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TF2Maps/custom/fartsy/particles/tornado_effects_06.pcf
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<!-- dmx encoding binary 2 format pcf 1 -->
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_particlespreventNameBasedLookupconstraintsforceschildrenemittersinitializersoperatorsrenderersDmeParticleOperatoroperator start fadeinoperator end fadeinoperator start fadeoutoperator end fadeoutoperator fade oscillateamount of forcetwist axisobject local space axis 0/1functionNameuse parent particles for emission scalingscale emission to used control pointsemission_durationemission_rateemission_start_timerandomly distribution growth timerandomly distribute to highest supplied Control Pointcreate in modelspeed_in_local_coordinate_system_maxspeed_in_local_coordinate_system_minspeed_random_exponentspeed_maxspeed_mincontrol_point_numberbias in local systemdistance_bias_absolute_valuedistance_biasdistance_maxdistance_minoffset proportional to radius 0/1offset in local space 0/1offset maxoffset minalpha_random_exponentalpha_maxalpha_minlifetime_random_exponentlifetime_maxlifetime_minradius_random_exponentradius_maxradius_minrotation_random_exponentrotation_offset_maxrotation_offset_minrotation_initialControl Point NumberTime Noise Coordinate ScaleSpatial Noise Coordinate ScaleTime Coordinate OffsetSpatial Coordinate OffsetAbsolute ValueInvert Abs Valueoutput minimumoutput maximumApply Velocity in Local Space (0/1)emitter lifetime start time (seconds)emitter lifetime end time (seconds)input fieldinput minimuminput maximumoutput fieldoutput is scalar of initial random rangeonly active within specified input rangeyaw_random_exponentyaw_offset_maxyaw_offset_minyaw_initialtint update movement thresholdtint clamp maxtint clamp mintint control pointtint_perccolor2color1end_fade_out_timestart_fade_out_timeend_fade_in_timestart_fade_in_timeend_alphastart_alphaproportional 0/1fade in time exponentfade in time maxfade in time minmax constraint passesdraggravitylock rotationdistance fade rangeend_fadeout_exponentend_fadeout_maxend_fadeout_minstart_fadeout_exponentstart_fadeout_maxstart_fadeout_minstart_timeend_timeradius_start_scaleradius_end_scaleease_in_and_outscale_biasspin_rate_degreesspin_stop_timespin_rate_minRotation AxisRotation RateControl PointUse Local Spacefade_end_timefade_start_timecolor_fadeuse animation rate as FPSsecond sequence animation rateorientation control pointorientation_typeanimation_fit_lifetimeanimation rateVisibility Radius Scale maximumVisibility Radius Scale minimumVisibility Alpha Scale maximumVisibility Alpha Scale minimumVisibility input maximumVisibility input minimumVisibility Proxy RadiusVisibility Proxy Input Control Point Numberuse particle velocity for first inputfirst input control pointsecond input control pointinput minimum (-1 to 1)input maximum (-1 to 1)falloff powercontrol point numberDmeParticleChilddelaychildsequence_minsequence_maxLight 1 Control PointLight 1 Control Point OffsetLight 1 Type 0=Point 1=SpotLight 1 ColorLight 1 Dynamic LightLight 1 DirectionLight 1 50% DistanceLight 1 0% DistanceLight 1 Spot Inner ConeLight 1 Spot Outer ConeLight 2 Control PointLight 2 Control Point OffsetLight 2 Type 0=Point 1=SpotLight 2 ColorLight 2 Dynamic LightLight 2 DirectionLight 2 50% DistanceLight 2 0% DistanceLight 2 Spot Inner ConeLight 2 Spot Outer ConeLight 3 Control PointLight 3 Control Point OffsetLight 3 Type 0=Point 1=SpotLight 3 ColorLight 3 Dynamic LightLight 3 DirectionLight 3 50% DistanceLight 3 0% DistanceLight 3 Spot Inner ConeLight 3 Spot Outer ConeLight 4 Control PointLight 4 Control Point OffsetLight 4 Type 0=Point 1=SpotLight 4 ColorLight 4 Dynamic LightLight 4 DirectionLight 4 50% DistanceLight 4 0% DistanceLight 4 Spot Inner ConeLight 4 Spot Outer ConeInitial Color BiasClamp Minimum Light Value to Initial ColorClamp Maximum Light Value to Initial ColorCompute Normals From Control PointsHalf-Lambert Normalsnum_to_emit_minimumnum_to_emitmaximum emission per frameemission count scale control pointemission count scale control point fieldGroup ID to affectFirst control point to set# of control points to setfirst particle to copymin lengthmax lengthlength fade in timelength_random_exponentlength_maxlength_minControl Point to offset positions fromSet positions in world spaceFourth Control Point LocationFourth Control Point ParentFourth Control Point NumberThird Control Point LocationThird Control Point ParentThird Control Point NumberSecond Control Point LocationSecond Control Point ParentSecond Control Point NumberFirst Control Point LocationFirst Control Point ParentFirst Control Point Numberfade 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9
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/Rotation RandomP<00>?Q<00>CRS+*)('/Remap Initial Scalar'()*+^<00><>_<00><>`ab<00>@c[\<00>?de /Alpha Fade and Decayq<00>?r?s?tuv<00>?+*)(' /Movement Basic{|}
+*)(' /Rotation Spin Roll<00><00><00>+*)(' /Radius Scale<00><00>?<3F><00>23<32>?<3F>?<3F><00>?<3F>+*)('
/Movement Rotate Particle Around Axis'(<00>@)*+<00>
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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 <02><><EFBFBD><EFBFBD>P<>GA /Pull towards control point<00><00>,<00><>D+*pA) A(' /Pull towards control point'()*+,zC<7A><00><00>1<00>"%E$=>?@ABCD# 456789:;<"3! 2<02>effects\smoke1.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis'()*+,z<>-
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/Alpha Fade In Randomwx<00>?y<00>>z<00>>+*)(' /Movement Basic{|<03><><EFBFBD>=}
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/Movement Rotate Particle Around Axis'()*+<00>
<00><><EFBFBD>=<00>?<3F><00>C<EFBFBD><00>3/Color Light from Control Point<00><01><00><00><00><00>4B<34><00>A<EFBFBD>HC<48><00>B<EFBFBD>
