// =================
// ZEmod GUN BULLET GROUND HIT
// =================

[ExplosionClass]
classLabel = "explosion"

particleTypes = 4
particleClass1 = "xzeshockg.core"
particleCount1 = 1
particleVeloc1 = "0.0 0.0 0.0"
particleClass2 = "xzeshockg.gnd"
particleCount2 = 1
particleVeloc2 = "0.0 0.0 0.0"
particleClass3 = "xzeshockg.core2"
particleCount3 = 1
particleVeloc3 = "0.0 0.0 0.0"
particleClass4 = "xzeshockg.bolt"
particleCount4 = 1
particleVeloc4 = "0.0 0.0 0.0"

explSound = "zebulgnd.wav"
damageRadius = 0.0
damageValue(N) = 0
damageValue(L) = 0
damageValue(H) = 0
damageValue(S) = 0
damageValue(D) = 0
damageValue(A) = 0

[Core]
simulateBase = "sim_null"
lifeTime = 1.0
renderBase = "draw_sprite"
spriteCenter.x = 0.0
spriteCenter.y = 1.0
textureName = "ground.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "153 153 153 255"
finishColor = "153 153 153 0"
startRadius = 0.2
finishRadius = 2.0
animateTime = 1.0

[gnd]
simulateBase = "sim_null"
lifeTime = 3
renderBase = "draw_planar"
textureName = "zeground.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "255 255 255 125"
finishColor = "200 200 200 0"
startRadius = 1.0
finishRadius = 1.0
animateTime = 3

[Core2]
simulateBase = "sim_null"
lifeTime = 0.2
renderBase = "draw_twirl"
textureName = "zeexp.tga"
textureBlend = "one one modulate"
startColor = "255 255 255 255"
finishColor = "255 240 150 0"
startRadius = 1
finishRadius = 0.5
animateTime = 0.2

[Bolt]
simulateBase = "sim_smoke"
lifeTime = 0.2
renderBase = "draw_emit"
emitName = "xzeshockg.boltemit"
emitDelay = 0.2
emitVariance = "65.0 65.0 65.0"
emitInherit = "0.0 0.0 0.0"

[boltemit]
simulateBase = "sim_smoke"
lifeTime = 0.2
renderBase = "draw_bolt"
textureName = "gzeshock.tga"
textureBlend = "one one modulate"
startColor = "255 50 50 255"
finishColor = "255 50 100 0"
startRadius = 0.2
finishRadius = 0.1
segmentLength = 0.1
segmentVariance = "1.3 1.3 1.3"
animateTime = 0.2
textureRate = 0.01
