//hexen2-compatible particle config
//for the purposes of faithfulness, I'm using uhexen2 (with gl_missile_glows etc set to 0) as a baseline.


//the engine uses the h2part namespace for all hexen2 effects, thus ensuring that the builtin config is loaded.
//specifying this explicitly means that the engine can find these effects properly even if this config is loaded via some name other than h2part.
//this line doesn't affect weak/strong stuff, so r_particledesc will still override builtin ones.
r_part namespace h2part

//transparent sprites look stupid when alpha tested too. really this shouldn't be here, but its needed to override fps_preset stuff...
gl_blendsprites 1

//pe4 effect 255 is reused for the generic
//move the vel to org and ignore the spawn velocity to mimic hexen2's particleexplosion
//colour gets overriden
r_part pe4_255
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	count 1
	scale 4
	alpha 0.6
	die 0.5
	randomvel 256
	veladd 0
	orgadd 1
	rotationspeed 360
	rotationstart 0 360
	gravity 200
	scalefactor 0.8
}

//icemace hitting a monster
r_part pe2_14_145
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	count 20
	scale 4
	alpha 1
	die 1
	randomvel 256
	rgb 160 160 240
	veladd 0
	orgadd 1
	rotationspeed 360
	rotationstart 0 360
	gravity 200
	scalefactor 0.8
}

//praevus flame summoning particles
r_part pe2_7	//_427
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	count 1
	scale 4
	alpha 3
	die 2
	randomvel 0
	veladd 1
	spawnorg 8
	spawnvel 0
	rotationspeed 360
	rotationstart 0 360
	gravity 0
	scalefactor 0.8
}

//grav. identical to slowgrav. used for the necro's boneshard particle puffs
r_part pe4_1
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	count 1
	scale 6
	alpha 1
	die 1
	randomvel 0
	veladd 1
	orgadd 0
	spawnorg 8
	rotationspeed 360
	rotationstart 0 360
	gravity 200
	scalefactor 0.3
}
//slowgrav, used for the assassin's grenade's trail, stupidly enough
r_part pe4_3
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	count 1
	scale 4
	alpha 0.6
	die 0.5
	randomvel 0
	veladd 1
	orgadd 0
	spawnorg 8
	rotationspeed 360
	rotationstart 0 360
	gravity 200
	scalefactor 0.8
}

//pt_fastgrav. blood splatters (like in the assassin's tomed set staff when the monster is chained up).
r_part pe4_2
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	count 1
	scale 8
	alpha 2
	die 1
	randomvel 0
	veladd 2
	orgadd 0
	spawnorg 8
	rotationspeed 360
	rotationstart 0 360
	gravity 800
	scalefactor 0.8
}

//the 'rocket trail' flag from quake was repurposed in hexen2 for spider gibs
r_part tr_rocket
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	step 2
	scale 4
	alpha 0.6
	die 1
	randomvel 64
	veladd 10
	rotationspeed 90
	rotationstart 0 360
	rgb 16 160 16
	rgbrand 16 64 16
	gravity 200
	scalefactor 0.8
}

//used for the meteor staff trail (projectile and gibs)
r_part tr_grenade
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	step 4
	scale 4
	alpha 1
	die 1
	randomvel 8
	veladd 10
	gravity -40
	rotationspeed 360
	rotationstart 0 360
	rgb 16
	rgbrand 48
	rgbrandsync 1
	scalefactor 0.8
}

//used on ice chunks (paladin ice wand thing)
r_part tr_ice
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	step 4
	scale 4
	alpha 0.6
	die 1
	randomvel 64
	veladd 10
	rotationspeed 360
	rotationstart 0 360
	rgb 160 160 240
	rgbrand 0 0 0
	gravity 200
	scalefactor 0.8
}

//hexen2 uses the exact same effect for blood and slightblood, just slightblood is half as dense.
r_part tr_slightblood
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	step 6
	scale 4
	alpha 0.6
	die 1
	randomvel 64
	veladd 10
	rotationspeed 360
	rotationstart 0 360
	rgb 240 0 0
	rgbrand 0 0 0
	gravity 200
	scalefactor 0.8
}
r_part tr_blood
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	step 3
	scale 4
	alpha 0.6
	die 1
	randomvel 64
	veladd 10
	rotationspeed 360
	rotationstart 0 360
	rgb 240 0 0
	rgbrand 0 0 0
	gravity 200
	scalefactor 0.8
}

r_part tr_bloodshot
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	step 3
	scale 4
	alpha 0.6
	die 1
	randomvel 64
	veladd 10
	rotationspeed 90
	rotationstart 0 360
	rgb 200 0 0
	rgbdelta -180 0 0
	rgbrand 50 0 0
	gravity 200
	scalefactor 0.8
}

