientation oriented 			// Always draw on the floor
originoffset 0 0 1				// Raise one pixel off the floor
velocityoffset 0 0 1			// Slight vertical movement
rotate 0 0 0 0					// No rotation, looks odd

//======================================================================
// Jumppad streaming upward particles + smoke (copy of fcircle)
//----------------------------------------------------------------------
effect DPP_ITSJUMPPAD
count 4
type spark
color 0x101010 0x79572a			// dark grey to dark orange
tex 62 64						// Large Solid Dots
size 1 1.25
stretchfactor 32				// Stretched long
alpha 128 256 56				// medium dissipation
originoffset 0 0 -8				// Vertical movement
originjitter 32 32 0
velocityoffset 0 0 32
velocityjitter 0 0 96			// large velocity adjustment

effect DPP_ITSJUMPPAD
count 8
type static
color 0x801010 0xFFA020			// Red/yellow
tex 62 64						// Large Solid Dots
size 0.5 1.0					// Start small
sizeincrease 0.75
alpha 128 256 64				// slow dissipation
originoffset 0 0 -8				// Start below emitter origin
originjitter 32 32 0			// Start inside pad circle
velocityoffset 0 0 32
velocityjitter 0 0 16			// Medium velocity adjustment
airfriction 0.5					// Naturally slow down
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSJUMPPAD
count 16
type smoke
color 0x101010 0x79572a			// dark grey to dark orange
tex 8 16						// wispy smoke puffs
size 0.25 0.5					// very small start size
sizeincrease 8					// Expanding smoke
alpha 32 160 32					// Slow Fade
originoffset 0 0 -8				// Start below emitter origin
originjitter 32 32 0			// Start inside pad circle
velocityoffset 0 0 16
velocityjitter 0 0 32
rotate 0 360 30 45				// Swirl and rotate

//======================================================================
// Closed books have slow moving runes floating upwards
//----------------------------------------------------------------------
effect DPP_ITSBOOKBLUE
count 1
type alphastatic
color 0x37374b 0x9c9cd9			// Dark Blue to Original Colour
tex 48 56						// 8 celtic runes
size 3 8						// Large
alpha 512 640 64				// slow fade
originoffset 0 0 12				// Move up to middle of book
velocityoffset 0 0 12			// Start moving up
velocityjitter 12 12 6			// Horz movement
gravity -0.01					// Force upwards
airfriction 1					// Slow down pace
rotate 0 0 0 15					// Slight rotation

effect DPP_ITSBOOKRED
count 1
type alphastatic
color 0x7c0000 0xFFFFFF			// Dark Red to Original Colour
tex 48 56						// 8 celtic runes
size 3 8						// Large
alpha 512 640 64				// slow fade
originoffset 0 0 12				// Move up to middle of book
velocityoffset 0 0 12			// Start moving up
velocityjitter 12 12 6			// Horz movement
gravity -0.01					// Force upwards
airfriction 1					// Slow down pace
rotate 0 0 0 15					// Slight rotation

effect DPP_ITSBOOKGOLD
count 1
type alphastatic
color 0x7c7800 0xFFFFFF			// Dark Yellow to Original Colour
tex 48 56						// 8 celtic runes
size 3 8						// Large
alpha 512 640 64				// slow fade
originoffset 0 0 12				// Move up to middle of book
velocityoffset 0 0 12			// Start moving up
velocityjitter 12 12 6			// Horz movement
gravity -0.01					// Force upwards
airfriction 1					// Slow down pace
rotate 0 0 0 15					// Slight rotation

//----------------------------------------------------------------------
// Open books have plenty of dots and a few runes raising from the pages
//----------------------------------------------------------------------
effect DPP_ITSOPENBOOKBLUE
count 0.4
type alphastatic
color 0x5c5c7e 0x9c9cd9			// Dark Blue to Original Colour
tex 48 56						// 8 celtic runes
size 3 8						// Large
alpha 512 640 64				// slow fade
velocityoffset 4 4 12			// Start moving up
velocityjitter 12 12 6			// Horz movement
gravity -0.01					// Force upwards
airfriction 1					// Slow down pace
rotate 0 0 0 15					// Slight rotation

effect DPP_ITSOPENBOOKBLUE
count 12
type static
color 0x37374b 0x5f5f85			// Dark Blue to Original Colour
tex 62 64						// Large Solid Dots
size 0.25 0.5
sizeincrease 0.5
alpha 256 512 64				// slow dissipation
originjitter 12 12 4			// spread across open book
velocityoffset 0 0 8			// Start moving up
velocityjitter 4 4 8			// Vert movement
gravity -0.005					// Force upwards
airfriction 0.25				// Slow down pace
rotate 0 360 45 90				// swirl and rotate

//----------------------------------------------------------------------
effect DPP_ITSOPENBOOKRED
count 0.4
type alphastatic
color 0x7c0000 0xFFFFFF			// Dark Red to Original Colour
tex 48 56						// 8 celtic runes
size 3 8						// Large
alpha 512 640 64				// slow fade
velocityoffset 4 4 12			// Start moving up
velocityjitter 12 12 6			// Horz movement
gravity -0.01					// Force upwards
airfriction 1					// Slow down pace
rotate 0 0 0 15					// Slight rotation

effect DPP_ITSOPENBOOKRED
count 12
type static
color 0x3f0000 0x9b6969			// Dark Red to Original Colour
tex 62 64						// Large Solid Dots
size 0.25 0.5
sizeincrease 0.5
alpha 256 512 64				// slow dissipation
originjitter 12 12 4			// spread across open book
velocityoffset 0 0 8			// Start moving up
velocityjitter 4 4 8			// Vert movement
gravity -0.005					// Force upwards
airfriction 0.25				// Slow down pace
rotate 0 360 45 90				// swirl and rotate

//----------------------------------------------------------------------
effect DPP_ITSOPENBOOKGOLD
count 0.4
type alphastatic
color 0x7c7800 0xFFFFFF			// Dark Yellow to Original Colour
tex 48 56						// 8 celtic runes
size 3 8						// Large
alpha 512 640 64				// slow fade
velocityoffset 4 4 12			// Start moving up
velocityjitter 12 12 6			// Horz movement
gravity -0.01					// Force upwards
airfriction 1					// Slow down pace
rotate 0 0 0 15					// Slight rotation

effect DPP_ITSOPENBOOKGOLD
count 16
type static
color 0x232300 0x6b531f			// Dark Yellow to Original Colour
tex 62 64						// Large Solid Dots
size 0.25 0.5
sizeincrease 0.5
alpha 256 512 64				// slow dissipation
originjitter 12 12 4			// spread across open book
velocityoffset 0 0 8			// Start moving up
velocityjitter 4 4 8			// Vert movement
gravity -0.005					// Force upwards
airfriction 0.25				// Slow down pace
rotate 0 360 45 90				// swirl and rotate

