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TF2Maps/custom/ff_tankbuster.pcf

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<!-- dmx encoding binary 2 format pcf 1 -->
<00>DmElementparticleSystemDefinitionsnameDmeParticleSystemDefinitionview 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_particlespreventNameBasedLookupconstraintsforceschildrenemittersinitializersoperatorsrenderersDmeParticleOperatoruse parent particles for emission scalingscale emission to used control pointsemission_durationemission_rateemission_start_timeoperator fade oscillateoperator end fadeoutoperator start fadeoutoperator end fadeinoperator start fadeinfunctionNamerotation_random_exponentrotation_offset_maxrotation_offset_minrotation_initialalpha_random_exponentalpha_maxalpha_minlifetime_random_exponentlifetime_maxlifetime_minradius_random_exponentradius_maxradius_minoffset proportional to radius 0/1offset in local space 0/1offset maxoffset mincontrol_point_numbertint update movement thresholdtint clamp maxtint clamp mintint control pointtint_perccolor2color1randomly distribution growth timerandomly distribute to highest supplied Control Pointcreate in modelspeed_in_local_coordinate_system_maxspeed_in_local_coordinate_system_minspeed_random_exponentspeed_maxspeed_minbias in local systemdistance_bias_absolute_valuedistance_biasdistance_maxdistance_minlock rotationdistance fade rangeend_fadeout_exponentend_fadeout_maxend_fadeout_minstart_fadeout_exponentstart_fadeout_maxstart_fadeout_minmax constraint passesdraggravityfade in curve exponentproportional 0/1fade in time exponentfade in time maxfade in time minfade biasease in and outfade out time exponentfade out time maxfade out time minscale_biasease_in_and_outradius_end_scaleradius_start_scaleend_timestart_timefade_end_timefade_start_timecolor_fadeuse animation rate as FPSsecond sequence animation rateorientation control pointorientation_typeanimation_fit_lifetimeanimation rateVisibility Camera Depth BiasVisibility Radius Scale maximumVisibility Radius Scale minimumVisibility Alpha Scale maximumVisibility Alpha Scale minimumVisibility input maximumVisibility input minimumVisibility Proxy RadiusVisibility Proxy Input Control Point NumberRandom Parent Particle DistributionInherited Velocity ScaleFlip Percentagesequence_maxsequence_minrandom_speed_minrandom_speed_maxspin_rate_minspin_stop_timespin_rate_degreesDmeParticleChilddelaychildUse Local SpaceControl PointRotation RateRotation Axisoscillation start phaseoscillation multiplierstart/end proportionalend time maxend time minstart time maxstart time minoscillation frequency maxoscillation frequency minoscillation rate maxoscillation rate minoscillation fieldSet cp radius for particlesSet cp velocity for particlesSet cp density for particlesSet cp orientation for particlesfirst particle to copy# of control points to setFirst control point to setGroup ID to affect@untitledV<>cP܀D<DC80><0E>h0iK<69>utaunt_runeprison_yellow_orbit_glow_upper<00>l<12><><EFBFBD> C<><43><EFBFBD><EFBFBD>WJ.&emit_continuously8@s<><15><>K<EFBFBD><4B>8 <20>yY&Rotation RandomM<>]<5D><>mDK<44><06>=<3D>K<>&Alpha RandomƘ_ߟ<5F>L<><4C><EFBFBD>&y<>&Lifetime Random <0B>nc<6E><63>M<><4D><EFBFBD>"<22>&Radius Random<00>H<12>ۙ<EFBFBD>E<EFBFBD>Oi?<3F><><EFBFBD>M&Position Modify Offset Random ~<7E>y<><79>I<EFBFBD>oZ@<40> <13>&Color Randomf<><66><1A>y<EFBFBD>C<EFBFBD>k<EFBFBD>l<EFBFBD>=<3D>G&Position Within Sphere Random<00><>mNL`<60>C<EFBFBD>Cb<43><62> Q<>&Movement Lock to Control Point/<2F><>y^h<>D<EFBFBD>马~<7E>u&Lifespan Decay<00>]<5D>5<EFBFBD>RF<>s}<7D><><EFBFBD><EFBFBD>&Movement Basic<00>Yɩ<59>e<EFBFBD>E<EFBFBD>N[?C<>^&Alpha Fade In Random<00><><EFBFBD><EFBFBD><EFBFBD><18>L<EFBFBD>=D?<3F>&Alpha Fade Out Random<01><><EFBFBD>1<EFBFBD><31>C<EFBFBD>Fg=(:<3A><>&Radius ScalenY<6E><19>z<EFBFBD>@<40><>Nh<4E><68>_&Color Fade<00><><EFBFBD>37<33>8L<38><4C><EFBFBD><EFBFBD>T#<23>3&render_animated_sprites)<29><><<3C>PCO<43>7<18><><EFBFBD><10>utaunt_runeprison_teamcolor_bluem<><6D><EFBFBD>Na<4E>K<EFBFBD><4B>?Y<>utaunt_runeprison_red_orbit_backglowYG,<2C> "&J<>o<EFBFBD><6F><EFBFBD> <20>#&emit_continuously<00><> <0C>aƕK<C695>"YWd<57><64><EFBFBD>&
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<20> <20> <20>
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<20> <20> <20>
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<20> <20> <20>
A A A<00>?<00>?<08><00> <03><><EFBFBD>=  
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<20> <20> <20>
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<20> <20> <20>
A A A<00>?<00>?<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<20> <20> <20>
A A A<00>?<00>?<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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effects\workshop\runeprison_runes_ob2.vmt
<20> <20> <20>
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<20> <20> <20>
A A A<00>?<00>@<08><00> <03><><EFBFBD>=  
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<20> <20> <20>
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<20> <20> <20>
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A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<20> <20> <20>
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