//demoness acid projectile trails
r_part tr_spiderblood
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	step 4
	scale 4
	alpha 0.6
	die 1
	randomvel 64
	veladd 10
	rotationspeed 90
	rotationstart 0 360
	rgb 16 160 16
	rgbrand 0 0 0
	gravity 200
	scalefactor 0.4
}

//demoness acid projectile trails
r_part tr_acidball
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	step 4
	scale 4
	alpha 0.6
	die 1
	randomvel 64
	veladd 10
	rotationspeed 90
	rotationstart 0 360
	rgb 16 160 16
	rgbrand 0 0 0
	gravity 200
	scalefactor 0.4
	lighttime 0
	lightshadows 1
	lightradius 100 120
	lightrgb    0.50 1.00 0.25
}

//hydra spit. generally blackish
r_part tr_spit	
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	step 3
	scale 4
	alpha 1
	die 1
	randomvel 5
	veladd 10
	up 2
	rotationspeed 90
	rotationstart 0 360
	rgb 0 0 0
	rgbrand 0 0 0
	gravity 0
	scalefactor 0.3

	lighttime 0
	lightshadows 1
	lightradius 100 120
	lightrgb    -2.00 -1.00 -0.25
}
//famine missiles
r_part tr_spell
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	step 4
	scale 4
	alpha 1
	die 1
	randomvel 16
	spawnorg 4
	spawnvel 2
	veladd 64
	rotationspeed 90
	rotationstart 0 360
	rgb 200 32 32
	rgbrand 0 0 0
	gravity 0
	scalefactor 0.3
}
//tomed barbarian weapon2 trail
r_part tr_vorpmissile
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	step 4
	scale 4
	alpha 0.6
	die 0.5
	randomvel 4
	spawnorg 32 4
	veladd 64
	rotationspeed 90
	rotationstart 0 360
	rgb 128 128 128
	rgbrand 0 0 0
	gravity 0
	scalefactor 0.8
}
//this fades out much faster than regular hexen2. also slightly flies forwards with the missile
r_part tr_magicmissile
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	step 4
	scale 4
	alpha 1
	die 0.5
	randomvel 64
	veladd -128
	spawnorg 8
	rotationspeed 90
	rotationstart 0 360
	rgb 100 100 160
	rgbrand 0 0 0
	gravity 200
	scalefactor 0.8
}
r_part tr_boneshard
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	step 4
	scale 4
	alpha 1
	die 0.5
	randomvel 64
	veladd -128
	spawnorg 8
	rotationspeed 90
	rotationstart 0 360
	rgb 200 180 85
	rgbrand 0 0 0
	gravity 200
	scalefactor 0.8
}

//imp fireballs
r_part tr_fireball
{
	texture "particles/fteparticlefont.tga"
	tcoords 97 97 191 191 256
	step 1
	scale 12
	alpha 0.4
	die 0.5
	rgb 255 127 100
	rgbdelta -14 -300 -300
	blend add
	scalefactor 1
	scaledelta -15
	lighttime 0
	lightshadows 1
	lightradius 100 120
	lightrgb    2.00 1.00 0.25
}
r_part +tr_fireball
{
	texture "particles/fteparticlefont.tga"
	tcoords 97 97 191 191 256
	step 5
	scale 30
	alpha 0.2
	die 0.75
	//diesubrand 10.25
	randomvel 0.2
	rgb 5 5 5
	//rgbdelta -230 -45 -9
	gravity -15
	scalefactor 1
	scaledelta 20
	spawnvel 5
}

//assassin weapon4
r_part tr_setstaff
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	step 2
	scale 4
	alpha 0.6
	die 1
	spawnorg 3 5
	randomvel 3.5
	veladd 10
	rotationspeed 90
	rotationstart 0 360
	rgb 220 200 100	
	rgbrand 0 0 0
	gravity 40
	scalefactor 0.8
}
//assassin weapon4's tomed projectile trail thing. barely visible in hexen2. framerate dependant. nasty. this effect is not faithful.
r_part tr_scarab
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	step 2
	scale 4
	alpha 0.3
	die 0.2
	spawnorg 1 2
	randomvel 1
	veladd 10
	rotationspeed 90
	rotationstart 0 360
	rgb 220 200 100	
	rgbrand 0 0 0
	gravity 40
	scalefactor 0.8
}