//======================================================================
// White/blue particle stream for electric beams (directional)
//----------------------------------------------------------------------
effect DPP_ITSELECTRIC
count 16
type spark
color 0x2f2f3f 0xa7a7ea			// dark/light blue
tex 62 64						// Large Solid Dots
size 0.25 1.0
stretchfactor 16				// long stretched particles
alpha 128 192 128				// Fast Fade
originjitter 12 12 12			// Cube volume
velocityjitter 4 4 4			// Cube volume
velocitymultiplier 128			// Using parameter velocity

effect DPP_ITSELECTRIC
count 16
type static
color 0x808080 0xFFFFFF			// Dark Grey to White
tex 62 64						// Large Solid Dots
size 0.25 1
sizeincrease 2
alpha 128 192 128				// Fast Fade
originjitter 12 12 12			// Cube volume
velocityjitter 4 4 4			// Cube volume
velocitymultiplier 96			// Using parameter velocity
rotate 0 360 5 30				// swirl and rotate

effect DPP_ITSELECTRIC
count 16
type static
color 0x736523 0x9e8f47			// dark/light yellow
tex 62 64						// Large Solid Dots
size 0.25 1
sizeincrease 2
alpha 128 192 96				// Fast Fade
originjitter 12 12 12			// Cube volume
velocityjitter 8 8 8			// Cube volume
velocitymultiplier 88 			// Using parameter velocity
rotate 0 360 5 30				// swirl and rotate

effect DPP_ITSELECTRIC
count 16						// large amount
type static
color 0x101010 0x58606f			// dark/light blues
tex 8 16						// wispy smoke puffs
size 4 20						// Large size
sizeincrease 4					// Expanding smoke
alpha 96 160 128				// Fast Fade
originjitter 4 4 4				// Cube volume
velocityjitter 16 16 16			// Cube volume
velocitymultiplier 128			// Using parameter velocity
rotate 0 360 45 90				// Fast Swirl and rotate

//======================================================================
// Small flame with single dot and two smoke particle effects
//----------------------------------------------------------------------
effect DPP_ITSSFLAME
count 12
type smoke
color 0x801010 0xFFA020			// Red/yellow
tex 62 64						// Large Solid Dots
size 0.25 1.0
sizeincrease 0.75
alpha 256 256 96				// slow dissipation
originjitter 2 2 4				// Slight wobble
velocityoffset 0 0 12
velocityjitter 4 4 12
airfriction 0.2					// Slow down over time
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSSFLAME
count 4
type smoke
color 0x404040 0xF0F0F0			// Light/Dark Grey
tex 24 32						// Tiny white puffs
size 2 4
sizeincrease 8					// Grow very large
alpha 48 72 32					// Slow fade
velocityoffset 0 0 8
velocityjitter 4 4 16			// Minimal spread
gravity -0.01					// Slowly rise up
airfriction 0.6					// Slow down over time
rotate 0 360 15 45				// Swirl and rotate slowly
notunderwater 

effect DPP_ITSSFLAME
count 4
type smoke
color 0x7a674d 0xFFA020			// Orange/yellow
tex 8 16						// wispy smoke puffs
size 3 6						// Large size
sizeincrease 4					// Expanding smoke
alpha 88 112 32					// Slow Fade
originoffset 0 0 -4				// Move to base of flame model
velocityjitter 4 4 16			// Fast movement
airfriction 0.3					// Slow down
gravity -0.01					// Slowly rise up
rotate 0 360 30 45				// Swirl and rotate
notunderwater

// Small torch with single dot and two smoke particle effects
//----------------------------------------------------------------------
effect DPP_ITSTFLAME
count 12
type smoke
color 0x801010 0xFFA020			// Red/yellow
tex 62 64						// Large Solid Dots
size 0.25 1.0
sizeincrease 0.75
alpha 256 256 96				// slow dissipation
originoffset 0 0 12				// Top of the wood
originjitter 2 2 4				// Slight wobble
velocityoffset 0 0 12
velocityjitter 4 4 12
airfriction 0.2					// Slow down over time
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSTFLAME
count 3
type smoke
color 0x404040 0xF0F0F0			// Light/Dark Grey
tex 24 32						// Tiny white puffs
size 2 4
sizeincrease 8					// Grow very large
alpha 48 64 32					// Slow fade
originoffset 0 0 8				// Move to base of flame model
velocityoffset 0 0 8
velocityjitter 4 4 16			// Minimal spread
gravity -0.01					// Slowly rise up
airfriction 0.8					// Slow down over time
rotate 0 360 15 45				// Swirl and rotate slowly
notunderwater 

effect DPP_ITSTFLAME
count 3
type smoke
color 0x7a674d 0xFFA020			// Orange/yellow
tex 8 16						// wispy smoke puffs
size 2 4						// Large size
sizeincrease 4					// Expanding smoke
alpha 80 96 32					// Slow Fade
originoffset 0 0 12				// Top of the wood
velocityjitter 2 2 12			// Fast movement
airfriction 0.3					// Slow down
gravity -0.01					// Slowly rise up
rotate 0 360 30 45				// Swirl and rotate
notunderwater

//----------------------------------------------------------------------
// Large flame with two dots and smoke particle effects
//----------------------------------------------------------------------
effect DPP_ITSLFLAME
count 12
type smoke
color 0x801010 0xFFA020			// Red/yellow
tex 62 64						// Large Solid Dots
size 0.5 1.0
sizeincrease 0.75
alpha 512 0 96					// slow dissipation
velocityjitter 20 20 16			// Minimal spread
velocityoffset 4 4 32
gravity -0.01					// Slowly rise up
airfriction 0.5					// Slow down over time
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSLFLAME
count 4
type smoke
color 0x404040 0xF0F0F0			// Light/Dark Grey
tex 24 32						// Tiny white puffs
size 2 4
sizeincrease 8					// Grow very large
alpha 48 80 32					// Slow fade
originoffset 0 0 -8				// Move to base of flame model
velocityoffset 0 0 32
velocityjitter 4 4 12			// Minimal spread
gravity -0.01					// Slowly rise up
airfriction 0.75				// Slow down over time
rotate 0 360 15 45				// Swirl and rotate slowly
notunderwater 

effect DPP_ITSLFLAME
count 4
type smoke
color 0x7a674d 0xFFA020			// Orange/yellow
tex 8 16						// wispy smoke puffs
size 4 8						// Large size
sizeincrease 12					// Expanding smoke
alpha 64 96 32					// Slow Fade
originoffset 0 0 -4				// Move to base of flame model
originjitter 0 0 12				// Vertical only
velocityjitter 4 4 4			// Horizontal movement
velocityoffset 0 0 24			// Fast movement
airfriction 0.6					// Slow down
gravity -0.01					// Slowly rise up
rotate 0 360 30 45				// Swirl and rotate
notunderwater

//======================================================================
// High frequency particle stream from the top of skill pillars
//----------------------------------------------------------------------
effect DPP_ITSSKILLPILLAR
count 1
type spark
color 0x801010 0xe71b1b			// dark/light red
tex 62 64						// Large Solid Dots
size 0.25 1.0
stretchfactor 16				// Stretched long
alpha 128 256 64				// slow dissipation
originjitter 4 4 4				// Small spawn cube
velocityjitter 4 4 4			// Small velocity adjustment
velocitymultiplier 8			// Using parameter velocity

effect DPP_ITSSKILLPILLAR
count 2
type smoke
color 0x801010 0xFFA020			// Red/yellow
tex 62 64						// Large Solid Dots
size 0.25 1.0
sizeincrease 0.75
alpha 128 256 64				// slow dissipation
originjitter 4 4 4				// Small spawn cube
velocityjitter 4 4 4			// Small velocity adjustment
velocitymultiplier 12			// Using parameter velocity
rotate 0 360 45 90				// swirl and rotate