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765 /Position Modify Offset Random'()*+=F
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/Set child control points from particle positions<00><00><00><00>+*)('"%$#"! Pcv<00><00><00><00><00><00> <02>vgui/white
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA<00>Q<00>"%b$[\]^_`a#STUVWXYZ"R! particle\smoke1\dust_motes_alpha.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously0123?4+*)(' /Alpha RandomG<00>?H<02>I<02>+*)(' /Lifetime RandomJ<00>?K<00>AL<00>A+*)(' /Radius RandomM<00>?N@FO@<40>E+*)('/Remap Initial Scalared\<00>?[cb@a`_<00><>^<00><>+*)('/Position Within Sphere Random5678
9
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/Color RandomjBk<08><><EFBFBD><EFBFBD>lmnoddd<64>p]]]<5D>+*)('
/Rotation RandomP<00>?Q<00>CRS+*)(' /Alpha Fade and Decayq<00>?r?s?tuv<00>?+*)(' /Movement Basic{|}
+*)(' /Rotation Spin Roll<00><00><00>+*)(' /Radius Scale<00>?<3F><00>@<40><00>?<3F><00>?<3F>+*)('/Movement Lock to Control Point~<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?=+*)('
/Alpha Fade In Randomwx<00>?y<00>>z<00>>+*)('
/Movement Rotate Particle Around Axis<00><00><00><00>@<40>
<00>?+*)('/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('<00>d<00>"%u$nopqrst#fghijklm"e! particle\smoke1\dust_motes_alpha.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously'()*+43<03><><EFBFBD>?210 /Alpha Random'()*+I<02>H<02>G<00>? /Lifetime Random'()*+L<00>AK<00>AJ<00>? /Radius Random'()*+O@<40>EN@FM<00>?/Remap Initial Scalar'()*+^<00><>_<00><>`ab@c[\<00>?de/Position Within Sphere Random'()*+BA<00>E@
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8
765 /Position Modify Offset Random'()*+=F
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/Color Random'()*+p]]]<5D>oddd<64>nmlk<08><><EFBFBD><EFBFBD>jB
/Rotation Random'()*+SRQ<00>CP<00>? /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
|{ /Rotation Spin Roll'()*+<00><00><00> /Radius Scale'()*+<00><00><00>?<3F><00>?<3F>@<40><00>?/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w
/Movement Rotate Particle Around Axis'()*+<00>
<00>?<3F><00>@<40><00>/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00>w<00>"%<00>$<00><00><00><00><00><00><00>#yz{|}~<00>"x! particle\particle_cloud.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously0123?4+*)(' /Alpha RandomG<00>?H<02>I<02>+*)(' /Lifetime RandomJ<00>?K<00>ALpA+*)(' /Radius RandomM<00>?N@FO@<40>E+*)('/Remap Initial Scalared\<00>?[cb@a`_<00><>^<00><>+*)('/Position Within Sphere Random5678
9
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<00>?<00>?AB+*)(' /Position Modify Offset RandomCDE
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/Color RandomjBk<08><><EFBFBD><EFBFBD>lmnoddd<64>p]]]<5D>+*)('
/Rotation RandomP<00>?Q<00>CRS+*)(' /Alpha Fade and Decayq<00>?r?s?tuv<00>?+*)(' /Movement Basic{|}
+*)(' /Rotation Spin Roll<00><00><00>+*)(' /Radius Scale<00>?<3F><00>@<40><00>?<3F><00>?<3F>+*)('/Movement Lock to Control Point~<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?=+*)('
/Alpha Fade In Randomwx<00>?y<00>>z<00>>+*)('
/Movement Rotate Particle Around Axis<00><00><00><00>@<40>
<00>?+*)('/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('<00><01><00>"%<00>$<00><00><00><00><00><00><00># <00><00><00><00><00><00><00><00><00>"<00>! <02>effects\fas_dust_thick.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously'(<00>@)*+43@A210 /Alpha Random'()*+I<02>H<02>G<00>? /Lifetime Random'()*+L@@K<00>@J<00>? /Radius Random'()*+O<00><>DNpEM@/Remap Initial Scalar'()*+^<00><>_<00><>`ab<00>?c[\<00>?de/Position Within Sphere Random'()*+B<00>CA<00>E@
<00>?<00>??
>=<;:<00>?9
8
765 /Position Modify Offset Random'()*+=F
@<40>EE
@<40>EDC
/Color Random'()*+pFFF<46>occc<63>nmlk<08><><EFBFBD><EFBFBD>jB
/Rotation Random'()*+SRQ<00>CP<00>?/Remap Initial Scalar'()*+^<00><>_<00><>`ab Ac[\<00>?de /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
|{ /Rotation Spin Roll'()*+<00><00><00> /Radius Scale'()*+<00><00><00>?<3F>?<3F>23<32>?<3F><00><00>?
/Movement Rotate Particle Around Axis<00><00><00><00>@<40>
<00>?+*)(<00>@'/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><>L><3E><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><01><00>"%<00>$<00><00><00><00><00><00># <00><00><00><00><00><00><00><00><00>"<00>! 4effects\fas_dust_thick.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously'()*+43<00>?210 /Alpha Random'()*+I<02>H<02>G<00>? /Lifetime Random'()*+L@@K<00>@J<00>? /Radius Random'()*+O<00> EN<00>5EM<00>?/Remap Initial Scalar'()*+^<00><>_<00><>`ab<00>@c[\<00>?de/Position Within Sphere Random'()*+BAzE@
<00>?<00>??
>=<;:<00>?9
8
765 /Position Modify Offset Random'()*+=F
@<40>EE
@<40>EDC
/Color Random'()*+pBBB<42>oRRR<52>nmlk<08><><EFBFBD><EFBFBD>jB
/Rotation Random'()*+SRQ<00>CP<00>?/Remap Initial Scalared\<00>?[cb<00>@a`_<00><>^<00><>+*)(' /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
|{ /Radius Scale'()*+<00><00><00>?<3F>?<3F>23<32>?<3F><00><00>?
/Movement Rotate Particle Around Axis<00><00><00> A<>
<00>?+*)(<00>@'/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><>L><3E><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><01><00>"%<00><00>$<00><00><00><00><00><00><00>#
<00><00><00><00><00><00><00><00><00><00>"<00>! <00>}hd2\effects\water\cumulus_2.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis'()*+,z<>-
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<00>?<00>??
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8
765 /Position Modify Offset Random'()*+=F
@<40>EE
@<40>EDC
/Color Random'()*+pFFF<46>occc<63>nmlk<08><><EFBFBD><EFBFBD>jB
/Rotation Random'()*+SRQ<00>CP<00>?/Remap Initial Scalared\<00>?[cb<00>@a`_<00><>^<00><>+*)('/Sequence Random'()*+<00><00> /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
|<03><><EFBFBD>={ /Rotation Spin Roll'()*+<00><00><00> /Radius Scale'()*+<00><00><00>?<3F>?<3F>ff<66>?<3F><00>333?