//generic rain. rgb comes from the gamecode's palette index. blurgh. real men specify things precisely.
r_part te_rain
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	count 1 2 1
	scale 5
	alpha 3
	die 2
	spawnorg 64 64
	spawnvel 1
	veladd 0.5
	rotationspeed 90
	rotationstart 0 30
	rgb 255 255 255
	scalefactor 0.8
}


//Hexen2 triggers various client-side sprite/model effects.
//model term:
//model MODELNAME framestart frameend framerate alpha traileffect
//sprites will always use a fixed alpha (frames should shrink in size or whatever).
//models will fade out gradually, but can be forced to a constant alpha if a negative alpha is used (will be fabsed as needed) if you have a decent animation.

r_part ce_white_smoke_05
{
	model models/whtsmk1.spr 0 0 20 0.5
	veladd 1
}
r_part ce_white_smoke_10
{
	model models/whtsmk1.spr 0 0 10 0.5
	veladd 1
}
r_part ce_white_smoke_15
{
	model models/whtsmk1.spr 0 0 6.666 0.5
	veladd 1
}
r_part ce_white_smoke_20
{
	model models/whtsmk1.spr 0 0 5 0.5
	veladd 1
}
r_part ce_white_smoke_50
{
	model models/whtsmk1.spr 0 0 2 0.5
	veladd 1
}