//======================================================================
// DP ONLY - Velocity driven smoke
//----------------------------------------------------------------------
effect DPP_ITSVELSMOKEGREY1
count 1
type smoke
color 0x808080 0xFFFFFF			// Dark Grey to White
tex 8 16						// wispy smoke puffs
size 1 4						// Large size
sizeincrease 8					// Expanding smoke
alpha 16 80 32					// Slow Fade
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
velocitymultiplier 64			// Using parameter velocity
airfriction 0.3					// Slow down
rotate 0 360 5 15				// Swirl and rotate

effect DPP_ITSVELSMOKEGREY1
count 2
type smoke
color 0x404040 0xEEEEEE			// Dark Grey to White
tex 8 16						// wispy smoke puffs
size 4 8						// Large size
sizeincrease 16					// Expanding smoke
alpha 32 96 32					// Slow Fade
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
velocitymultiplier 48			// Using parameter velocity
airfriction 0.1					// Slow down
rotate 0 360 30 45				// Swirl and rotate

//----------------------------------------------------------------------
// Grey/white + yellow tint
effect DPP_ITSVELSMOKEGREY2
count 1
type smoke
color 0x808080 0xFFFFFF			// Dark Grey to White
tex 8 16						// wispy smoke puffs
size 1 8						// Large size
sizeincrease 8					// Expanding smoke
alpha 64 112 32					// Slow Fade
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
velocitymultiplier 64			// Using parameter velocity
airfriction 0.3					// Slow down
rotate 0 360 5 15				// Swirl and rotate

effect DPP_ITSVELSMOKEGREY2
count 2
type smoke
color 0x747400 0xAAAAAA			// Dark Grey to White
tex 8 16						// wispy smoke puffs
size 4 8						// Large size
sizeincrease 16					// Expanding smoke
alpha 64 96 32					// Slow Fade
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
velocitymultiplier 48			// Using parameter velocity
airfriction 0.1					// Slow down
rotate 0 360 30 45				// Swirl and rotate

//----------------------------------------------------------------------
// Strong white (high alpha values)
effect DPP_ITSVELSMOKEWHITE
count 1
type smoke
color 0x808080 0xFFFFFF			// Dark Grey to White
tex 8 16						// wispy smoke puffs
size 1 8						// Large size
sizeincrease 8					// Expanding smoke
alpha 96 128 32					// Slow Fade
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
velocitymultiplier 64			// Using parameter velocity
airfriction 0.3					// Slow down
rotate 0 360 5 15				// Swirl and rotate

effect DPP_ITSVELSMOKEWHITE
count 2
type smoke
color 0x808080 0xFFFFFF			// Dark Grey to White
tex 8 16						// wispy smoke puffs
size 4 8						// Large size
sizeincrease 16					// Expanding smoke
alpha 64 96 32					// Slow Fade
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
velocitymultiplier 48			// Using parameter velocity
airfriction 0.1					// Slow down
rotate 0 360 30 45				// Swirl and rotate

//----------------------------------------------------------------------
// Using wizard spit colours
effect DPP_ITSVELSMOKETOXIC
count 1
type smoke
color 0x433700 0xDDEED0			// Original wiz projectile colours
tex 8 16						// wispy smoke puffs
size 1 8						// Large size
sizeincrease 8					// Expanding smoke
alpha 64 80 32					// Slow Fade
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
velocitymultiplier 64			// Using parameter velocity
airfriction 0.3					// Slow down
rotate 0 360 5 15				// Swirl and rotate

effect DPP_ITSVELSMOKETOXIC
count 2
type smoke
color 0x101010 0x6b6b0f			// Sickly cloud colour
tex 8 16						// wispy smoke puffs
size 4 8						// Large size
sizeincrease 16					// Expanding smoke
alpha 64 96 32					// Slow Fade
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
velocitymultiplier 48			// Using parameter velocity
airfriction 0.1					// Slow down
rotate 0 360 30 45				// Swirl and rotate

//----------------------------------------------------------------------
// Low saturation green
effect DPP_ITSVELSMOKEGREEN
count 1
type smoke
color 0x101010 0x909090			// White stuff
tex 8 16						// wispy smoke puffs
size 1 8						// Large size
sizeincrease 8					// Expanding smoke
alpha 64 80 32					// Slow Fade
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
velocitymultiplier 64			// Using parameter velocity
airfriction 0.3					// Slow down
rotate 0 360 5 15				// Swirl and rotate

effect DPP_ITSVELSMOKEGREEN
count 2
type smoke
color 0x1A1A1A 0x50A050			// green cloud colour
tex 8 16						// wispy smoke puffs
size 4 8						// Large size
sizeincrease 16					// Expanding smoke
alpha 64 96 32					// Slow Fade
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
velocitymultiplier 48			// Using parameter velocity
airfriction 0.1					// Slow down
rotate 0 360 30 45				// Swirl and rotate

//----------------------------------------------------------------------
// Shalrath/sigil purple
effect DPP_ITSVELSMOKEPURPLE
count 1
type smoke
color 0x3b1f23 0x937387			// Full range of purple colour
tex 8 16						// wispy smoke puffs
size 1 8						// Large size
sizeincrease 8					// Expanding smoke
alpha 64 80 32					// Slow Fade
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
velocitymultiplier 64			// Using parameter velocity
airfriction 0.3					// Slow down
rotate 0 360 5 15				// Swirl and rotate

effect DPP_ITSVELSMOKEPURPLE
count 2
type smoke
color 0x6b4b57 0x937387			// Original shalrath projectile colours
tex 8 16						// wispy smoke puffs
size 4 8						// Large size
sizeincrease 16					// Expanding smoke
alpha 64 96 32					// Slow Fade
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
velocitymultiplier 48			// Using parameter velocity
airfriction 0.1					// Slow down
rotate 0 360 30 45				// Swirl and rotate

//----------------------------------------------------------------------
// Hell Knight Reds
effect DPP_ITSVELSMOKERED
count 1
type smoke
color 0x801010 0xe71b1b			// dark/light red
tex 8 16						// wispy smoke puffs
size 1 8						// Large size
sizeincrease 8					// Expanding smoke
alpha 64 80 32					// Slow Fade
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
velocitymultiplier 64			// Using parameter velocity
airfriction 0.3					// Slow down
rotate 0 360 5 15				// Swirl and rotate

effect DPP_ITSVELSMOKERED
count 2
type smoke
color 0x7f1707 0xe7ab5f			// Red/Orange picked from projectile palette
tex 8 16						// wispy smoke puffs
size 4 8						// Large size
sizeincrease 16					// Expanding smoke
alpha 64 96 32					// Slow Fade
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
velocitymultiplier 48			// Using parameter velocity
airfriction 0.1					// Slow down
rotate 0 360 30 45				// Swirl and rotate

