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TF2Maps/custom/fartsy/particles/bloodgod.pcf

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2025-08-31 21:05:06 -04:00
<!-- dmx encoding binary 2 format pcf 1 -->
<00>DmeElementparticleSystemDefinitionsnameDmeParticleSystemDefinitionview model effectbatch particle systemsSort particlestime to sleep when not drawnmaximum draw distancecontrol point to disable rendering if it is the cameraminimum rendered framesminimum sim tick ratemaximum sim tick ratemaximum time stepgroup idsequence_number 1sequence_numberrotation_speedrotationcolorradiuscull_replacement_definitioncull_control_pointcull_costcull_radiusbounding_box_maxbounding_box_minmaterialinitial_particlesmax_particlespreventNameBasedLookupconstraintsforceschildrenemittersinitializersoperatorsrenderersDmeParticleOperatoroperator fade oscillateoperator end fadeoutoperator start fadeoutoperator end fadeinoperator start fadeinemission_durationemission_rateemission_start_timescale emission to used control pointsuse parent particles for emission scalingfunctionNamespeed_random_exponentbias in local systemdistance_bias_absolute_valuedistance_biasspeed_in_local_coordinate_system_maxspeed_in_local_coordinate_system_minspeed_maxspeed_mincontrol_point_numberdistance_maxdistance_mincreate in modelrandomly distribute to highest supplied Control Pointrandomly distribution growth timerotation_random_exponentrotation_offset_maxrotation_offset_minrotation_initiallifetime_random_exponentlifetime_maxlifetime_minoutput maximumoutput minimumInvert Abs ValueAbsolute ValueSpatial Coordinate OffsetTime Coordinate OffsetSpatial Noise Coordinate ScaleTime Noise Coordinate ScaleControl Point NumberApply Velocity in Local Space (0/1)tint_perccolor2color1tint control pointtint clamp mintint clamp maxtint update movement thresholdradius_random_exponentradius_maxradius_minalpha_random_exponentalpha_maxalpha_minsequence_maxsequence_minmax constraint passesdraggravityscale_biasradius_end_scaleradius_start_scaleease_in_and_outend_timestart_timeend_fade_out_timestart_fade_out_timeend_fade_in_timestart_fade_in_timeend_alphastart_alphafade_end_timefade_start_timecolor_fadefade in curve exponentproportional 0/1fade in time exponentfade in time maxfade in time minVisibility Camera Depth Biassecond sequence animation rateanimation_fit_lifetimeorientation_typeanimation rateuse animation rate as FPSVisibility Proxy Input Control Point NumberVisibility Proxy RadiusVisibility input minimumVisibility input maximumVisibility Alpha Scale minimumVisibility Alpha Scale maximumVisibility Radius Scale minimumVisibility Radius Scale maximumorientation control pointuntitled3E<0F>~{F<>,<2C>u<EFBFBD><06>bloodsmoke?Yv<59>;<3B>(I<>ݨ<EFBFBD><DDA8><1E>&emit_continuously<00><>Q:<3A><><EFBFBD>D<EFBFBD>}<7D><><EFBFBD><19>A&Position Within Sphere Random<00><><15><><EFBFBD><EFBFBD>A<EFBFBD><41>j<EFBFBD><6A><1A><>&Rotation Random<00><>M.<2E>:<3A>O<EFBFBD>EF0 <0B><><EFBFBD>&Lifetime Randoms<17><>K<EFBFBD><4B>J<EFBFBD>U<EFBFBD>Z]BV<42>&Velocity Noise<00>0<1A>"<22>C<EFBFBD><43><EFBFBD><EFBFBD>~<7E><0E>&Color Random<00><>F<EFBFBD><46><1C>E<EFBFBD><45>]<5D><><EFBFBD>&Radius Randomz7ziV<69>dC<64><43>\<5C>V<EFBFBD><14>&Alpha RandombI<62>*^<1D>H<EFBFBD><48>S.<2E>"&Sequence Random<00><>;<3B>cZ<63>L<EFBFBD>O<><4F>}+\&Movement Basicq<>ŋ<EFBFBD>z<EFBFBD>H<EFBFBD><08><><EFBFBD><EFBFBD>&Radius Scale&{e<>GE$E<>0<EFBFBD>Xr<58>&Alpha Fade and Decayp<> <0B>^<5E>&O<>q1<71><31><EFBFBD><EFBFBD>6&Color Fade5<><35><EFBFBD>Q<EFBFBD><51>N<EFBFBD>><3E><>n|P<>&Alpha Fade In Random$<24>ˢ<EFBFBD>f B<>,r<> <20><>&render_animated_sprites>P /kEJ<45>~<7E>/<2F><5mbloodsteamW<>M<EFBFBD><4D>0<EFBFBD>N<EFBFBD>Q. n!fx&emit_continuouslyw<07>a^<5E>G<EFBFBD>S<EFBFBD>¿<EFBFBD>?<3F>&Lifetime RandomF<>;<3B><><EFBFBD><EFBFBD>O<EFBFBD><4F><EFBFBD><EFBFBD>Y߾0&Position Within Sphere RandomT8<54>C<><43><EFBFBD><14>=&Rotation Random<00><><EFBFBD>έ<EFBFBD><CEAD>O<EFBFBD>!*s<><73>5&Radius Random#<23><> <0C><><EFBFBD>D<EFBFBD><44>_c <0A><EFBFBD>&Alpha Random<00> <0B><>,<2C><>F<EFBFBD><46><EFBFBD>kzC<7A>&Color Random<1E>=O <20>)O<><4F>7<0E><><EFBFBD>&Movement Basic<|]<5D>K<EFBFBD>>M<>*j<><6A>N<EFBFBD>i&Radius Scale<04><>A<7F><41>H<EFBFBD><48><EFBFBD><EFBFBD><12>F&Alpha Fade and Decayj<>x<EFBFBD><78><EFBFBD>A<EFBFBD>&<26>:<3A><><EFBFBD>U&render_animated_spritesΘ<>Yv=<3D>@<40>tJ鏪"%$ #
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