MY(velocityjitter) = '5.0 5.0 5.0';
}
+// cover small area in dark fog, spawn it once per second
+DEF(darkfield);
+SUB(darkfield) {
+ MY(airfriction) = 1;
+ MY(alpha_min) = 256;
+ MY(alpha_max) = 256;
+ MY(alpha_fade) = 50;
+ MY(bounce) = 1.500000;
+ MY(color_min) = "0x600089";
+ MY(color_max) = "0x000000";
+ MY(count) = 10;
+ MY(gravity) = -0.010000;
+ MY(originjitter) = '333.0 333.0 0.0';
+ MY(sizeincrease) = 10;
+ MY(size_min) = 1;
+ MY(size_max) = 1;
+ MY(tex_max) = 8;
+ MY(type) = "smoke";
+ MY(velocityjitter) = '5.0 5.0 30.0';
+}
+SUB(darkfield) {
+ MY(alpha_min) = 256;
+ MY(alpha_max) = 256;
+ MY(alpha_fade) = 50;
+ MY(color_min) = "0x600089";
+ MY(color_max) = "0x000000";
+ MY(count) = 5;
+ MY(gravity) = -0.001000;
+ MY(originjitter) = '333.0 333.0 0.0';
+ MY(sizeincrease) = 10;
+ MY(size_min) = 1;
+ MY(size_max) = 1;
+ MY(tex_min) = 48;
+ MY(tex_max) = 55;
+ MY(type) = "smoke";
+}
+
// cover small area in icy mist, spawn it once per second
DEF(icefield);
SUB(icefield) {