//----------------------------------------------------------------------
// Large Torch Red/Yellow
effect DPP_ITSVELSMOKEFIRE
count 1
type smoke
color 0x747400 0xAAAAAA			// Dark Grey to White
tex 8 16						// wispy smoke puffs
size 1 8						// Large size
sizeincrease 8					// Expanding smoke
alpha 80 96 32					// Slow Fade
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
velocitymultiplier 64			// Using parameter velocity
airfriction 0.3					// Slow down
rotate 0 360 5 15				// Swirl and rotate

effect DPP_ITSVELSMOKEFIRE
count 2
type smoke
color 0x7a674d 0xFFA020			// Orange/yellow
tex 8 16						// wispy smoke puffs
size 4 8						// Large size
sizeincrease 16					// Expanding smoke
alpha 64 80 32					// Slow Fade
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
velocitymultiplier 48			// Using parameter velocity
airfriction 0.1					// Slow down
rotate 0 360 30 45				// Swirl and rotate

//======================================================================
// High frequency particle stream from the top of skill pillars
//----------------------------------------------------------------------
effect DPP_ITSRESPAWN
count 1
type smoke
color 0x801010 0xFFA020			// Red/yellow
tex 62 64						// Large Solid Dots
size 0.5 4
alpha 128 256 40				// slow dissipation
airfriction 0.2
originjitter 12 12 8			// Base of item
velocityjitter 4 4 12			// Mostly upward velocity
rotate 0 360 45 90				// swirl and rotate


effect DPP_ITSRESPAWN
count 1
type smoke
color 0x202020 0x635844			// Dark/Light grey (large range)
tex 8 16						// Wispy smoke
size 8 24						// Very Large range
sizeincrease 2					// Double size
alpha 16 128 48
airfriction 0.2
originjitter 8 8 16				// Lift smoke off the ground
velocityjitter 16 16 8			// Very little movement
rotate 0 360 -15 -30			// Reverse direction to red/yellow smoke

//======================================================================
// Large Mega Health with red/yellow light traces and large smoke
//----------------------------------------------------------------------
effect DPP_ITSMEGAH
countabsolute 12
type spark						// central spray of sparks
color 0x835713 0x6f0000			// yellow/red (model matched)
tex 62 64						// Large Solid Dots
size 0.5 1						// Small and stretched
stretchfactor 16
alpha 128 512 96				// Long fade
airfriction 0.75				// Slowdown outside bottle
originjitter 0 0 8				// Vertical movement
velocityjitter 40 40 16			// fast speed

effect DPP_ITSMEGAH
countabsolute 16
type smoke						// large puffs of smoke
color 0x2f171b 0x572b17			// red/purple
tex 8 16						// wispy smoke puffs
size 2 4						// Large size
sizeincrease 4					// Expanding smoke
alpha 32 160 20					// Slow Fade
originjitter 8 8 0				// Horz Spread
velocityjitter 8 8 12			// Explosion
rotate 0 360 15 45
notunderwater 

effect DPP_ITSMEGAH
count 12
type smoke
color 0x835713 0xb4ab21			// dark orange to yellow
tex 62 64						// Large Solid Dots
size 0.25 1.0
sizeincrease 0.5
alpha 192 256 48				// slow dissipation
originjitter 0 0 8				// Vertical movement
velocityjitter 12 12 8			// small cube starting point
rotate 0 360 45 90				// swirl and rotate

//======================================================================
// Green Armour - Colour matched smoke from center of model
//----------------------------------------------------------------------
effect DPP_ITSARMOR1
countabsolute 4
type smoke
color 0x505050 0x719981			// dark/light green matching model
tex 62 64						// Large Solid Dots
size 0.5 1.0					// Start small
sizeincrease 0.75
alpha 192 512 96				// Quickly dispate
originoffset 0 0 16				// Top of the armour
velocityoffset 2 2 32			// Starting velocity
originjitter 8 8 0				// Small cube
velocityjitter 2 2 16			// Slight movement
gravity -0.01					// Move upwards
airfriction 1					// Slowdown
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSARMOR1
countabsolute 12
type smoke						// large puffs of smoke
color 0x172317 0x374b3f			// dark/light green matching model
tex 0 8							// large solid puffs
size 0.25 0.5					// start small
stretchfactor 2
sizeincrease 1.25
alpha 16 128 16					// slow dissipation
originoffset 0 0 16
velocityjitter 4 4 -8			// Vertical drop
rotate 0 360 5 20				// swirl and rotate
notunderwater 

//======================================================================
// Yellow Armour - Colour matched smoke from center of model
//----------------------------------------------------------------------
effect DPP_ITSARMOR2
countabsolute 4
type smoke
color 0x3b2b00 0xab970b			// dark/light yellow matching model
tex 62 64						// Large Solid Dots
size 0.5 1.0					// Start small
sizeincrease 0.75
alpha 192 512 96				// Quickly dispate
originoffset 0 0 16				// Top of the armour
velocityoffset 2 2 32			// Starting velocity
originjitter 8 8 0				// Small cube
velocityjitter 2 2 16			// Slight movement
gravity -0.01					// Move upwards
airfriction 1					// Slowdown
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSARMOR2
countabsolute 12
type smoke						// large puffs of smoke
color 0x3b2b00 0xab970b			// dark/light yellow matching model
tex 0 8							// puffs
size 0.25 0.5					// start small
stretchfactor 2
sizeincrease 1.25
alpha 16 128 16					// slow dissipation
originoffset 0 0 16
velocityjitter 4 4 -8			// Vertical drop
rotate 0 360 5 20				// swirl and rotate
notunderwater 

//======================================================================
// Blue Armour - Colour matched smoke from center of model
//----------------------------------------------------------------------
effect DPP_ITSARMOR2BLUE
countabsolute 4
type smoke
color 0x2f2f3f 0x8b8bc1			// dark/light blue
tex 62 64						// Large Solid Dots
size 0.5 1.0					// Start small
sizeincrease 0.75
alpha 192 512 96				// Quickly dispate
originoffset 0 0 16				// Top of the armour
velocityoffset 2 2 32			// Starting velocity
originjitter 8 8 0				// Small cube
velocityjitter 2 2 16			// Slight movement
gravity -0.01					// Move upwards
airfriction 1					// Slowdown
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSARMOR2BLUE
countabsolute 12
type smoke						// large puffs of smoke
color 0x2f2f3f 0x8b8bc1			// dark/light blue
tex 0 8							// puffs
size 0.25 0.5					// start small
stretchfactor 2
sizeincrease 1.25
alpha 16 128 16					// slow dissipation
originoffset 0 0 16
velocityjitter 4 4 -8			// Vertical drop
rotate 0 360 5 20				// swirl and rotate
notunderwater 