r_part ce_bluespark
{
	model models/bspark.spr 0 0 20 1
}
r_part ce_yellowspark
{
	model models/spark.spr 0 0 20 1
}
r_part ce_sm_circle_exp
{
	model models/fcircle.spr 0 0 20 1
}
r_part ce_bg_circle_exp
{
	model models/xplod29.spr 0 0 20 1
}
r_part ce_sm_white_flash
{
	model models/sm_white.spr 0 0 20 1
}
r_part ce_white_flash
{
	model models/gryspt.spr 0 0 20 0.4
}
r_part ce_yellowred_flash
{
	model models/yr_flsh.spr 0 0 20 0.4
}
r_part ce_blue_flash
{
	model models/bluflash.spr 0 0 20 0.4
}
r_part ce_sm_blue_flash
{
	model models/sm_blue.spr 0 0 20 0.4
}
r_part ce_red_flash
{
	model models/redspt.spr 0 0 20 0.4
}
r_part ce_sm_explosion
{
	model models/sm_expld.spr 0 0 20 1
}
r_part ce_lg_explosion
{
	model models/bg_expld.spr 0 0 20 1
}
r_part ce_floor_explosion
{
	model models/fl_expld.spr 0 0 20 1
}
r_part ce_rider_death
{
}
r_part ce_blue_explosion
{
	model models/xpspblue.spr 0 0 20 1
}
r_part ce_green_smoke_05
{
	model models/grnsmk1.spr 0 0 20 0.5
	veladd 1
}
r_part ce_green_smoke_10
{
	model models/grnsmk1.spr 0 0 10 0.5
	veladd 1
}
r_part ce_green_smoke_15
{
	model models/grnsmk1.spr 0 0 6.666 0.5
	veladd 1
}
r_part ce_green_smoke_20
{
	model models/grnsmk1.spr 0 0 5 0.5
	veladd 1
}
//	ce_grey_smoke
r_part ce_grey_smoke_15
{
	model models/grysmk1.spr 0 0 6.666 0.5
	veladd 1
}
r_part ce_red_smoke
{
	model models/redsmk1.spr 0 0 6.666 0.5
	veladd 1
}
r_part ce_slow_white_smoke
{
	model models/whtsmk1.spr 0 0 20 0.5
	veladd 1
}
r_part ce_redspark
{
	model models/rspark.spr 0 0 20 1
}
r_part ce_greenspark
{
	model models/gspark.spr 0 0 20 1
}
r_part ce_telesmk1
{
	model models/telesmk1.spr 0 0 15 0.5
	veladd 1
}
r_part ce_telesmk2
{
	model models/telesmk2.spr 0 0 15 1
	veladd 1
}
r_part ce_icehit
{
	model models/icehit.spr 0 0 20 0.5
}
r_part ce_medusa_hit
{
	model models/medhit.spr 0 0 20 1
}
r_part ce_mezzo_reflect
{
	model models/mezzoref.spr 0 0 20 1
}
r_part ce_floor_explosion2
{
	model models/flrexpl2.spr 0 0 20 1
}
r_part ce_xbow_explosion
{
	model models/xbowexpl.spr 0 0 20 1
}
r_part ce_new_explosion
{
	model models/gen_expl.spr 0 0 20 1
}
r_part ce_magic_missile_explosion
{
	model models/mm_expld.spr 0 0 20 1
}
//	ce_ghost
r_part ce_bone_explosion
{
	model models/bonexpld.spr 0 0 20 1
}
//famine teleport effect
r_part ce_redcloud
{
	model models/rcloud.spr 0 0 20 1
}
r_part ce_teleporterpuffs
{
//	model models/telesmk2.spr 0 0 20 1
}
//	ce_teleporterbody
//	ce_boneshard
//	ce_boneshrapnel
//this is transparent so it doesn't obscure your view
r_part ce_flamestream
{
	model models/flamestr.spr 0 0 20 0.4
	veladd 1
}
r_part ce_gravitywell
{
	spawnmode ball
	count 100
	spawnorg 128
	spawnvel -64
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	scale 4
	alpha 1
	die 2
	rotationspeed 90
	rotationstart 0 360
	rgb 220 200 100
	rgbrand 0 0 0
	gravity 0
	scalefactor 0.4
}
r_part ce_bldrn_expl
{
	model models/xplsn_1.spr 0 0 20 1
}
//demoness tomed acid trail
r_part ce_acid_muzzfl
{
	model models/muzzle1.spr 0 0 20 0.4
	veladd 1
}
r_part ce_acid_hit
{
	model models/axplsn_2.spr 0 0 20 1
}
r_part ce_firewall_small
{
	model models/firewal1.spr 0 0 20 1
}
r_part ce_firewall_medium
{
	model models/firewal5.spr 0 0 20 1
}
r_part ce_firewall_large
{
	model models/firewal4.spr 0 0 20 1
}
r_part ce_onfire
{
	model models/firewal1.spr 0 0 20 0.4
	model models/firewal2.spr 0 0 20 0.4
	model models/firewal3.spr 0 0 20 0.4
	veladd 1
}
r_part ce_flamewall
{
	model models/firewal1.spr 0 0 20 1
	veladd 1
}
r_part ce_flamewall2
{
	model models/firewal2.spr 0 0 20 0.4
	veladd 1
}
r_part ce_lball_expl
{
	model models/Bluexp3.spr 0 0 20 1
}
r_part ce_acid_splat
{
	model models/axplsn_1.spr 0 0 20 1
}
r_part ce_acid_expl
{
	model models/axplsn_5.spr 0 0 20 1
}
r_part ce_fboom
{
	model models/fboom.spr 0 0 20 1
}
//	ce_chunk
r_part ce_bomb
{
	model models/pow.spr 0 0 20 1
}
r_part ce_brn_bounce
{
	model models/spark.spr 0 0 20 1
}
r_part ce_lshock
{
	model models/vorpshok.mdl 0 0 20 1
}
//	ce_flamewall
//	ce_flamewall2
r_part ce_floor_explosion3
{
	model models/biggy.spr 0 0 20 1
}

r_part ce_boneshard
{
	model models/boneshot.mdl 0 1 1 1
	rotationspeed 425
	veladd 2
}
r_part ce_boneshrapnel
{
	model models/boneshrd.mdl 0 1 1 1
	rotationspeed 425
	veladd 2
}

