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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%
}
}
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