//======================================================================
// Red Armour - Colour matched smoke from center of model
//----------------------------------------------------------------------
effect DPP_ITSARMOR3
countabsolute 4
type smoke
color 0x370000 0x7f0000			// dark/light red matching model
tex 62 64						// Large Solid Dots
size 0.5 1.0					// Start small
sizeincrease 0.75
alpha 192 512 96				// Quickly dispate
originoffset 0 0 16				// Top of the armour
velocityoffset 2 2 32			// Starting velocity
originjitter 8 8 0				// Small cube
velocityjitter 2 2 16			// Slight movement
gravity -0.01					// Move upwards
airfriction 1					// Slowdown
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSARMOR3
countabsolute 12
type smoke						// large puffs of smoke
color 0x370000 0x7f0000			// dark/light red matching model
tex 0 8							// puffs
size 0.25 0.5					// start small
stretchfactor 2
sizeincrease 1.25
alpha 16 128 16					// slow dissipation
originoffset 0 0 16
velocityjitter 4 4 -8			// Vertical drop
rotate 0 360 5 20				// swirl and rotate
notunderwater 

//======================================================================
// Silver Key - Pulsing Light traces from key top
//----------------------------------------------------------------------
effect DPP_ITSSILVERKEY
countabsolute 8
type spark						// central spray of sparks
color 0x2f2f3f 0x8b8bc1			// dark/light blue
tex 62 64						// Class Quake dots
size 0.25 1						// Small size
stretchfactor 24				// high stretch factor
alpha 64 320 64					// Quick fade
originoffset 0 0 20				// Center of key
velocityjitter 16 16 6			// small cube size
airfriction 0.5

effect DPP_ITSSILVERKEY
count 8
type static						// central spray of sparks
color 0x545470 0x8b8bc1			// dark/light blue
tex 62 64						// Class Quake dots
size 0.5 1						// Small size
sizeincrease 0.5
alpha 64 320 96					// Quick fade
originoffset 0 0 20				// Center of key
originjitter 8 8 4				// Horz Spread
velocityjitter 16 16 16			// small cube size
airfriction 0.75
rotate 0 360 45 60				// Fast Swirl and rotate

effect DPP_ITSSILVERKEY
count 8							// small amount
type smoke
color 0x2f2f3f 0x8b8bc1			// dark/light blue
tex 8 16						// wispy smoke puffs
size 1 2						// Large size
sizeincrease 8					// Expanding smoke
alpha 16 80 32					// Slow Fade
originoffset 0 0 20				// Center of key
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
airfriction 0.2					// Slow down
rotate 0 360 5 15				// Swirl and rotate

//======================================================================
// Gold Key - Pulsing Light traces from key top
//----------------------------------------------------------------------
effect DPP_ITSGOLDKEY
countabsolute 8
type spark						// central spray of sparks
color 0x733723 0xcf8f2b			// dark/light yellow
tex 62 64						// Class Quake dots
size 0.25 1						// Small size
stretchfactor 24				// high stretch factor
alpha 64 320 64					// Quick fade
originoffset 0 0 20				// Center of key
velocityjitter 16 16 6			// small cube size
airfriction 0.5

effect DPP_ITSGOLDKEY
count 8
type static						// central spray of sparks
color 0x736523 0x9e8f47			// dark/light yellow
tex 62 64						// Class Quake dots
size 0.5 1						// Small size
sizeincrease 0.5
alpha 64 320 96					// Quick fade
originoffset 0 0 20				// Center of key
originjitter 8 8 4				// Horz Spread
velocityjitter 16 16 16			// small cube size
airfriction 0.75
rotate 0 360 45 60				// Fast Swirl and rotate

effect DPP_ITSGOLDKEY
count 8							// small amount
type smoke
color 0x733723 0xcf8f2b			// dark/light yellow
tex 8 16						// wispy smoke puffs
size 1 2						// Large size
sizeincrease 8					// Expanding smoke
alpha 16 80 32					// Slow Fade
originoffset 0 0 20				// Center of key
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
airfriction 0.2					// Slow down
rotate 0 360 5 15				// Swirl and rotate

//======================================================================
// Sigils (runes 1 - 4)
// 2 sets of sparks, dots and smoke cloud
//----------------------------------------------------------------------
effect DPP_ITSSIGIL
countabsolute 8
type spark						// central spray of sparks
color 0x3b1f23 0x3b1f23			// Purple Haze cloud colour
size 0.5 1						// Small and stretched
stretchfactor 8
alpha 32 192 64					// Quick fade
originoffset 0 0 16				// Center of rune
originjitter 8 8 16				// Vertical Spread
velocityjitter 64 64 64			// high speed
airfriction 0.5

effect DPP_ITSSIGIL
countabsolute 8
type spark						// central spray of sparks
color 0x3b1f23 0x937387			// Full range of purple colour
size 0.5 1						// medium size
stretchfactor 16
airfriction 0.5
originoffset 0 0 16				// Center of rune
originjitter 8 8 16				// Vertical Spread
velocityjitter 32 32 32			// slow speed
alpha 32 192 48					// slow fade

effect DPP_ITSSIGIL
countabsolute 8
type static
color 0x6b4b57 0x937387			// Original shalrath projectile colours
tex 62 64						// Dots
size 0.25 0.5					// start small
sizeincrease 0.5
alpha 320 640 128				// Big variety of colour/density
originoffset 0 0 16				// Center of rune
originjitter 8 8 16				// Vertical Spread
velocityjitter 16 16 16			// Explosion
rotate 0 360 45 90				// Swirl and rotate

effect DPP_ITSSIGIL
count 12						// small amount
type smoke
color 0x3b1f23 0x3b1f23			// Purple Haze cloud colour
tex 8 16						// wispy smoke puffs
size 1 2						// Large size
sizeincrease 8					// Expanding smoke
alpha 16 128 32					// Slow Fade
originoffset 0 0 16				// Center of rune
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
airfriction 0.2					// Slowly fall down
rotate 0 360 5 15				// Swirl and rotate

//======================================================================
// Random Ammo Backpack
// Sparks + Smoke clouds
//----------------------------------------------------------------------
effect DPP_ITSBACKPACK
countabsolute 4
type spark						// central spray of sparks
color 0x808080 0xFFFFFF			// Dark Grey to White
size 0.5 1						// Small and stretched
stretchfactor 2
alpha 32 192 48					// Quick fade
originoffset 0 0 12				// Center of Backpack
originjitter 8 8 16				// Vertical Spread
velocityjitter 32 32 32			// high speed
airfriction 0.5

effect DPP_ITSBACKPACK
countabsolute 4
type spark						// central spray of sparks
color 0x808080 0xFFFFFF			// Dark Grey to White
size 0.5 1						// medium size
stretchfactor 8
alpha 32 192 32					// slow fade
originoffset 0 0 12				// Center of Backpack
originjitter 8 8 16				// Vertical Spread
velocityjitter 16 16 16			// slow speed
airfriction 0.5

effect DPP_ITSBACKPACK
count 8						// small amount
type smoke
color 0x808080 0xFFFFFF			// Dark Grey to White
tex 8 16						// wispy smoke puffs
size 1 2						// Large size
sizeincrease 8					// Expanding smoke
alpha 32 96 32					// Slow Fade
originoffset 0 0 12				// Center of Backpack
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
airfriction 0.2					// Slowly fall down
rotate 0 360 5 15				// Swirl and rotate