/Movement Rotate Particle Around Axis<00><00><00><00>@<40>
<00>?+*)(<00>@'/Movement Lock to Control Point~<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?=+*)('
/Alpha Fade In Randomwx<00>?y<00>>z<00>>+*)('/render_sprite_trail'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><03><>L=<3D><00>D<EFBFBD><00>D/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><01><00>"%<00>$<00><00><00><00><00><00><00># <00><00><00><00><00><00><00><00><00>"<00>! <02>hd2\effects\smoke\anm_smoke_05a.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously0123<00>A4+*)(' /Alpha RandomG<00>?H<02>I<02>+*)(' /Lifetime RandomJ<00>?K<00>@L@@+*)(' /Radius RandomM<00>?NpEO<00>
D+*)('/Remap Initial Scalared\<00>?[cb<00>?a`_<00><>^<00><>+*)('/Position Within Sphere Random5678
9
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@<40>EF
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/Color RandomjBk<08><><EFBFBD><EFBFBD>lmnoccc<63>pFFF<46>+*)('
/Rotation RandomP<00>?Q<00>CRS+*)('/Remap Initial Scalar'()*+^<00><>_<00><>`ab<00>@c[\<00>?de /Alpha Fade and Decayq<00>?r?s?tuv<00>?+*)(' /Movement Basic{|}
+*)(' /Rotation Spin Roll<00><00><00>+*)(' /Radius Scale<00><00>?<3F><00>23<32>?<3F>?<3F><00>?<3F>+*)('
/Movement Rotate Particle Around Axis'(<00>@)*+<00>
<00>?<3F><00>@<40><00>/Movement Lock to Control Point~<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?=+*)('
/Alpha Fade In Randomwx<00>?y<00>>z<00>>+*)('/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('<00><01><00>"%<00>$<00><00><00><00><00><00><00>#<00><00><00><00><00><00><00><00>"<00>! particle\particle_cloud.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously'()*+43?210 /Alpha Random'()*+IcHcG<00>? /Lifetime Random'()*+LpAK<00>AJ<00>? /Radius Random'()*+O<00>;EN<00>;EM<00>?/Remap Initial Scalar'()*+^<00><>_<00><>`ab<00>@c[\<00>?de/Position Within Sphere Random'()*+BA@
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/Rotation Random'()*+SRQ<00>CP<00>? /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
|{ /Rotation Spin Roll'()*+<00><00><00> /Radius Scale'()*+<00><00><00>?<3F><00>?<3F>@<40><00>?/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w
/Movement Rotate Particle Around Axis'()*+<00>
<00>?<3F><00>@<40><00>/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00>"%$#"! <00><00>3GVWi <02>vgui/white
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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 <02><><EFBFBD><EFBFBD>P<>GA<00>O<00><00><01><00>"%$#
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis.-
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@<40>EDC /Alpha Random'()*+I<02>H<02>G@ /Lifetime Random'()*+L@K<00>@J<00>? /Radius Random'()*+OHDN@<40>DM<00>?
/Rotation Random'()*+SRQ<00>CP<00>?/Sequence Random'()*+<00><00>
/Rotation Yaw Random'()*+ih4Cg4Cf<00>?
/Color RandomjBk<08><><EFBFBD><EFBFBD>lmnoURR<52>pggg<67>+*)('/Remap Initial Scalared\<00>?[cb<00>?a`_<00><>^<00><>+*)(' /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>?
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w /Movement Basic'()*+}
<00>C|<03><><EFBFBD>={/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~ /Radius Scale<00>?<3F><00>@<40><03><>L?<3F><00>?<3F>+*)(' /Rotation Spin Roll<00><00><00>+*)('
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<00><>L><00>?+*)('/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>><3E><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00> <00>"%$#
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 <02>effects\smoke1.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
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<00>?. /Pull towards control point'()*+,<00>
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9
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/Rotation RandomP<00>?Q<00>CRS+*)('/Sequence Random<00><00>+*)('
/Rotation Yaw Randomf<00>?g4Ch4Ci+*)('
/Color Random'()*+pggg<67>oXXX<58>nmlk<08><><EFBFBD><EFBFBD>jB/Remap Initial Scalar'()*+^<00><>_<00><>`ab<00>?c[\<00>?de /Alpha Fade and Decayq<00>?r?s?tuv<00>?+*)('
/Alpha Fade In Randomwx<00>?y<00>>z<00>>+*)(' /Movement Basic{|<03><><EFBFBD>=}
<00>C+*)('/Movement Lock to Control Point~<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?=+*)(' /Radius Scale'()*+<00><00><00>?<3F><03><>L?<3F><00>?<3F><00>? /Rotation Spin Roll'()*+<00><00><00>
/Movement Rotate Particle Around Axis'()*+<00>
<00><><EFBFBD>=<00>?<3F> B<><00>/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('<00> <00><00>@"%12$,-./0#$%&'()*+"#! !"<02>effects\smoke1.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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<00>?. /Pull towards control point'()*+,@E<><00> /emit_continuously'( A)*+43<00>A210 /Alpha Random'()*+IdH<02>G<00>?
/Color Random'()*+p]VP<56>oYRR<52>nmlk<08><><EFBFBD><EFBFBD>jB/Position Within Sphere Random'()*+BzDA`<60>D@
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765 /Lifetime Random'()*+L<00>?K<00>@J<00>? /Radius Random'()*+OCN@<40>DM<00>?
/Rotation Random'()*+SRQ<00>CP<00>?/Remap Initial Scalar'()*+^<00><>_<00><>`ab Ac[\<00>?de /Trail Length Random'()*+<00>
<EFBFBD>#<<3C><03><><EFBFBD>=<3D><00>? /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
<00>C|<03><><EFBFBD>={
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w /Radius Scale'()*+<00><00><00>?<3F><00><00>?<3F><00><03><>L?/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~/render_sprite_trail'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00>D<EFBFBD><00>D/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00>4<00><00>@"%EF$@ABCD#89:;<=>?"7! 56<02>effects\smoke1.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
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<00>?,@<40><>+*)(' /Pull towards control point<00><00>,@<1C>+*)(' /emit_continuously0123<00>?4+*)( A' /Alpha RandomG@HdI2+*)('
/Color RandomjBk<08><><EFBFBD><EFBFBD>lmnobYP<59>pccc<63>+*)('/Position Within Sphere Random5678
9
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/Rotation RandomP<00>?Q<00>CRS+*)('/Remap Initial Scalared\<00>?[cb Aa`_<00><>^<00><>+*)(' /Trail Length Random<00><00>?<3F><03><><EFBFBD>=<3D>
<EFBFBD>#<+*)(' /Alpha Fade and Decayq<00>?r?s?tuv<00>?+*)(' /Movement Basic{|<03><><EFBFBD>=}
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/Alpha Fade In Randomwx<00>?y<00>>z<00>>+*)(' /Radius Scale<00><03><>L?<3F><00><00>?<3F><00><00>?<3F>+*)('/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~/render_sprite_trail<00><00>D<EFBFBD><00>D<EFBFBD><00><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('<00>H<00>"%$QRSTU#MNOP"L!K IJvgui/white
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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+*)('/Movement Lock to Control Point~<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?=+*)('
/Set child control points from particle positions'()*+<00><00><00><00>/Set Control Point Positions'()*+<00><00><00>
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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<00>?. /Pull towards control point'()*+,@ũ<00> /emit_continuously'( A)*+43<00>@210 /Alpha Random'()*+IdH<02>G<00>?
/Color Random'()*+p<08>{<7B>otdU<64>nmlk<08><><EFBFBD><EFBFBD>jB/Position Within Sphere Random'()*+BA<00><>D@
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765 /Lifetime Random'()*+L?K<00>@J<00>? /Radius Random'()*+O<00>BN<00>BM<00>?
