;
; Burning man effects
;

effect burning_pig_halo
{
	type halo
	{
		inflate_range	0.05, 0.1
		texture	 		textures/#fire.tga
		fade_time		0.3
	}
}

effect blood_ripple ; <effect_name>
{
	   type		decal			; <decal | ribbon | particle> 
	   {
	           
				start_size		[ 0.0 6.5 ]		; <meters>[ 0.2 0.5 ]
				end_size		[ 6.6 12.5 ]		; <meters>[ 0.6 1.0 ]
				anim_time		[ 13.2 25.0 ]		; <seconds>[ 1.0 2.0 ]
				delay_time      [ 3.3 6.225 ]
				
				
				
				colour_lookup
				{
					keyframe		0.0		0   255 0 0	; <0.0 to 1.0> <a r g b>
					keyframe		0.5		255 255 0 0	
					keyframe		1.0		0   255 0 0
					keyframe		2.0		0   255 0 0	; <0.0 to 1.0> <a r g b>
					keyframe		2.5		255 255 0 0	
					keyframe		3.0		0   255 0 0
					keyframe		3.5		0   255 0 0	; <0.0 to 1.0> <a r g b>
					keyframe		4.0		255 255 0 0	
					keyframe		4.5		0   255 0 0
					keyframe		5.0		0   255 0 0	; <0.0 to 1.0> <a r g b>
					keyframe		6.0		255 255 0 0	
					keyframe		6.5		0   255 0 0
					keyframe		7.0		0   255 0 0	; <0.0 to 1.0> <a r g b>
					keyframe		7.5		255 255 0 0	
					keyframe		8.0		0   255 0 0
					keyframe		8.5		0   255 0 0	; <0.0 to 1.0> <a r g b>
					keyframe		9.0		255 255 0 0	
					keyframe		9.5		0   255 0 0
					keyframe	    10.0	0   255 0 0	; <0.0 to 1.0> <a r g b>
					keyframe		10.5	255 255 0 0	
					keyframe		11.0	0   255 0 0
					keyframe		11.5	0   255 0 0	; <0.0 to 1.0> <a r g b>
					keyframe		12.0	255 255 0 0	
					keyframe		12.5	0   255 0 0
				}

				texture			data/battlefield/blood/bloodripple_01.tga
	   }			   
 }

effect bleeding_man_splash
{
	type particle
	{
	
	
		texture			battlefield/blood/blood0.tga

		size_range       	2.0, 2.5
		age_range        	0.4, 0.9
	    grow_range		 	1.0, 1.0
		vel_range  			0.0, 0.2
		colour     			193, 0, 0
		alpha_min			150
		alpha_max	   		200			 ; maximum alpha value
		random_emit_radius  0, 0.4
		initial_size		1.0, 1.5
		system_radius		3
		
		emitter skeleton
		{
			density				4 	     	 ; how many particles per meter
			emitter_falloff_dist	500		 ; distance in meters to reduce emission over
			emitter_falloff_bias	0.5				
		}
	}
}

effect burning_man_flames
{
	type particle
	{
		texture				battlefield/fire/#flame_wheel.tga		
		sprite_origin		0.0, 0.0
		sprite_size			1.0, 1.0

		size_range       	0.4, 0.6
		age_range        	0.8, 1.6 ;0.00001, 0.00001
	    grow_range		 	1.0, 1.0
		vel_range  			-0.8, -0.9	
		colour     			100, 100, 100
		alpha_min			100
		alpha_max	   		150			 ; maximum alpha value

		initial_size		0.4, 0.5
		blend_type			additive
		
		emitter	skeleton
		{
			emitter_falloff_dist	200			; distance in meters to reduce emission over
			emitter_falloff_bias	0.5	
			density					80 	     	 ; how many particels per meter
		}

		random_emit_radius		0, 0.2
		system_radius			2.0			; radius used for culling		
	}
}

effect burning_pig_flames
{
	type particle
	{
		texture				battlefield/fire/#flame_wheel.tga		
		sprite_origin		0.0, 0.0
		sprite_size			1.0, 1.0

		size_range       	0.4, 0.5
		age_range        	0.2, 0.3
	    grow_range		 	1.0, 1.0
		vel_range  			0.1, 0.2
		colour     			255, 255, 255
		alpha_max	   		230			 ; maximum alpha value
		initial_size		0.4, 0.5
		blend_type			additive
		max_particles		2000
		sort_bias			1 	
		batched
		fade_time			0.2
		die_size			0.2, 0.3
		allow_trigger_when_full
		system_radius		2						
		emitter skeleton
		{
			density					30 	     	; how many particles per second
			emitter_falloff_dist	120			; distance in meters to reduce emission over
			emitter_falloff_bias	0.5			
		}

		random_emit_radius		0, 0.3
		system_radius			2.0			; radius used for culling
	}
}

effect burning_pig_smoke
{
	type particle
	{
		texture			battlefield/fire/smoke0.tga

		size_range       	0.4, 0.9
		age_range        	0.3, 0.4
	    grow_range		 	1.0, 1.2
		vel_range  			0.0, 0.2
		colour     			55, 50, 47
		alpha_max	   		150			 ; maximum alpha value
		random_emit_radius  0, 0.4
		initial_size		1.0, 1.5
		system_radius		2.0
		sort_bias			2
		batched
		allow_trigger_when_full
		
		emitter	time
		{
			density				0 	     	 ; how many particles per meter
		}
	}
}

effect_set burning_pig_flames_set
{
	lod 10000
	{
	   ;burning_pig_smoke
	   burning_pig_flames
	}
}

effect_set burning_man_flames_set
{
	lod 10000
	{	
		burning_pig_flames
	}
}

effect_set flaming_man_effect
{
	lod 10000
	{
	    blood_ripple
	 	bleeding_man_splash
	}
}

effect_set burning_pigs_set
{
	lod 10000
	{
		burning_pig_flames
	}
}

effect_set falling_flaming_man_effect
{
	lod 10000
	{
	    blood_ripple
	   	bleeding_man_splash
		
	}
}