//======================================================================
// Tome of Power - Pulsing Light traces from skull
//----------------------------------------------------------------------
effect DPP_ITSTOMEOFP
count 24
type static
color 0x736523 0x9e8f47			// dark/light yellow
tex 62 64						// Dots
size 0.25 0.75					// start small
sizeincrease 0.5
alpha 320 640 128				// Big variety of colour/density
originoffset 0 0 16				// Center of Ring
originjitter 4 4 2				// Start small
velocityjitter 16 16 8			// Horz Explosion
gravity 0.005					// Slowly fall down
rotate 0 360 45 90				// Swirl and rotate

effect DPP_ITSTOMEOFP
count 16						// small amount
type smoke
color 0x733723 0xcf8f2b			// dark/light yellow
tex 8 16						// wispy smoke puffs
size 1 3						// Large size
sizeincrease 16					// Expanding smoke
alpha 16 80 32					// Slow Fade
originoffset 0 0 16				// Center of key
originjitter 8 8 8				// Small cube spawn area
velocityjitter 16 16 4			// All directions
airfriction 0.2					// Slow down
rotate 0 360 5 15				// Swirl and rotate

//======================================================================
// Environmental Suit
// Two Large smoke rings push up/down
//----------------------------------------------------------------------
effect DPP_ITSSUIT
countabsolute 1					// Only draw one at a time
type static						// Standard decal
color 0x101010 0x6b6b0f			// Sickly cloud colour
tex 109 109						// Fluffy cloud ring
size 14 18						// Fixed size around suit
alpha 128 320 64				// Slow Fade
orientation oriented 			// Always draw on the floor
originoffset 0 0 28				// Center of Suit
velocityoffset 0 0 6
velocityjitter 0 0 4
gravity -0.001					// Fly upwards
rotate 0 360 30 45

effect DPP_ITSSUIT
countabsolute 1					// Only draw one at a time
type static						// Standard decal
color 0x101010 0x6b6b0f			// Sickly cloud colour
tex 109 109						// Fluffy cloud ring
size 16 22						// Fixed size around suit
alpha 128 320 64				// Slow Fade
orientation oriented 			// Always draw on the floor
originoffset 0 0 20 			// Center of Suit
velocityoffset 0 0 -6
velocityjitter 0 0 -4
gravity 0.001					// Drift downwards
rotate 0 360 -30 -45

effect DPP_ITSSUIT
count 8							// small amount
type smoke
color 0x101010 0x6b6b0f			// Sickly cloud colour
tex 8 16						// wispy smoke puffs
size 1 3						// Large size
sizeincrease 8					// Expanding smoke
alpha 96 160 32					// Slow Fade
originoffset 0 0 24				// Center of Quad
originjitter 8 8 8				// Small cube spawn area
velocityjitter 0 0 16			// Small movement
airfriction 0.4					// Slowly fall down
rotate 0 360 5 15				// Swirl and rotate

//======================================================================
// Pentagram of Protection
// Central sparks + Large smoke ring
//----------------------------------------------------------------------
effect DPP_ITSPENT
count 32
type spark						// central spray of sparks
color 0x801010 0xFFA020			// Red/yellow
tex 62 64						// Small Quake dots
size 0.5 1						// Small and stretched
stretchfactor 12
alpha 128 192 64				// Strong colour and quick fade
originoffset 0 0 18				// Center of Pentagram
velocityjitter 32 32 32			// large cube
airfriction 0.65

effect DPP_ITSPENT
countabsolute 1					// Only draw one at a time
type static						// Standard decal
color 0x801010 0xFFA020			// Red/yellow
tex 109 109						// Solid ring texture
size 2 4						// Plenty of size variety
sizeincrease 8
alpha 128 192 32				// Strong colour and slow fade
originoffset 0 0 18				// Center of Pentagram
rotate 0 360 0 0

//======================================================================
// Quad damage
// Sparks + Smoke clouds
//----------------------------------------------------------------------
effect DPP_ITSQUAD
countabsolute 8
type spark						// central spray of sparks
color 0x2f2f3f 0x8b8bc1			// dark/light blue
size 0.5 1						// Small and stretched
stretchfactor 8
alpha 32 192 64					// Quick fade
originoffset 0 0 16				// Center of Powerup
originjitter 8 8 16				// Vertical Spread
velocityjitter 64 64 64			// high speed
airfriction 0.5

effect DPP_ITSQUAD
countabsolute 8
type spark						// central spray of sparks
color 0x545470 0x8b8bc1			// dark/light blue
size 0.5 1						// medium size
stretchfactor 16
airfriction 0.5
originoffset 0 0 16				// Center of Powerup
originjitter 8 8 16				// Vertical Spread
velocityjitter 32 32 32			// slow speed
alpha 32 192 48					// slow fade

effect DPP_ITSQUAD
count 12						// small amount
type smoke
color 0x2f2f3f 0x5c5c80			// dark/light blue
tex 8 16						// wispy smoke puffs
size 1 2						// Large size
sizeincrease 8					// Expanding smoke
alpha 32 96 32					// Slow Fade
originoffset 0 0 16				// Center of Powerup
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
airfriction 0.2					// Slowly fall down
rotate 0 360 5 15				// Swirl and rotate

//======================================================================
// Sharp Shooter
// Sparks + Smoke clouds
//----------------------------------------------------------------------
effect DPP_ITSSHARP
countabsolute 8
type spark						// central spray of sparks
color 0x6b4b57 0x937387			// Sigil colours
size 0.5 1						// Small and stretched
stretchfactor 8
alpha 32 192 64					// Quick fade
originoffset 0 0 16				// Center of Powerup
originjitter 8 8 16				// Vertical Spread
velocityjitter 64 64 64			// high speed
airfriction 0.5

effect DPP_ITSSHARP
countabsolute 8
type spark						// central spray of sparks
color 0x6b4b57 0x937387			// Sigil colours
size 0.5 1						// medium size
stretchfactor 16
airfriction 0.5
originoffset 0 0 16				// Center of Powerup
originjitter 8 8 16				// Vertical Spread
velocityjitter 32 32 32			// slow speed
alpha 32 192 48					// slow fade

effect DPP_ITSSHARP
count 12						// small amount
type smoke
color 0x6b4b57 0x937387			// Sigil colours
tex 8 16						// wispy smoke puffs
size 1 2						// Large size
sizeincrease 8					// Expanding smoke
alpha 32 96 32					// Slow Fade
originoffset 0 0 16				// Center of Powerup
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
airfriction 0.2					// Slowly fall down
rotate 0 360 5 15				// Swirl and rotate