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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9
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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9
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/Rotation RandomP<00>?Q<00>CRS+*)('/Sequence Random<00><00>+*)('
/Color RandomjBk<08><><EFBFBD><EFBFBD>lmno<08><><EFBFBD><EFBFBD>pfff<66>+*)('/Velocity Noise'()*+TU<03><><EFBFBD>=V
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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/Alpha Fade In Randomwx<00>?y<00>>z<00>>+*)(' /Radius Scale<00><03><>L?<3F><00><00>?<3F><00><00>?<3F>+*)('/Movement Lock to Control Point~<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?=+*)('/render_sprite_trail<00><00>D<EFBFBD><00>D<EFBFBD><00><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('<00><01><00>"%<00><00>$<00><00><00><00><00># <00><00><00><00><00><00><00><00><00>"<00>! <00><00><02>effects\fas_debris.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
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<00>?. /Pull towards control point'()*+,<00>ZE<5A><00> /emit_continuously'( A)*+43<00>A210 /Alpha Random'()*+I<02>H<02>G<00>?
/Color Random'()*+pOJG<4A>oOJG<4A>nmlk<08><><EFBFBD><EFBFBD>jB/Position Within Sphere Random'()*+BA<00>"E@
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8
765 /Lifetime Random'()*+L@K@@J<00>? /Radius Random'()*+OCN@<40>DM<00>?
/Rotation Random'()*+SRQ<00>CP<00>?/Remap Initial Scalar'()*+^<00><>_<00><>`ab<00>@c[\<00>?de /Trail Length Random'()*+<00>
<EFBFBD>#<<3C><03><><EFBFBD>=<3D><00>?/0<00><00>+*)(' /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
<00>C|<03><><EFBFBD>={
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w /Radius Scale'()*+<00><00><00>?<3F><00><00>?<3F><00>?/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~/render_sprite_trail'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00>D<EFBFBD><00>D/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><01><00>"%<00>$<00><00><00><00><00><00>#<00><00><00><00><00><00><00><00>"<00>! <00><00><02>particle\particle_debris_02.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis.-
<00>?,<00><><EFBFBD>+*)(' /Pull towards control point<00><00>,<00><>E+*)(' /emit_continuously0123<00>A4+*)( A' /Alpha RandomG<00>?H<02>I<02>+*)('
/Color RandomjBk<08><><EFBFBD><EFBFBD>lmnoOJG<4A>pOJG<4A>+*)('/Position Within Sphere Random5678
9
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<00>?<00>?A<00>"EB+*)(' /Lifetime RandomJ<00>?K@@L@+*)(' /Radius RandomM<00>?N@<40>DOC+*)('
/Rotation RandomP<00>?Q<00>CRS+*)('/Remap Initial Scalared\<00>?[cb<00>@a`_<00><>^<00><>+*)('/0'()*+<00><00> /Alpha Fade and Decayq<00>?r?s?tuv<00>?+*)(' /Movement Basic{|<03><><EFBFBD>=}
<00>;E+*)('
/Alpha Fade In Randomwx<00>?y<00>>z<00>>+*)(' /Radius Scale<00>?<3F><00><00>?<3F><00><00>?<3F>+*)('/Movement Lock to Control Point~<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?=+*)(' /Rotation Spin Roll'()*+<00> <00><00>/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('<00><01><00>"%<00>$<00><00><00><00><00><00>#<00><00><00><00><00><00><00><00>"<00>! <00><00><02>effects\fas_dust_thick.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis'()*+,@<40><>-
<00>?. /Pull towards control point'()*+,<00>ZE<5A><00> /emit_continuously'( A)*+43pA210 /Alpha Random'()*+IdH<02>G<00>?
/Color Random'()*+pOJG<4A>oOJG<4A>nmlk<08><><EFBFBD><EFBFBD>jB/Position Within Sphere Random'()*+BA<00>D@
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765 /Lifetime Random'()*+L@@K@@J<00>? /Radius Random'()*+O<00>ADN@<40>DM<00>?
/Rotation Random'()*+SR<00><>Q<00>AP<00>?/Rotation Yaw Flip Random'()*+?
/Rotation Yaw Random'()*+ih4<>g4Bf<00>? /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
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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>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis.-
<00>?,@<40><>+*)(' /Pull towards control point<00><00>,<00>ZE+*)(' /emit_continuously0123<00>A4+*)( A' /Alpha RandomG<00>?H<02>Id+*)('
/Color RandomjBk<08><><EFBFBD><EFBFBD>lmno<08><><EFBFBD><EFBFBD>pttt<74>+*)('/Position Within Sphere Random5678
9
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/Rotation RandomP<00>?Q<00>AR<00><>S+*)('/Rotation Yaw Flip Random?+*)('
/Rotation Yaw Randomf<00>?g4Bh4<>i+*)(' /Alpha Fade and Decayq<00>?r?s?tuv<00>?+*)(' /Movement Basic{|<03><><EFBFBD>=}
+*)(' /Radius Scale<00>?<3F><00><00>?<3F><03><>L=<3D><00>?<3F>+*)('/Movement Lock to Control Point~<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?=+*)('
/Alpha Fade In Randomwx<00>?y<00>>z<00>>+*)('
/Color Fade<00><01><00>?<3F><00>FFF<46>+*)('/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03>Ga><3E><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('<00><00>"%$
# 
  "! <02>effects\fas_dust_a.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
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<00>?. /emit_continuously'( A)*+43PA210 /Alpha Random'()*+I<02>H<02>G<00>?
/Color Random'()*+pfff<66>ottt<74>nmlk<08><><EFBFBD><EFBFBD>jB/Position Within Sphere Random'()*+B`<60>DAzD@
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765 /Lifetime Random'()*+L AK<00>AJ@@ /Radius Random'()*+O@EN@EM<00>?
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<00>D|<03><><EFBFBD>={
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/Color Fade<00><01><00>?<3F><00>+'%<25>+*)('/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><00>"%'$ !"#$%&#"! <02>effects\splash4.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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<00>?,@<40><>+*)(' /emit_continuously0123<00>@4+*)( A' /Alpha RandomG<00>?HUIG+*)('
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9
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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9
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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><><EFBFBD><EFBFBD>
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /Pull towards control point'()*+,<00>C<EFBFBD><00> /emit_continuously'()*+43@210 /Alpha Random'()*+IdH<02>G<00>?
/Color Random'()*+pnsu<73>os}}<7D>nmlk<08><><EFBFBD><EFBFBD>jB/Position Within Sphere Random'()*+BA<00>;E@
<00>?<00>?<00>??
>=<;:<00>?9
8
765 /Lifetime Random'()*+LAK AJ@@ /Radius Random'()*+O`jFN`jFM<00>?
