headShotPS
{
  ejector
  {
    particle
    {
      shader sync gfx/sprites/blood

      displacement 0 0 20 ~2
      parentVelocityFraction 1.0

      velocityType      static_transform
      velocityDir       linear
      velocityMagnitude 150~75%
      velocity          -1 0 1 ~60

      accelerationType      static
      accelerationDir       linear
      accelerationMagnitude 800
      acceleration          0 0 -1 ~30

      radius 0 4.0 10.0
      alpha  0 1.0 0.0
      rotation 0 ~360 -
      //bounce 0.2
      bounce cull
      bounceMark 1~1 10 gfx/marks/blood_mrk
      bounceSound ~0.7 sound/edge/blood_splat.wav

      lifeTime 1000~100%
    }

    count 50
    delay 0
    period 10 - ~0%
  }
}