//desc:haze blood

r_part te_blood
{
	texture "particles/generic.png"
	count 5
	scale 1
	scalerand 8
	alpha 0.4
	die 0.4
	diesubrand 0.2
	rgb 11 1 1	
	stains 0
	scalefactor 1
	assoc te_blooda
	spawnmode ball
	spawnvel 5 5
	spawnorg 2 2
	randomvel 10
	gravity 100
	inwater waterblood
}


r_part te_blooda
{
	texture "particles/bloodsplat1.tga"
	count 5
	scale 11
	scalerand 11
	alpha 0.3
	alphachange 1
	die 0.3
	diesubrand 0.1
	rgb 22 1 1
	gravity 0
	stains 0
	scalefactor 1
	spawnvel -22
	assoc te_bloodb
}

r_part te_bloodb
{	
	texture "ball"
	type texturedspark
	count 5 //1
	scale 0.3
	scalefactor 1
	veladd 11
	randomvel 30
	spawnorg 0 5
	spawnvel 0 40
	alpha 0.5
	die 1
	diesubrand 0.1
	rgb 11 1 1
	stains 0
	gravity 200
	blend modulate
	assoc te_bloodc
}

r_part te_bloodc
{	
	texture "ball"
	type normal
	count 4 //2
	scale 0.2
	scalerand 0.9
	scalefactor 1
	veladd 10
	randomvel 30
	spawnvel 0 50
	spawnorg 0 5
	alpha 0.6
	die 0.9
	diesubrand 0.1
	rgb 11 1 1
	stains 0
	gravity 200
	blend modulate
	cliptype bloodsplat_small
	clipcount 0.1
}

r_part bloodsplat_small
{
	type decal
	texture "particles/bloodsplat1.tga"
	count 1
	scale 10
	scalerand 20
	alpha 0.4
	die 20
	rgb 33 1 1
}

r_part bloodsplat_small_dark
{
	type decal
	texture "particles/bloodsplat1.tga"
	count 1
	scale 10
	scalerand 20
	alpha 0.4
	die 20
	rgb 5 1 1
}

r_part te_blood2
{
	texture "particles/generic.png"
	count 5
	scale 1
	scalerand 8
	alpha 0.4
	die 0.4
	diesubrand 0.2
	rgb 11 1 1	
	stains 0
	scalefactor 1
	assoc te_blooda
	spawnmode ball
	spawnvel 5 5
	spawnorg 2 2
	randomvel 10
	gravity 100
	inwater waterblood
}

r_partredirect te_blood2 te_blood
r_partredirect te_blood3 te_blood
r_partredirect te_null te_blood

r_part pe_default //a fallback from high.cfg 
{
	texture "particles/fteparticlefont.tga"
	tcoords 1 97 95 191 256
	count 1
	scale 4
	veladd 15
	die 0.4
	alphadelta 0
	diesubrand 0.4
	gravity 40
	spawnorg 8
}

r_part pe_73 //zombies + buttons bleed this
{
	texture "particles/generic.png"
	count 0.5
	scale 1
	scalerand 8
	alpha 0.6
	die 0.4
	diesubrand 0.2
	rgb 11 1 1	
	scalefactor 1
	assoc te_blooda
	spawnvel 5 5
	spawnorg 2 2
	randomvel 10
	inwater waterblood
	gravity 100
}

r_part pe_225 //single player lightning blood
{
	texture "particles/generic.png"
	count 1
	scale 1
	scalerand 8
	alpha 0 
	die 0
	scalefactor 1
	spawnvel 60
	spawnorg 1 1
	rgb 5 1 1
	blend modulate
	assoc te_lightningblooda
	inwater waterblood
	gravity 100
}

r_part tr_slightblood //t_zomgib //meaty chunk gibs. zombies throw, shambler+fiend hack this off you.
{
	texture "particles/generic.png"
	count 1
	scale 1
	scalerand 9
	alpha 0.5
	die 0.3
	diesubrand 0.2
	rgb 11 1 1	
	scalefactor 1
	assoc te_blooda
	spawnvel 5 5
	spawnorg 2 2
	randomvel 10
	inwater waterblood
	gravity 100
}

r_part t_gib //zombies explode this
{
	texture "particles/generic.png"
	count 1
	scale 11
	scalerand 6
	alpha 0.6
	die 0.4
	diesubrand 0.2
	rgb 11 1 1	
	stains 0
	scalefactor 1
	assoc te_blooda
	spawnvel 5 5
	spawnorg 2 2
	randomvel 10
	inwater waterblood
	gravity 100
}

r_part te_lightningblood //deathmatch lightning blood
{
	texture "particles/generic.png"
	count 1
	scale 1
	scalerand 8
	alpha 0 
	die 0
	scalefactor 1
	spawnvel 60
	spawnorg 1 1
	rgb 5 1 1
	blend modulate
	assoc te_lightningblooda
	inwater waterblood
	gravity 100
}

r_part te_lightningblooda
{
	texture "particles/generic.png"
	count 1
	scale 1
	scalerand 8
	alpha 0.4
	die 0.7
	diesubrand 0.2
	rgb 5 1 1	
	scalefactor 1
	assoc te_lightningbloodb
	spawnvel 5 5
	spawnorg 2 2
	randomvel 10
	inwater waterblood
	gravity 100
	up 10
}

r_part te_lightningbloodb
{
	texture "particles/bloodsplat2.tga"
	count 5 //1
	scale 22
	scalerand 11
	alpha 0.1
	die 0.2
	rgb 5 1 1
	gravity 0
	scalefactor 1
	spawnvel -2
	assoc te_lightningbloodc
	inwater waterblood
	up 10
}

r_part te_lightningbloodc
{	
	texture "ball"
	type normal
	count 22
	scale 0.4
	scalerand 0.9
	scalefactor 1
	veladd 10
	randomvel 40
	spawnvel 20 50
	spawnorg 5 5
	alpha 1
	die 1.3
	rgb 11 1 1
	stains 0
	gravity 200
	blend modulate
	assoc te_lightningbloodd
	inwater waterblood
	up 10
}

r_part te_lightningbloodd
{	
	texture "ball"
	type texturedspark
	count 5
	scale 0.3
	scalefactor 1
	veladd 5
	randomvel 30
	spawnorg 5 5
	spawnvel 20 40
	alpha 0.8
	die 1
	rgb 11 1 1
	stains 0
	gravity 300
	blend modulate
	assoc te_bloodc
	inwater waterblood
	cliptype bloodsplat_small_dark
	clipcount 1
	up 10
}

r_part waterblood
{
	texture "particles/generic.png"
	count 0.4
	scale 33
	scalerand 11
	scaledelta 60
	alpha 0.4
	alphachange 1 
	die 2
	rgb 22 1 1
	gravity 0
	stains 0
	scalefactor 1
	spawnorg 3 3
	spawnvel 11 11
}