/Rotation Random'()*+SR*CQ>CP<00>?/0<00><00>+*)(' /Position Modify Offset Random'()*+=F
@<40>EE
@<40>EDC/Rotation Yaw Flip Random'()*+? /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
z<>|<03><><EFBFBD>={
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w /Radius Scale'()*+<00><00><00>?<3F><00><00>?<3F><00>?/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~ /Rotation Spin Roll<00><00><00>+*)('
/Color Fade<00><01><00>?<3F><00>VVV<56>+*)('/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00>"%<00>$<00><00><00><00><00><00>#<00><00><00><00><00><00><00><00>"<00>! <00><00><02>particle\particle_debris_02.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis'()*+,<00><><EFBFBD>-
<00>?. /Pull towards control point'()*+,<00><>E<EFBFBD><00> /emit_continuously'( A)*+43<00>A210 /Alpha Random'()*+I<02>H<02>G<00>?
/Color Random'()*+pOJG<4A>oOJG<4A>nmlk<08><><EFBFBD><EFBFBD>jB/Position Within Sphere Random'()*+BA<00>"E@
<00>?<00>??
>=<;:<00>?9
8
765 /Lifetime Random'()*+L@K@@J<00>? /Radius Random'()*+OCN@<40>DM<00>?
/Rotation Random'()*+SRQ<00>CP<00>?/Remap Initial Scalar'()*+^<00><>_<00><>`ab<00>@c[\<00>?de/0<00><00>+*)(' /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
<00>;E|<03><><EFBFBD>={
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w /Radius Scale'()*+<00><00><00>?<3F><00><00>?<3F><00>?/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~ /Rotation Spin Roll<00><00><00> +*)('/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00>"%$#"!<00>Wj<00><00> <02>effects\fas_dust_d.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA<00><01><00>"%$#"!<00><00><00><00>,C <02>vgui/white
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA<00><01><00>"%<00>$<00><00><00><00><00><00><00>#<00><00><00><00><00><00><00><00>"<00>! particle\particle_cloud.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously0123?4+*)(' /Alpha RandomG<00>?HcIc+*)(' /Lifetime RandomJ<00>?K<00>ALpA+*)(' /Radius RandomM<00>?N<00>;EO<00>;E+*)('/Remap Initial Scalared\<00>?[cb<00>@a`_<00><>^<00><>+*)('/Position Within Sphere Random5678
9
:<00>?;<=>?
@
<00>?<00>?AB+*)(' /Position Modify Offset RandomCDE
@<40>EF
<00><>E=+*)('
/Color RandomjBk<08><><EFBFBD><EFBFBD>lmno'''<27>p%%%<25>+*)('
/Rotation RandomP<00>?Q<00>CRS+*)(' /Alpha Fade and Decayq<00>?r?s?tuv<00>?+*)(' /Movement Basic{|}
+*)(' /Rotation Spin Roll<00><00><00>+*)(' /Radius Scale<00>?<3F><00>@<40><00>?<3F><00>?<3F>+*)('/Movement Lock to Control Point~<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?=+*)('
/Alpha Fade In Randomwx<00>?y<00>>z<00>>+*)('
/Movement Rotate Particle Around Axis<00><00><00><00>@<40>
<00>?+*)('/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('<00><01><00>"%<00>$<00><00><00><00><00><00><00>#<00><00><00><00><00><00><00><00>"<00>! particle\particle_cloud.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously'()*+43?210 /Alpha Random'()*+I<02>H<02>G<00>? /Lifetime Random'()*+LpAK<00>AJ<00>? /Radius Random'()*+O@<40>EN@FM<00>?/Remap Initial Scalar'()*+^<00><>_<00><>`ab@c[\<00>?de/Position Within Sphere Random'()*+BA@
<00>?<00>??
>=<;:<00>?9
8
765 /Position Modify Offset Random'()*+=F
<00><>EE
@<40>EDC
/Color Random'()*+p;;;<3B>o///<2F>nmlk<08><><EFBFBD><EFBFBD>jB
/Rotation Random'()*+SRQ<00>CP<00>? /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
|{ /Rotation Spin Roll'()*+<00><00><00> /Radius Scale'()*+<00><00><00>?<3F><00>?<3F>@<40><00>?/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w
/Movement Rotate Particle Around Axis'()*+<00>
<00>?<3F><00>@<40><00>/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><01><00>"%<00>$<00><00><00><00><00><00><00>#<00><00><00><00><00><00><00><00>"<00>! particle\smoke1\dust_motes_alpha.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously0123<03><><EFBFBD>?4+*)(' /Alpha RandomG<00>?H<02>I<02>+*)(' /Lifetime RandomJ<00>?K<00>AL<00>A+*)(' /Radius RandomM<00>?N@FO@<40>E+*)('/Remap Initial Scalared\<00>?[cb@a`_<00><>^<00><>+*)('/Position Within Sphere Random5678
9
:<00>?;<=>?
@
<00>?<00>?A<00>EB+*)(' /Position Modify Offset RandomCDE
@<40>EF
<00><>E=+*)('
/Color RandomjBk<08><><EFBFBD><EFBFBD>lmno666<36>p<1F>+*)('
/Rotation RandomP<00>?Q<00>CRS+*)(' /Alpha Fade and Decayq<00>?r?s?tuv<00>?+*)(' /Movement Basic{|}
+*)(' /Rotation Spin Roll<00><00><00>+*)(' /Radius Scale<00>?<3F><00>@<40><00>?<3F><00>?<3F>+*)('/Movement Lock to Control Point~<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?=+*)('
/Alpha Fade In Randomwx<00>?y<00>>z<00>>+*)('
/Movement Rotate Particle Around Axis<00><00><00><00>@<40>
<00>?+*)('/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('<00><01><00>"%$<00><00><00><00># <00><00><00><00><00><00><00><00><00>"<00>! 4effects\fas_dust_thick.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously'()*+43A210 /Alpha Random'()*+I<02>H<02>G<00>? /Lifetime Random'()*+L@@K<00>@J<00>? /Radius Random'()*+O<00>ENp}EM<00>?/Remap Initial Scalar'()*+^<00><>_<00><>`ab<00>@c[\<00>?de/Position Within Sphere Random'()*+BA@<40>E@
<00>?<00>??
>=<;:<00>?9
8
765 /Position Modify Offset Random'()*+=F
@<40>EE
@<40>EDC
/Color Random'()*+p222<32>o<1F>nmlk<08><><EFBFBD><EFBFBD>jB
/Rotation Random'()*+SRQ<00>CP<00>?/Remap Initial Scalared\<00>?[cb<00>@a`_<00><>^<00><>+*)(' /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
|{ /Rotation Spin Roll'()*+<00><00><00> /Radius Scale'()*+<00><00><00>?<3F>?<3F>23<32>?<3F><00><00>?
/Movement Rotate Particle Around Axis<00><00><00> A<>
<00>?+*)(<00>@'/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w/Remap Dot Product to Scalar'()*+<00><01><00><00><00><><EFBFBD><00>?c[\<00>Ade/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><>L><3E><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><00>"%$#  
  
"! 4effects\fas_dust_thick.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously0123<00>?4+*)(' /Alpha RandomG<00>?H<02>I<02>+*)(' /Lifetime RandomJ<00>?K<00>@L@@+*)(' /Radius RandomM<00>?N<00>5EO<00> E+*)('/Remap Initial Scalared\<00>?[cb<00>@a`_<00><>^<00><>+*)('/Position Within Sphere Random5678
9
:<00>?;<=>?
