Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
effectinfo_gentle_particlegibs.inc
Go to the documentation of this file.
1// cl_gentle impact effect indicating damage
2DEF(particlegibs_damage_hit);
3// core decal
4SUB(particlegibs_damage_hit) {
5 MY(airfriction) = 3;
6 MY(alpha_min) = 256;
7 MY(alpha_max) = 256;
8 MY(alpha_fade) = 428;
9 MY(bounce) = -1;
10 MY(color_min) = "0xA8FFFF";
11 MY(color_max) = "0xA8FFFFF";
12 MY(count) = 0.500000;
13 MY(gravity) = 1;
14 MY(liquidfriction) = 6;
15 MY(size_min) = 5;
16 MY(size_max) = 10;
17 MY(staincolor_min) = "0x808080";
18 MY(staincolor_max) = "0x808080";
19 MY(staintex_min) = 16;
20 MY(staintex_max) = 24;
21 MY(tex_max) = 8;
22 MY(type) = "blood";
23 MY(velocityjitter) = '156.0 156.0 212.0';
24}
25// front blood
26SUB(particlegibs_damage_hit) {
27 MY(airfriction) = 1;
28 MY(alpha_min) = 256;
29 MY(alpha_max) = 256;
30 MY(alpha_fade) = 328;
31 MY(bounce) = -1;
32 MY(color_min) = "0xA8FFFF";
33 MY(color_max) = "0xA8FFFFF";
34 MY(count) = 0.100000;
35 MY(gravity) = 0.500000;
36 MY(liquidfriction) = 3;
37 MY(sizeincrease) = -15;
38 MY(size_min) = 10;
39 MY(size_max) = 20;
40 MY(staincolor_min) = "0x808080";
41 MY(staincolor_max) = "0x808080";
42 MY(staintex_min) = 16;
43 MY(staintex_max) = 24;
44 MY(tex_min) = 24;
45 MY(tex_max) = 32;
46 MY(type) = "blood";
47 MY(velocityjitter) = '6.0 6.0 30.0';
48 MY(velocitymultiplier) = -1;
49}
50// back blood
51SUB(particlegibs_damage_hit) {
52 MY(airfriction) = 1;
53 MY(alpha_min) = 256;
54 MY(alpha_max) = 256;
55 MY(alpha_fade) = 328;
56 MY(bounce) = -1;
57 MY(color_min) = "0xA8FFFF";
58 MY(color_max) = "0xA8FFFFF";
59 MY(count) = 0.100000;
60 MY(gravity) = 1;
61 MY(liquidfriction) = 3;
62 MY(originjitter) = '3.0 3.0 3.0';
63 MY(sizeincrease) = 10;
64 MY(size_min) = 5;
65 MY(size_max) = 15;
66 MY(staincolor_min) = "0x808080";
67 MY(staincolor_max) = "0x808080";
68 MY(staintex_min) = 16;
69 MY(staintex_max) = 24;
70 MY(tex_min) = 24;
71 MY(tex_max) = 32;
72 MY(type) = "blood";
73 MY(velocityjitter) = '26.0 26.0 112.0';
74 MY(velocitymultiplier) = 2;
75}
76
77// effect for removing player model
78DEF(particlegibs_damage_dissolve);
79// small core blood no decals
80SUB(particlegibs_damage_dissolve) {
81 MY(airfriction) = 3;
82 MY(alpha_min) = 256;
83 MY(alpha_max) = 256;
84 MY(alpha_fade) = 328;
85 MY(color_min) = "0x00ffff";
86 MY(color_max) = "0x82ffff";
87 MY(count) = 32;
88 MY(gravity) = 1;
89 MY(liquidfriction) = 6;
90 MY(originjitter) = '10.0 10.0 25.0';
91 MY(size_min) = 15;
92 MY(size_max) = 20;
93 MY(staincolor_min) = "0x808080";
94 MY(staincolor_max) = "0x808080";
95 MY(staintex_min) = 16;
96 MY(staintex_max) = 24;
97 MY(tex_max) = 8;
98 MY(type) = "blood";
99 MY(velocityjitter) = '256.0 256.0 312.0';
100}
101// core decal
102SUB(particlegibs_damage_dissolve) {
103 MY(airfriction) = 2;
104 MY(alpha_min) = 256;