//======================================================================
// Nail Piercer
// Sparks + Smoke clouds
//----------------------------------------------------------------------
effect DPP_ITSPIERCE
countabsolute 10
type static
color 0x6b4b57 0x937387			// Sigil colours
tex 62 64						// Dots
size 0.25 0.5					// start small
sizeincrease 0.5
alpha 320 640 128				// Big variety of colour/density
originoffset 0 0 12				// Center of Powerup
originjitter 2 2 2				// Start small
velocityjitter 4 4 2			// Horz Explosion
gravity -0.005					// Slowly fall down
rotate 0 360 45 90				// Swirl and rotate

effect DPP_ITSPIERCE
count 8							// small amount
type smoke
color 0x6b4b57 0x937387			// Sigil colours
tex 8 16						// wispy smoke puffs
size 1 2						// Large size
sizeincrease 8					// Expanding smoke
alpha 32 96 32					// Slow Fade
originoffset 0 0 12				// Center of Powerup
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
airfriction 0.2					// Slowly fall down
rotate 0 360 5 15				// Swirl and rotate

//======================================================================
// Ring of Shadows
// 2 sets of sparks, dots and smoke clouds
//----------------------------------------------------------------------
effect DPP_ITSSRING
countabsolute 10
type static
color 0x736523 0x9e8f47			// dark/light yellow
tex 62 64						// Dots
size 0.25 0.5					// start small
sizeincrease 0.5
alpha 320 640 128				// Big variety of colour/density
originoffset 0 0 4				// Center of Powerup
originjitter 2 2 2				// Start small
velocityjitter 8 8 2			// Horz Explosion
gravity 0.005					// Slowly fall down
rotate 0 360 45 90				// Swirl and rotate

effect DPP_ITSSRING
count 6							// small amount
type smoke
color 0x733723 0xcf8f2b			// dark/light yellow
tex 8 16						// wispy smoke puffs
size 1 4						// Large size
sizeincrease 8					// Expanding smoke
alpha 32 96 32					// Slow Fade
originoffset 0 0 4				// Center of Powerup
originjitter 8 8 8				// Small cube spawn area
velocityjitter 8 8 8			// Small movement
gravity 0.005					// Slowly fall down
rotate 0 360 5 15				// Swirl and rotate

//======================================================================
//
// Special triggered events
//
//======================================================================
effect DPP_ITSPART_RINGY
count 2
type static
color 0x733723 0xcf8f2b			// dark/light yellow
tex 62 64						// Large Solid Dots
size 0.5 2
sizeincrease 0.5
alpha 128 256 40				// slow dissipation
velocityoffset 0 0 10
velocityjitter 4 4 12			// Small velocity adjustment
gravity -0.01					// Float up
airfriction 1
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSPART_RINGG
count 2
type static
color 0x101010 0x6b6b0f			// Sickly cloud colour
tex 62 64						// Large Solid Dots
size 0.5 2
sizeincrease 0.5
alpha 128 256 40				// slow dissipation
velocityoffset 0 0 10
velocityjitter 4 4 12			// Small velocity adjustment
gravity -0.01					// Float up
airfriction 0.4
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSPART_RINGR
count 2
type static
color 0x801010 0xe71b1b			// dark/light red
tex 62 64						// Large Solid Dots
size 0.5 2
sizeincrease 0.5
alpha 128 256 40				// slow dissipation
velocityoffset 0 0 10
velocityjitter 4 4 12			// Small velocity adjustment
gravity -0.01					// Float up
airfriction 0.4
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSPART_RINGB
count 2
type static
color 0x545470 0x8b8bc1			// dark/light blue
tex 62 64						// Large Solid Dots
size 0.5 2
sizeincrease 0.5
alpha 128 256 40				// slow dissipation
velocityoffset 0 0 10
velocityjitter 4 4 12			// Small velocity adjustment
gravity -0.01					// Float up
airfriction 0.4
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSPART_RINGP
count 2
type static
color 0x3b1f23 0x937387			// Full range of purple colour
tex 62 64						// Large Solid Dots
size 0.5 2
sizeincrease 0.5
alpha 128 256 40				// slow dissipation
velocityoffset 0 0 10
velocityjitter 4 4 12			// Small velocity adjustment
gravity -0.01					// Float up
airfriction 0.4
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSPART_RINGW
count 2
type static
color 0x606060 0xC0C0C0			// dark/light white
tex 62 64						// Large Solid Dots
size 0.5 2
sizeincrease 0.5
alpha 128 256 40				// slow dissipation
velocityoffset 0 0 10
velocityjitter 4 4 12			// Small velocity adjustment
gravity -0.01					// Float up
airfriction 0.4
rotate 0 360 45 90				// swirl and rotate

//----------------------------------------------------------------------
effect DPP_ITSPART_BURSTY
count 1
type static
color 0x733723 0xcf8f2b			// dark/light yellow
tex 62 64						// Small Quake dots
size 0.5 2						// Small and stretched
sizeincrease 0.5
alpha 128 192 64				// Strong colour and quick fade
velocityjitter 32 32 32			// large cube
airfriction 0.65
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSPART_BURSTG
count 1
type static
color 0x101010 0x6b6b0f			// Sickly cloud colour
tex 62 64						// Small Quake dots
size 0.5 2						// Small and stretched
sizeincrease 0.5
alpha 128 192 64				// Strong colour and quick fade
velocityjitter 32 32 32			// large cube
airfriction 0.65
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSPART_BURSTR
count 1
type static
color 0x801010 0xe71b1b			// dark/light red
tex 62 64						// Small Quake dots
size 0.5 2						// Small and stretched
sizeincrease 0.5
alpha 128 192 64				// Strong colour and quick fade
velocityjitter 32 32 32			// large cube
airfriction 0.65
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSPART_BURSTB
count 1
type static
color 0x545470 0x8b8bc1			// dark/light blue
tex 62 64						// Small Quake dots
size 0.5 2						// Small and stretched
sizeincrease 0.5
alpha 128 192 64				// Strong colour and quick fade
velocityjitter 32 32 32			// large cube
airfriction 0.65
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSPART_BURSTP
count 1
type static
color 0x3b1f23 0x937387			// Full range of purple colour
tex 62 64						// Small Quake dots
size 0.5 2						// Small and stretched
sizeincrease 0.5
alpha 128 192 64				// Strong colour and quick fade
velocityjitter 32 32 32			// large cube
airfriction 0.65
rotate 0 360 45 90				// swirl and rotate

effect DPP_ITSPART_BURSTW
count 1
type static
color 0x606060 0xC0C0C0			// dark/light white
tex 62 64						// Small Quake dots
size 0.5 2						// Small and stretched
sizeincrease 0.5
alpha 128 192 64				// Strong colour and quick fade
velocityjitter 32 32 32			// large cube
airfriction 0.65
rotate 0 360 45 90				// swirl and rotate