@
<00>?<00>?AzEB+*)(' /Position Modify Offset RandomCDE
@<40>EF
@<40>E=+*)('
/Color RandomjBk<08><><EFBFBD><EFBFBD>lmno222<32>p<1F>+*)('
/Rotation RandomP<00>?Q<00>CRS+*)('/Remap Initial Scalar'()*+^<00><>_<00><>`ab<00>@c[\<00>?de /Alpha Fade and Decayq<00>?r?s?tuv<00>?+*)(' /Movement Basic{|}
+*)(' /Radius Scale<00><00>?<3F><00>23<32>?<3F>?<3F><00>?<3F>+*)('
/Movement Rotate Particle Around Axis'(<00>@)*+<00>
<00>?<3F> A<><00>/Movement Lock to Control Point~<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?=+*)('
/Alpha Fade In Randomwx<00>?y<00>>z<00>>+*)('/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><>L><3E><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('<00><00>"%+$$%&'()*#  !"#"! <02>effects\fas_dust_thick.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously'()*+43<00>A210 /Alpha Random'()*+I<02>H<02>G<00>? /Lifetime Random'()*+L@@K<00>@J<00>? /Radius Random'()*+O<00>
DNpEM<00>?/Remap Initial Scalar'()*+^<00><>_<00><>`ab<00>?c[\<00>?de/Position Within Sphere Random'()*+B<00>CA<00>E@
<00>?<00>??
>=<;:<00>?9
8
765 /Position Modify Offset Random'()*+=F
@<40>EE
@<40>EDC
/Color Random'()*+p111<31>o<1F>nmlk<08><><EFBFBD><EFBFBD>jB
/Rotation Random'()*+SRQ<00>CP<00>?/Remap Initial Scalared\<00>?[cb<00>@a`_<00><>^<00><>+*)(' /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
|{ /Rotation Spin Roll'()*+<00><00><00> /Radius Scale'()*+<00><00><00>?<3F>?<3F>23<32>?<3F><00><00>?
/Movement Rotate Particle Around Axis<00><00><00><00>@<40>
<00>?+*)(<00>@'/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>><3E><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00>-<00>"%AB$:;<=>?@#
0123456789"/! .}effects\smoke1.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis.-
<00>?,z<>+*)(' /emit_continuously0123 A4+*)(' /Alpha RandomG<00>?H<02>I<02>+*)(' /Lifetime RandomJ<00>?KpALA+*)(' /Radius RandomM<00>?N<00>EO<00><>D+*)('/Remap Initial Scalared\<00>?[cb<00>?a`_<00><>^<00><>+*)('/Position Within Sphere Random5678
9
:<00>?;<=>?
@
<00>?<00>?A<00>EB<00>C+*)(' /Position Modify Offset RandomCDE
@<40>EF
@<40>E=+*)('
/Color RandomjBk<08><><EFBFBD><EFBFBD>lmno///<2F>p<1F>+*)('
/Rotation RandomP<00>?Q<00>CRS+*)('/Remap Initial Scalar'()*+^<00><>_<00><>`ab<00>@c[\<00>?de/Sequence Random<00><00>+*)(' /Alpha Fade and Decayq<00>?r?s?tuv<00>?+*)(' /Movement Basic{|<03><><EFBFBD>=}
+*)(' /Rotation Spin Roll<00><00><00>+*)(' /Radius Scale<00>333?<3F><00>ff<66>?<3F>?<3F><00>?<3F>+*)('
/Movement Rotate Particle Around Axis'(<00>@)*+<00>
<00>?<3F><00>@<40><00>/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w/render_sprite_trail<00><00>D<EFBFBD><00>D<EFBFBD><03><>L=<3D><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('<00>D<00>"%V$OPQRSTU# FGHIJKLMN"E! <02>effects\fas_dust_thick.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously0123@A4+*)(<00>@' /Alpha RandomG<00>?H<02>I<02>+*)(' /Lifetime RandomJ<00>?K<00>@L@@+*)(' /Radius RandomM@NpEO<00><>D+*)('/Remap Initial Scalared\<00>?[cb<00>?a`_<00><>^<00><>+*)('/Position Within Sphere Random5678
9
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@
<00>?<00>?A<00>EB<00>C+*)(' /Position Modify Offset RandomCDE
@<40>EF
@<40>E=+*)('
/Color RandomjBk<08><><EFBFBD><EFBFBD>lmno...<2E>p<1F>+*)('
/Rotation RandomP<00>?Q<00>CRS+*)('/Remap Initial Scalared\<00>?[cb Aa`_<00><>^<00><>+*)(' /Alpha Fade and Decayq<00>?r?s?tuv<00>?+*)(' /Movement Basic{|}
+*)(' /Rotation Spin Roll<00><00><00>+*)(' /Radius Scale<00><00>?<3F><00>23<32>?<3F>?<3F><00>?<3F>+*)('
/Movement Rotate Particle Around Axis'(<00>@)*+<00>
<00>?<3F><00>@<40><00>/Movement Lock to Control Point~<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?=+*)('
/Alpha Fade In Randomwx<00>?y<00>>z<00>>+*)('/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><>L><3E><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('<00>X<00><00>@"%i$cdefgh#\]^_`ab"[! YZ<02>effects\splash1.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis'()*+,z<>-
<00>?. /Pull towards control point'()*+,<00>é<00> /emit_continuously'()*+43@@210 /Alpha Random'()*+I2H<02>G@@
/Color Random'()*+pOJG<4A>oOJG<4A>nmlk<08><><EFBFBD><EFBFBD>jB/Position Within Sphere Random'()*+B<00> EA@gE@
<00>?<00>?<3F><>L>?
>=<;:<00>?9
8
765 /Lifetime Random'()*+L AKAJ<00>? /Radius Random'()*+O<00>CN<00><>DM@
/Rotation Random'()*+SRQ<00>CP<00>?/0<00><00>+*)(' /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
zD|<03><><EFBFBD>={
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w /Radius Scale'()*+<00><00><00>?<3F><00><00>?<3F><00><03><>L?/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~ /Rotation Spin Roll<00><00><00> +*)('/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00>k<00>"%$<00><00><00><00>#<00><00><00><00>"<00>!m<00> lvgui/white
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /Pull towards control point'()*+, <20>D<EFBFBD><00><00>n<00><00>@"%<00><00>${|}~<00><00><00># rstuvwxyz"q! op<02>effects\smoke1.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis.-
<00>?,<00>;<3B>+*)(' /Pull towards control point<00><00>,H<>+*)(' /emit_continuously'()*+430A210/Position Within Sphere Random'()*+BHCA<00><>D@
<00>?<00>??
>=<;:<00>?9
8
765 /Alpha Random'()*+I<02>H<02>G<00>? /Lifetime Random'()*+LAK0AJ<00>? /Radius Random'()*+OzDNaDM<00>?