r_part ce_chunk_greystone
{
	model models/schunk1.mdl 0 1 0.25 1
	model models/schunk2.mdl 0 1 0.25 1
	model models/schunk3.mdl 0 1 0.25 1
	model models/schunk4.mdl 0 1 0.25 1
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_wood
{
	model models/splnter1.mdl 0 1 0.25 1
	model models/splnter2.mdl 0 1 0.25 1
	model models/splnter3.mdl 0 1 0.25 1
	model models/splnter4.mdl 0 1 0.25 1
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_metal
{
	model models/metlchk1.mdl 0 1 0.25 1
	model models/metlchk2.mdl 0 1 0.25 1
	model models/metlchk3.mdl 0 1 0.25 1
	model models/metlchk4.mdl 0 1 0.25 1
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_flesh
{
	model models/flesh1.mdl 0 1 0.25 1 tr_bloodshot
	model models/flesh2.mdl 0 1 0.25 1 tr_bloodshot
	model models/flesh3.mdl 0 1 0.25 1 tr_bloodshot
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
//r_part ce_chunk_fire
//{
//}
r_part ce_chunk_clay
{
	model models/clshard1.mdl 0 1 0.25 1
	model models/clshard2.mdl 0 1 0.25 1
	model models/clshard3.mdl 0 1 0.25 1
	model models/clshard4.mdl 0 1 0.25 1
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_leaves
{
	model models/leafchk1.mdl 0 1 0.25 1
	model models/leafchk2.mdl 0 1 0.25 1
	model models/leafchk3.mdl 0 1 0.25 1
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_hay
{
	model models/hay1.mdl 0 1 0.25 1
	model models/hay2.mdl 0 1 0.25 1
	model models/hay3.mdl 0 1 0.25 1
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_brownstone
{
	model models/schunk1.mdl 1 1 0.25 1
	model models/schunk2.mdl 1 1 0.25 1
	model models/schunk3.mdl 1 1 0.25 1
	model models/schunk4.mdl 1 1 0.25 1
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_cloth
{
	model models/clthchk1.mdl 0 1 0.25 1
	model models/clthchk2.mdl 0 1 0.25 1
	model models/clthchk3.mdl 0 1 0.25 1
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_wood_leaf
{
	model models/splnter1.mdl 0 1 0.25 1
	model models/splnter2.mdl 0 1 0.25 1
	model models/splnter3.mdl 0 1 0.25 1
	model models/splnter4.mdl 0 1 0.25 1
	model models/leafchk1.mdl 0 1 0.25 1
	model models/leafchk2.mdl 0 1 0.25 1
	model models/leafchk3.mdl 0 1 0.25 1
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425