//----------------------------------------------------------------------
effect DPP_ITSFLAME_BURST
lightradius 96					// Medium light
lightradiusfade 300				// Implode
lightcolor 2.6 2 2				// White/Red

effect DPP_ITSFLAME_BURST
count 32
type spark
color 0x801010 0xFFA020			// White
size 0.25 1
stretchfactor 8
sizeincrease 1.25
alpha 128 256 128				// Quick fade
bounce -1						// remove on impact
velocityjitter 20 20 64			// explosion
notunderwater

effect DPP_ITSFLAME_BURST
count 16
type smoke
color 0x302a19 0x453505			// yellow
tex 0 8							// puffs
size 0.25 1						// start small
stretchfactor 4
sizeincrease 1.25
alpha 16 512 96					// slow dissipation
originoffset 0 0 16
originjitter 0 0 8				// Vertical Spread
velocityjitter 12 12 16			// explosion
gravity -0.01
rotate 0 -90 0 -45
notunderwater 

effect DPP_ITSFLAME_BURST
count 16
type smoke
color 0x727048 0xc7c47e			// yellow/white
tex 0 8							// puffs
size 0.5 2						// variable size
sizeincrease 2
blend alpha
alpha 16 256 64					// slow dissipation
originoffset 0 0 12
originjitter 0 0 8
velocityjitter 8 8 12			// explosion
gravity -0.01
rotate 0 90 0 45
notunderwater

//----------------------------------------------------------------------
// Burst effect when sigil is picked up (mostly smoke and dots)
//----------------------------------------------------------------------
effect DPP_ITSSIGIL_PICKUP
lightradius 64					// Small light
lightradiusfade 300				// Implode
lightcolor 3.6 2 2.24			// Deep purple

effect DPP_ITSSIGIL_PICKUP
count 64
type static
color 0x6b4b57 0x937387			// Original shalrath projectile colours
tex 62 64
size 0.25 0.5
sizeincrease 0.5
alpha 16 256 64					// Quick fade
originjitter 4 4 0				// Horz Spread
velocityjitter 24 24 24			// Cube explosion
rotate 0 360 20 40				// Swirl and rotate

effect DPP_ITSSIGIL_PICKUP
count 32						// large amount
type smoke
color 0x6b4b57 0x937387			// Original shalrath projectile colours
tex 0 16						// wispy + solid smoke puffs
size 4 8						// Large size
sizeincrease 4					// Expanding smoke
alpha 16 96 12					// Slow Fade
originjitter 16 16 24			// Lift smoke off the ground
velocityjitter 12 12 4			// Slow movement up
rotate 0 360 5 25				// Swirl and rotate
airfriction 0.2					// Slowly fall down
notunderwater

//----------------------------------------------------------------------
// Particle explosion for floor impact (copied grenade)
// 1 - regular impact
// 2 - shockwave impact
//----------------------------------------------------------------------
// Black smoke decal projected on to impact surface
effect DPP_ITSBURSTSHOCKWAVE1
countabsolute 1
type decal
tex 112 119						// Large smokey impact
size 24 32						// Stretch up very large
alpha 48 96 16
originjitter 48 48 48

// Spray of Sparks with long lifetime
effect DPP_ITSBURSTSHOCKWAVE1
count 32						// Medium amount
type spark
color 0x903010 0xFFD030			// red/yellow
size 1 1
sizeincrease 2					// Expand
stretchfactor 2					// and stretch
alpha 0 256 224					// Large range, quick fade
gravity 0.35					// quick fall
airfriction 0.35
velocityoffset 64 64 128		// fly up
velocityjitter 128 128 128		// Narrow pattern

//  large ball of yellow/red smoke which dissipates quickly
effect DPP_ITSBURSTSHOCKWAVE1
count 4
type smoke
color 0x801010 0xFFA020			// red/yellow smoke
tex 0 8							// smoke puffs
size 16 24						// Very Large range
sizeincrease 4					// Expanding smoke
alpha 16 96 32					// Medium fade
airfriction 0.2					// Slowly fall down
originjitter 16 16 32			// Lift smoke off the ground
velocityjitter 32 32 16			// Wide spread pattern
rotate 0 360 15 30				// Keep rotating

//  slowly dissipating grey smoke 
effect DPP_ITSBURSTSHOCKWAVE1
count 16
type smoke
color 0x202020 0x635844			// Dark/Light grey (large range)
tex 8 16						// All smoke
size 16 32						// Very Large range
sizeincrease 3					// Double size
alpha 16 96 32
airfriction 0.2
originjitter 8 8 16				// Lift smoke off the ground
velocityjitter 64 64 16			// Lots of Horz movement
rotate 0 360 -15 -30			// Reverse direction to red/yellow smoke

//----------------------------------------------------------------------
// Black smoke decal projected on to impact surface
effect DPP_ITSBURSTSHOCKWAVE2
countabsolute 1
type decal
tex 112 119						// Large smokey impact
size 32 48						// Stretch up very large
alpha 48 96 16
originjitter 48 48 48

effect DPP_ITSBURSTSHOCKWAVE2
countabsolute 1					// Only draw one at a time
type static						// Standard decal
color 0x101010 0x79572a			// dark grey to dark orange
tex 109 109						// fluffy ring texture
size 18 21						// Slight variation
sizeincrease 80					// Expand
alpha 175 175 192				// Quick Fade
orientation oriented 			// Always draw on the floor
originoffset 0 0 1				// Raise one pixel off the floor
velocityoffset 0 0 2			// Slight vertical movement

// Spray of Sparks with long lifetime
effect DPP_ITSBURSTSHOCKWAVE2
count 48						// Medium amount
type spark
color 0x903010 0xFFD030			// red/yellow
size 1 1
sizeincrease 2					// Expand
stretchfactor 2					// and stretch
alpha 0 256 224					// Large range, quick fade
gravity 0.35					// quick fall
airfriction 0.35
velocityoffset 64 64 128		// fly up
velocityjitter 128 128 128		// Narrow pattern

//  large ball of yellow/red smoke which dissipates quickly
effect DPP_ITSBURSTSHOCKWAVE2
count 8
type smoke
color 0x801010 0xFFA020			// red/yellow smoke
tex 0 8							// smoke puffs
size 16 24						// Very Large range
sizeincrease 4					// Expanding smoke
alpha 16 96 32					// Medium fade
airfriction 0.2					// Slowly fall down
originjitter 16 16 32			// Lift smoke off the ground
velocityjitter 32 32 16			// Wide spread pattern
rotate 0 360 15 30				// Keep rotating

//  slowly dissipating grey smoke 
effect DPP_ITSBURSTSHOCKWAVE2
count 32
type smoke
color 0x202020 0x635844			// Dark/Light grey (large range)
tex 8 16						// All smoke
size 16 32						// Very Large range
sizeincrease 3					// Double size
alpha 16 96 32
airfriction 0.2
originjitter 8 8 16				// Lift smoke off the ground
velocityjitter 64 64 16			// Lots of Horz movement
rotate 0 360 -15 -30			// Reverse direction to red/yellow smoke

//======================================================================
// INTERACTIVE OBJECTS - BLOOD IMPACT (from damage)
//----------------------------------------------------------------------
effect DPP_ITSINTERACTIVE
count 1							// Low count for high DPS weapons
type alphastatic
color 0x070000 0x3f0000			// Original Quake blood colours
tex 62 64						// Large pixel goodness
size 0.25 1						// Variable size
alpha 64 256 32					// Good alpha range
bounce -1						// Do not stick to any surface
gravity 0.5						// Maintain gravity arc
liquidfriction 2
velocityoffset 0 0 32			// Start up high
velocityjitter 64 64 96			// Large area
velocitymultiplier 0.5			// Using parameter velocity