/Rotation Random'()*+SR<00><>Q<00>AP<00>?/Remap Initial Scalared\<00>?[cb@a`_<00><>^<00><>+*)('
/Rotation Yaw Random'()*+ih*Cg>Cf<00>?/Sequence Random<00><00>+*)(' /Position Modify Offset Random'()*+=F
<00>CE
<00>CDC /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
<20>D|<03><><EFBFBD>={/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~ /Rotation Spin Roll<00><00><00>+*)('
/Movement Rotate Particle Around Axis<00><00><00>@<40>
<00>?+*)(' /Radius Scale<00>333?<3F><00><00>@<40><03><>L?<3F><00>?<3F>+*)('
/Alpha Fade In Random'()*+z<03><>L>y<03><>L>x<00>?w3/Color Light from Control Point'()*+<00><00>
<00><00>ccc<63><63><00>
<00>@<40>E<EFBFBD>/D<><00>A<EFBFBD>4B<34><00>
<00><00><00><><00>
<00><00>B<EFBFBD>HC<48><00>A<EFBFBD>4B<34><00>
<00><00><00><><00>
<00><00>B<EFBFBD>HC<48><00>A<EFBFBD>4B<34><00>
<00><00><00><><00>
<00><00>B<EFBFBD>HC<48><00>A<EFBFBD>4B<34><00><00><00><00>/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00>/render_sprite_trail'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00>D<EFBFBD><00>D<00><01><00><00>@"%<00>$<00><00><00><00><00><00><00><00># <00><00><00><00><00><00><00><00><00>"<00>! <00><00><02>effects\fas_dust_c.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis'()*+,<00>;<3B>-
<00>?. /Pull towards control point'()*+,<00> /emit_continuously0123<00>A4+*)('/Position Within Sphere Random5678
9
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/Rotation RandomP<00>?Q<00>AR<00><>S+*)('/Remap Initial Scalar'()*+^<00><>_<00><>`ab@c[\<00>?de
/Rotation Yaw Randomf<00>?g>Ch*Ci+*)('/Sequence Random'()*+<00><00> /Position Modify Offset Random'()*+=F
<00>CE
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/Movement Rotate Particle Around Axis'()*+<00>
<00>?<3F>@<40><00> /Radius Scale'()*+<00><00><00>?<3F><03><>L?<3F>@@<40><00><03><>L>
/Alpha Fade In Randomwx<00>?y<03><>L>z<03><>L>+*)('3/Color Light from Control Point<00><01><00><00><00><00>4B<34><00>A<EFBFBD>HC<48><00>B<EFBFBD>
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<00><00>UUU<55><55><00>
<00> <0C>@E<>+*)('/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)(' /emit_instantaneously'()*+4<00>@<40><02><><EFBFBD><EFBFBD><EFBFBD><00><02><><EFBFBD><EFBFBD><EFBFBD><02><><EFBFBD><EFBFBD><EFBFBD>/Position Within Sphere Random5678
9
:<00>?;<=>?
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<00>?<00>?AB+*)(' /Position Modify Offset RandomCDE
`<60>EF
<20>E=+*)(' /Radius RandomM<00>?N<00>CO<00> D+*)(' /Lifetime Random'()*+LPAKPAJ<00>? /Movement Basic{|<03><><EFBFBD>=}
+*)('/Movement Lock to Control Point~<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?=+*)('
/Set child control points from particle positions'()*+<00><00><00><00> /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>?<00><01><00><00>@"%$<00>#"!<00><00><00><00> <02>vgui/white
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA<00><01><00>"%<00>$<00><00><00><00><00><00><00>#<00><00><00><00><00><00><00><00>"<00>! <00><00><02>effects\fas_dust_c.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis'()*+,<00><><EFBFBD>-
<00>?. /Pull towards control point'()*+,<00>ZE<5A><00> /emit_continuously'(<00>@)*+43<00>A210 /Alpha Random'()*+I<02>H<02>G<00>?
/Color Random'()*+pph]<5D>oph]<5D>nmlk<08><><EFBFBD><EFBFBD>jB/Position Within Sphere Random'()*+B<00><>EA<00><>E@
<00>?<00>??
>=<;:<00>?9
8
765 /Lifetime Random'()*+L<00>@K<00>@J@ /Radius Random'()*+O<00><>DN`EM<00>@
/Rotation Random'()*+SR<00><>Q<00>AP<00>?/Rotation Yaw Flip Random'()*+?
/Rotation Yaw Random'()*+ih4<>g4Bf<00>? /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
<00>C|<03><><EFBFBD>={ /Radius Scale'()*+<00><00>@<40><00>@@<40><00>?/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w /Rotation Spin Roll'()*+<00><00><00>
/Color Fade'()*+<00>1-*<2A><><00><00>?<3F>/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><00>><3E><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><01><00>"%<00><00>$<00><00><00><00><00><00># <00><00><00><00><00><00><00><00><00>"<00>! <00><00><02>effects\fas_debris.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis'()*+,<00><><EFBFBD>-
<00>?. /Pull towards control point'()*+,<00>ZE<5A><00> /emit_continuously'(<00>@)*+43HB210 /Alpha Random'()*+I<02>H<02>G<00>?
/Color Random'()*+pOJG<4A>oOJG<4A>nmlk<08><><EFBFBD><EFBFBD>jB/Position Within Sphere Random'()*+BaEA <20>E@
<00>?<00>??
>=<;:<00>?9
8
765 /Lifetime Random'()*+L@K@@J<00>? /Radius Random'()*+OCNaDM A
/Rotation Random'()*+SRQ<00>CP<00>?/Remap Initial Scalar'()*+^<00><>_<00><>`ab<00>@c[\<00>?de /Trail Length Random'()*+<00>
<EFBFBD>#<<3C><03><><EFBFBD>=<3D><00>?/0<00><00>+*)(' /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
<00>C|<03><><EFBFBD>={
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w /Radius Scale'()*+<00><00><00>?<3F><00>@<40><00>?/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~/Rotation Orient to 2D Direction'()*+
 <00>?/render_sprite_trail'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00>D<EFBFBD><00>D/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><01><00>"%<00>$<00><00><00><00><00><00><00>#
<00><00><00><00><00><00><00><00><00><00>"<00>! <00><00><02>effects\smoke1.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis'()*+,@<40><>-
<00>?. /Pull towards control point'()*+,<00><>E<EFBFBD><00> /emit_continuously'(<00>@)*+43<00>A210 /Alpha Random'()*+I<02>H<02>G<00>?
/Color Random'()*+p:60<36>oGA:<3A>nmlk<08><><EFBFBD><EFBFBD>jB/Position Within Sphere Random'()*+B <20>EA<00><>E@
<00>?<00>??
>=<;:<00>?9
8
765 /Lifetime Random'()*+L@K@@J@ /Radius Random'()*+O/DN@<40>DM<00>?
/Rotation Random'()*+SRQ<00>CP<00>?/Rotation Yaw Flip Random'()*+?
