//Various subtle smoke effects, animated, designed to trail things and come off walls leismoke1 { { clampmap sprites/le/smoke1.tga blendfunc blend rgbGen Vertex alphaGen Vertex } } leismoke2 { { clampmap sprites/le/smoke2.tga blendfunc blend rgbGen Vertex alphaGen Vertex } } leismoke3 { { clampmap sprites/le/smoke3.tga blendfunc blend rgbGen Vertex alphaGen Vertex } } leismoke4 { { clampmap sprites/le/smoke4.tga blendfunc blend rgbGen Vertex alphaGen Vertex } } plasmaSpark { cull disable { clampmap models/weaphits/lfx/plasmazot.tga blendfunc add rgbGen Vertex tcMod rotate -400 } } exploShockwave { cull disable { clampmap models/weaphits/lfx/swavecirc.tga blendfunc gl_src_alpha gl_one rgbGen Vertex tcMod rotate 96 alphaGen Vertex } { clampmap models/weaphits/lfx/swavecirc.tga blendfunc gl_src_alpha gl_one rgbGen Vertex tcMod rotate -6 alphaGen Vertex } } //Splash effect for bullets entering the water leisplash { { clampmap sprites/le/splash.tga blendfunc add rgbGen Vertex tcMod stretch sin 0.7 0 0 1 alphaFunc GE128 alphaGen Vertex } } //Boom sparks from explosions leiboom1 { { clampmap sprites/le/blast.tga blendfunc add rgbGen identity } } //Blood particle (from trailing gib or impact of bullet) leiblood1 { { clampmap sprites/le/blood.tga blendfunc blend tcMod stretch sin 0.7 0 0 1 alphaGen Vertex } } //Mark for blood particle leiblood2 { polygonoffset { clampmap sprites/le/blood3.tga blendfunc gl_zero gl_one_minus_src_color rgbGen identity } } //preliminary fireball boom leifball { { clampmap sprites/le/glaw.tga blendfunc add rgbGen identity } } //plasma trail leiptrail { { clampmap sprites/le/ptrail.tga blendfunc gl_src_alpha gl_one rgbGen const ( 0.713726 0.819608 0.913726 ) tcMod stretch sin 0.6 0 0 1 tcMod rotate -22 alphaFunc GE128 } { clampmap sprites/le/ptrail.tga blendfunc gl_src_alpha gl_one rgbGen const ( 0.337255 0.4 0.611765 ) tcMod stretch sin 0.8 0 0 1 tcMod rotate 6 } } // The crap that comes out of walls leispark { { clampmap sprites/le/spark2.tga blendfunc gl_src_alpha gl_one rgbGen identity } } // Metal Crap is brighter leispark2 { { clampmap sprites/le/spark2.tga blendfunc gl_src_alpha gl_one rgbGen identity tcMod stretch sin 0.4 0.3 0 5 alphaGen Vertex } { clampmap sprites/le/spark2.tga blendfunc gl_src_alpha gl_one rgbGen identity tcMod stretch sin 0.7 0.3 0 3 alphaGen Vertex } } //Fake texture atlas trick ahead! leimetalmark1 { polygonoffset { map gfx/fx/decals/bulletmetal.tga blendfunc gl_dst_color gl_src_color rgbGen identity tcMod scale 0.5 0.5 } } leimetalmark2 { polygonoffset { map gfx/fx/decals/bulletmetal.tga blendfunc gl_dst_color gl_src_color rgbGen identity tcMod scale -0.5 0.5 } } leimetalmark3 { polygonoffset { map gfx/fx/decals/bulletmetal.tga blendfunc gl_dst_color gl_src_color rgbGen identity tcMod scale -0.5 -0.5 } } leimetalmark4 { polygonoffset { map gfx/fx/decals/bulletmetal.tga blendfunc gl_dst_color gl_src_color rgbGen identity tcMod scale 0.5 -0.5 } } leibulletmark1 { polygonoffset { map gfx/fx/decals/bulletgeneric.tga blendfunc gl_dst_color gl_src_color rgbGen identity tcMod scale 0.5 0.5 } } leibulletmark2 { polygonoffset { map gfx/fx/decals/bulletgeneric.tga blendfunc gl_dst_color gl_src_color rgbGen identity tcMod scale -0.5 0.5 } } leibulletmark3 { polygonoffset { map gfx/fx/decals/bulletgeneric.tga blendfunc gl_dst_color gl_src_color rgbGen identity tcMod scale 0.5 -0.5 } } leibulletmark4 { polygonoffset { map gfx/fx/decals/bulletgeneric.tga blendfunc gl_dst_color gl_src_color rgbGen identity tcMod scale -0.5 -0.5 } }