105 MY(alpha_max) = 256;
106 MY(alpha_fade) = 528;
107 MY(bounce) = -1;
108 MY(color_min) = "0xA8FFFF";
109 MY(color_max) = "0xA8FFFFF";
110 MY(count) = 12;
111 MY(gravity) = 2;
112 MY(liquidfriction) = 6;
113 MY(originjitter) = '10.0 10.0 25.0';
114 MY(size_min) = 20;
115 MY(size_max) = 40;
116 MY(staincolor_min) = "0x808080";
117 MY(staincolor_max) = "0x808080";
118 MY(staintex_min) = 16;
119 MY(staintex_max) = 24;
120 MY(tex_max) = 8;
121 MY(type) = "blood";
122 MY(velocityjitter) = '356.0 356.0 412.0';
123}
124// front blood
125SUB(particlegibs_damage_dissolve) {
126 MY(airfriction) = 1;
127 MY(alpha_min) = 256;
128 MY(alpha_max) = 256;
129 MY(alpha_fade) = 328;
130 MY(bounce) = -1;
131 MY(color_min) = "0xA8FFFF";
132 MY(color_max) = "0xA8FFFFF";
133 MY(count) = 32;
134 MY(gravity) = 0.500000;
135 MY(liquidfriction) = 3;
136 MY(originjitter) = '5.0 5.0 10.0';
137 MY(sizeincrease) = -15;
138 MY(size_min) = 10;
139 MY(size_max) = 20;
140 MY(staincolor_min) = "0x808080";
141 MY(staincolor_max) = "0x808080";
142 MY(staintex_min) = 16;
143 MY(staintex_max) = 24;
144 MY(tex_min) = 24;
145 MY(tex_max) = 32;
146 MY(type) = "blood";
147 MY(velocityjitter) = '56.0 56.0 212.0';
148 MY(velocitymultiplier) = -0.300000;
149}
150// back blood
151SUB(particlegibs_damage_dissolve) {
152 MY(airfriction) = 1;
153 MY(alpha_min) = 256;
154 MY(alpha_max) = 256;
155 MY(alpha_fade) = 328;
156 MY(bounce) = -1;
157 MY(color_min) = "0xA8FFFF";
158 MY(color_max) = "0xA8FFFFF";
159 MY(count) = 32;
160 MY(gravity) = 1;
161 MY(liquidfriction) = 3;
162 MY(originjitter) = '5.0 5.0 10.0';
163 MY(sizeincrease) = 10;
164 MY(size_min) = 5;
165 MY(size_max) = 15;
166 MY(staincolor_min) = "0x808080";
167 MY(staincolor_max) = "0x808080";
168 MY(staintex_min) = 16;
169 MY(staintex_max) = 24;
170 MY(tex_min) = 24;
171 MY(tex_max) = 32;
172 MY(type) = "blood";
173 MY(velocityjitter) = '56.0 56.0 212.0';
174 MY(velocitymultiplier) = 0.500000;
175}
176// small bits
177SUB(particlegibs_damage_dissolve) {
178 MY(airfriction) = 1.500000;
179 MY(alpha_min) = 256;
180 MY(alpha_max) = 256;
181 MY(alpha_fade) = 328;
182 MY(color_min) = "0xA8FFFF";
183 MY(color_max) = "0xA8FFFFF";
184 MY(count) = 75;
185 MY(gravity) = 1;
186 MY(liquidfriction) = 3;
187 MY(originjitter) = '10.0 10.0 25.0';
188 MY(sizeincrease) = 10;
189 MY(size_min) = 1;
190 MY(size_max) = 1;
191 MY(staincolor_min) = "0x808080";
192 MY(staincolor_max) = "0x808080";
193 MY(staintex_min) = 16;
194 MY(staintex_max) = 24;
195 MY(tex_min) = 24;
196 MY(tex_max) = 32;
197 MY(type) = "blood";
198 MY(velocityjitter) = '656.0 656.0 912.0';
199}
float count
Definition powerups.qc:22
float gravity
Definition items.qh:17
MY(alpha_min)
DEF(particlegibs_damage_hit)
SUB(particlegibs_damage_hit)
float alpha_min
Definition models.qh:20
float alpha_max
Definition models.qh:20
vector originjitter
Definition main.qc:386