/Rotation Yaw Random'()*+ih4<>g4Bf<00>?/Sequence Random'()*+<00><00> /Trail Length Random'()*+<00>
<EFBFBD>#<<3C><03><><EFBFBD>=<3D><00>? /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
|<03><><EFBFBD>={ /Radius Scale'()*+<00><00><00>?<3F><03><>L><3E>@<40><00>?/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w /Rotation Spin Roll'()*+<00><00><00>
/Color Fade'()*+<00>*&"<22><><00><00>?<3F>/render_sprite_trail'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00>D<EFBFBD><00>;E<00><01><00>"%<00>$<00><00><00><00><00><00>#<00><00><00><00><00><00><00><00>"<00>! <00><00><02>particle\debris1\debris.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis.-
<00>?,<00><><EFBFBD>+*)(' /Pull towards control point<00><00>,<00><>E+*)(' /emit_continuously0123<00>A4+*)(<00>@' /Alpha RandomG<00>?H<02>I<02>+*)('
/Color RandomjBk<08><><EFBFBD><EFBFBD>lmnoOJG<4A>pOJG<4A>+*)('/Position Within Sphere Random5678
9
:<00>?;<=>?
@
<00>?<00>?A<00><>EBaE+*)(' /Lifetime RandomJ<00>?K@@L@+*)(' /Radius RandomMANaDOC+*)('
/Rotation RandomP<00>?Q<00>CRS+*)('/Remap Initial Scalared\<00>?[cb<00>@a`_<00><>^<00><>+*)('/0'()*+<00><00> /Alpha Fade and Decayq<00>?r?s?tuv<00>?+*)(' /Movement Basic{|<03><><EFBFBD>=}
zD+*)('
/Alpha Fade In Randomwx<00>?y<00>>z<00>>+*)(' /Radius Scale<00>?<3F><00>@<40><00><00>?<3F>+*)('/Movement Lock to Control Point~<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?=+*)(' /Rotation Spin Roll'()*+<00> <00><00>/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('
/Color Fade'()*+<00><10><><00><00>?<3F><00><01><00><00>@"%$#"! <02>vgui/white
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA<00><00>"%$ 
# 
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis'()*+,<00><><EFBFBD>-
<00>?. /Pull towards control point'()*+,<00> /emit_continuously'()*+43<00>B210 /Alpha Random'()*+I<02>H<02>G<00>?
/Color Random'()*+pOJG<4A>oOJG<4A>nmlk<08><><EFBFBD><EFBFBD>jB/Position Within Sphere Random'()*+B<00>;EA<00><>E@
<00>?<00>?<3F><>L>?
>=<;:<00>?9
8
765 /Lifetime Random'()*+L AKAJ<00>? /Radius Random'()*+O AN\BM<00>@
/Rotation Random'()*+SRQ<00>CP<00>?/0<00><00>+*)(' /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
zD|<03><><EFBFBD>={
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w /Radius Scale'()*+<00><00><00>?<3F><00><00>?<3F><00>?/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~ /Rotation Spin Roll<00><00><00> +*)('/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><00>"%%$ !"#$#"! <02>particle\debris1\debris.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis.-
<00>?,z<>+*)(' /Pull towards control point<00><00>,<00><>+*)(' /emit_continuously0123HB4+*)(' /Alpha RandomG<00>?H<02>I<02>+*)('
/Color RandomjBk<08><><EFBFBD><EFBFBD>lmnoOJG<4A>pOJG<4A>+*)('/Position Within Sphere Random5678
9
:<00>?;<=>?
@
<00>?<00>?<3F><>L>A@gEB<00> E+*)(' /Lifetime RandomJ<00>?KAL A+*)(' /Radius RandomM<00>@N<00> DO<00>B+*)('
/Rotation RandomP<00>?Q<00>CRS+*)('/0'()*+<00><00> /Alpha Fade and Decayq<00>?r?s?tuv<00>?+*)(' /Movement Basic{|<03><><EFBFBD>=}
zD+*)('
/Alpha Fade In Randomwx<00>?y<00>>z<00>>+*)(' /Radius Scale<00>?<3F><00><00>?<3F><00><00>?<3F>+*)('/Movement Lock to Control Point~<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?=+*)(' /Rotation Spin Roll'()*+<00> <00><00>/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('"%9$2345678#*+,-./01")! '(<02>effects\neuro_smoke_soft.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis.-
<00>?,<00><><EFBFBD>+*)(' /Pull towards control point<00><00>,<00>ZE+*)(' /emit_continuously0123<00>A4+*)(<00>@' /Alpha RandomG<00>?H<02>I<02>+*)('
/Color RandomjBk<08><><EFBFBD><EFBFBD>lmnoph]<5D>pPI@<40>+*)('/Position Within Sphere Random5678
9
:<00>?;<=>?
@
<00>?<00>?A <20>EB <20>E+*)(' /Lifetime RandomJ@K<00>@L<00>@+*)(' /Radius RandomM<00>?N@<40>DO<00><>D+*)('
/Rotation RandomP<00>?Q<00>AR<00><>S+*)('/Rotation Yaw Flip Random?+*)('
/Rotation Yaw Randomf<00>?g4Bh4<>i+*)(' /Alpha Fade and Decayq<00>?r?s?tuv<00>?+*)(' /Movement Basic{|<03><><EFBFBD>=}
+*)(' /Radius Scale<00>?<3F><00>@<40><03><>L><3E><00>?<3F>+*)('/Movement Lock to Control Point~<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?=+*)('
/Alpha Fade In Randomwx<00>?y<00>>z<00>>+*)(' /Rotation Spin Roll<00><00><00>+*)('
/Color Fade'()*+<00><00><><00><03><>L?<3F>/render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><00>><3E><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>+*)('"%K$DEFGHIJ#<=>?@ABC";! particle\smoke1\dust_motes_alpha.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD>
<03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously'()*+43?210 /Alpha Random'()*+I<02>H<02>G<00>? /Lifetime Random'()*+L<00>AK<00>AJ<00>? /Radius Random'()*+O@<40>EN@FM<00>?/Remap Initial Scalar'()*+^<00><>_<00><>`ab@c[\<00>?de/Position Within Sphere Random'()*+B<00>EA@
<00>?<00>??
>=<;:<00>?9
8
765 /Position Modify Offset Random'()*+=F
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@<40>EDC
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/Rotation Random'()*+SRQ<00>CP<00>? /Alpha Fade and Decay'()*+v<00>?uts?r?q<00>? /Movement Basic'()*+}
|{ /Rotation Spin Roll'()*+<00><00><00> /Radius Scale'()*+<00><00><00>?<3F><00>?<3F>@<40><00>?/Movement Lock to Control Point'()*+=<00><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?<3F><00>?~
/Alpha Fade In Random'()*+z<00>>y<00>>x<00>?w
/Movement Rotate Particle Around Axis'()*+<00>
<00>?<3F><00>@<40><00>/render_animated_sprites'()*+<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00>