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% } }