}
r_part ce_chunk_wood_metal
{
	model models/splnter1.mdl 0 1 0.25 1
	model models/splnter2.mdl 0 1 0.25 1
	model models/splnter3.mdl 0 1 0.25 1
	model models/splnter4.mdl 0 1 0.25 1
	model models/metlchk1.mdl 0 1 0.25 1
	model models/metlchk2.mdl 0 1 0.25 1
	model models/metlchk3.mdl 0 1 0.25 1
	model models/metlchk4.mdl 0 1 0.25 1
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_wood_stone
{
	model models/splnter1.mdl 0 1 0.25 1
	model models/splnter2.mdl 0 1 0.25 1
	model models/splnter3.mdl 0 1 0.25 1
	model models/splnter4.mdl 0 1 0.25 1
	model models/schunk1.mdl 0 1 0.25 1
	model models/schunk2.mdl 0 1 0.25 1
	model models/schunk3.mdl 0 1 0.25 1
	model models/schunk4.mdl 0 1 0.25 1
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_metal_stone
{
	model models/metlchk1.mdl 0 1 0.25 1
	model models/metlchk2.mdl 0 1 0.25 1
	model models/metlchk3.mdl 0 1 0.25 1
	model models/metlchk4.mdl 0 1 0.25 1
	model models/schunk1.mdl 0 1 0.25 1
	model models/schunk2.mdl 0 1 0.25 1
	model models/schunk3.mdl 0 1 0.25 1
	model models/schunk4.mdl 0 1 0.25 1
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_metal_cloth
{
	model models/metlchk1.mdl 0 1 0.25 1
	model models/metlchk2.mdl 0 1 0.25 1
	model models/metlchk3.mdl 0 1 0.25 1
	model models/metlchk4.mdl 0 1 0.25 1
	model models/clthchk1.mdl 0 1 0.25 1
	model models/clthchk2.mdl 0 1 0.25 1
	model models/clthchk3.mdl 0 1 0.25 1
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_webs
{
	model models/shard1.mdl 3 1 0.25 -0.5
	model models/shard2.mdl 3 1 0.25 -0.5
	model models/shard3.mdl 3 1 0.25 -0.5
	model models/shard4.mdl 3 1 0.25 -0.5
	model models/shard5.mdl 3 1 0.25 -0.5
	randomvel 210 70 280
	spawnorg 0
	gravity 500
	rotationspeed 425
}
r_part ce_chunk_glass
{
	model models/shard1.mdl 0 1 0.25 1
	model models/shard2.mdl 0 1 0.25 1
	model models/shard3.mdl 0 1 0.25 1
	model models/shard4.mdl 0 1 0.25 1
	model models/shard5.mdl 0 1 0.25 1
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_ice
{
	model models/shard.mdl 0 1 0.25 -0.4 tr_ice
	model models/shard.mdl 1 1 0.25 -0.4 tr_ice
	rotationspeed 30
	randomvel 210 70 280
	spawnorg 0
	gravity 800
}
r_part ce_chunk_clearglass
{
	model models/shard1.mdl 1 1 0.25 -0.5
	model models/shard2.mdl 1 1 0.25 -0.5
	model models/shard3.mdl 1 1 0.25 -0.5
	model models/shard4.mdl 1 1 0.25 -0.5
	model models/shard5.mdl 1 1 0.25 -0.5
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_redglass
{
	model models/shard1.mdl 2 1 0.25 1
	model models/shard2.mdl 2 1 0.25 1
	model models/shard3.mdl 2 1 0.25 1
	model models/shard4.mdl 2 1 0.25 1
	model models/shard5.mdl 2 1 0.25 1
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_acid
{
	model models/sucwp2p.mdl 0 1 0.25 1 tr_acidball
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_meteor
{
	model models/tempmetr.mdl framestart=0 framecount=1 framerate=0.5 alpha=-1 trail=tr_grenade scalemin=0.30 scalemax=.70 fullbright
	randomvel 360
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_greenflesh
{
	model models/sflesh1.mdl 0 1 0.25 1 tr_spiderblood
	model models/sflesh2.mdl 0 1 0.25 1 tr_spiderblood
	model models/sflesh3.mdl 0 1 0.25 1 tr_spiderblood
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}
r_part ce_chunk_bone
{
	model models/clshard1.mdl 1 1 0.25 1
	model models/clshard2.mdl 1 1 0.25 1
	model models/clshard3.mdl 1 1 0.25 1
	model models/clshard4.mdl 1 1 0.25 1
	randomvel 210 70 280
	spawnorg 0
	gravity 800
	rotationspeed 425
}

r_part ce_fountain
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	count	1
	scale 10
	rotationspeed -64 64
	scalefactor 1
	die 1
	alpha 0.2
	rgb 128 128 128
	rgbdelta 0 -32 -32
	blend add
	spawnvel 100
	veladd 1
	gravity 800
}

r_part ce_snow
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	count	1
	scale 30
	scaledelta -10
	rotationspeed -64 64
	scalefactor 1
	die 7
	alpha 0.2
	rgb 255 255 255
	rgbdelta 0 -32 -32
	friction 0
	blend add
	veladd 1
	gravity 0
	flurry 32
}

//eidolon's arena
r_part ce_rain
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 1 63 63 256 2 64
	type texturedspark
	count   1
	scale 2
	scalefactor 1
	die 1
	alpha 0.2
	alphadelta 0
	rgb 255 255 255
	friction 0
	blend add
	veladd 1
	gravity 0
}

//this teleport effect is nothing like hexen2's. hopefully it'll be acceptable :s
//the down ring
r_part ce_teleporterbody
{
	texture "particles/fteparticlefont.tga"
	tcoords 193 1 255 63 256
	count 32
	scale 16
	scalefactor 1
	alpha 0.3
	die 1
	veladd -52
	rgb 255 255 255
	friction 1
	spawnorg 32 0
	spawnmode uniformcircle
}
//the up ring
r_part +ce_teleporterbody
{
	texture "particles/fteparticlefont.tga"
	tcoords 193 1 255 63 256
	count 32
	scale 16
	scalefactor 1
	alpha 0.3
	die 1
	veladd 52
	rgb 255 255 255
	friction 1
	spawnorg 32 0
	spawnmode uniformcircle
}


//h2part.ce_quake was not loaded
//h2part.ce_ghost was not loaded
//h2part.ce_teleporterbody_1 was not loaded
//h2part.ce_grey_smoke_100 was not loaded
//h2part.ce_chunk_fire was not loaded
