// use `cl_particles_reloadeffects` to reload effects without restarting engine
// use `chase_active 1` and `cl_lockview 1` to see effects from different perspectives
// `dumpeffectinfo` currently doesn't work so edit effectinfo.txt manually, just try to keep the files in sync
+// always add new effects to the bottom of the list
// `tex` are indices into particles/particlefont.tga (see particles/particlefont-template.tga for numbers)
// the first index is inclusive, second exclusive (so `tex 0 8` will use images 0 though 7)
TE_TEI_G3(PINK, "0xFF00FF", "0xFF11FF", "0x200020", "0x400040")
#undef TE_TEI_G3
-// Vaporizer hit effect
-DEF(TE_TEI_G3_HIT);
-SUB(TE_TEI_G3_HIT) {
- MY(alpha_min) = 128;
- MY(alpha_max) = 128;
- MY(alpha_fade) = 256;
- MY(color_min) = "0xFFFFFF";
- MY(color_max) = "0xFFFFFF";
- MY(countabsolute) = 1;
- MY(size_min) = 8;
- MY(size_max) = 8;
- MY(tex_min) = 200;
- MY(tex_max) = 200;
- MY(type) = "beam";
-}
-SUB(TE_TEI_G3_HIT) /* rings */ {
- MY(airfriction) = -4;
- MY(alpha_min) = 256;
- MY(alpha_max) = 256;
- MY(alpha_fade) = 512;
- MY(color_min) = "0xFFFFFF";
- MY(color_max) = "0xFFFFFF";
- MY(sizeincrease) = -2;
- MY(size_min) = 2;
- MY(size_max) = 2;
- MY(trailspacing) = 20;
- MY(type) = "smoke";
- MY(velocityjitter) = '2.0 2.0 2.0';
-}
-SUB(TE_TEI_G3_HIT) {
- MY(airfriction) = -4;
- MY(alpha_min) = 256;
- MY(alpha_max) = 256;
- MY(alpha_fade) = 512;
- MY(color_min) = "0xFFFFFF";
- MY(color_max) = "0xFFFFFF";
- MY(sizeincrease) = -6;
- MY(size_min) = 10;
- MY(size_max) = 10;
- MY(trailspacing) = 40;
- MY(type) = "smoke";
-}
-
#include "effectinfo_gentle_particlegibs.inc"
#include "effectinfo_onslaught.inc"
MY(underwater) = true;
MY(velocityjitter) = '16.0 16.0 16.0';
}
+
+// Vaporizer hit effect
+DEF(TE_TEI_G3_HIT);
+SUB(TE_TEI_G3_HIT) {
+ MY(alpha_min) = 128;
+ MY(alpha_max) = 128;
+ MY(alpha_fade) = 256;
+ MY(color_min) = "0xFFFFFF";
+ MY(color_max) = "0xFFFFFF";
+ MY(countabsolute) = 1;
+ MY(size_min) = 8;
+ MY(size_max) = 8;
+ MY(tex_min) = 200;
+ MY(tex_max) = 200;
+ MY(type) = "beam";
+}
+SUB(TE_TEI_G3_HIT) /* rings */ {
+ MY(airfriction) = -4;
+ MY(alpha_min) = 256;
+ MY(alpha_max) = 256;
+ MY(alpha_fade) = 512;
+ MY(color_min) = "0xFFFFFF";
+ MY(color_max) = "0xFFFFFF";
+ MY(sizeincrease) = -2;
+ MY(size_min) = 2;
+ MY(size_max) = 2;
+ MY(trailspacing) = 20;
+ MY(type) = "smoke";
+ MY(velocityjitter) = '2.0 2.0 2.0';
+}
+SUB(TE_TEI_G3_HIT) {
+ MY(airfriction) = -4;
+ MY(alpha_min) = 256;
+ MY(alpha_max) = 256;
+ MY(alpha_fade) = 512;
+ MY(color_min) = "0xFFFFFF";
+ MY(color_max) = "0xFFFFFF";
+ MY(sizeincrease) = -6;
+ MY(size_min) = 10;
+ MY(size_max) = 10;
+ MY(trailspacing) = 40;
+ MY(type) = "smoke";
+}
+
+// respawn ghosts effect
+DEF(respawn_ghost);
+SUB(respawn_ghost) {
+ MY(count) = 75;
+ MY(type) = "static";
+ MY(color_min) = "0xA0A0A0";
+ MY(color_max) = "0xFFFFFF";
+ MY(size_min) = 2;
+ MY(size_max) = 2;
+ MY(alpha_min) = 32;
+ MY(alpha_max) = 64;
+ MY(alpha_fade) = 128;
+ MY(airfriction) = 1;
+ MY(liquidfriction) = 4;
+ MY(originoffset) = '0 0 -8';
+ MY(originjitter) = '28 28 16';
+ MY(velocityjitter) = '0 0 256';
+}
+
+// always add new effects to the bottom of the list. And keep this comment in the bottom line of this file!