// =================
// DECOY EXPLOSION
// =================

[ExplosionClass]
classLabel = "explosion"

particleTypes = 2
particleClass1 = "xDecoy.core"
particleCount1 = 1
particleVeloc1 = "0.0 0.0 0.0"
particleClass2 = "xDecoy.shock"
particleCount2 = 1
particleVeloc2 = "0.0 0.0 0.0"

explSound = "xmv1.wav"
damageRadius = 100.0

damageValue(N) = 300//**1000 // none
damageValue(L) = 225//**750 // light
damageValue(H) = 225//**750 // heavy

damageValue(S) = 255//**850 // standard
damageValue(D) = 300//**1000 // deflection
damageValue(A) = 195//**650 // absorbion

[Core]
simulateBase = "sim_null"
lifeTime = 1.0
renderBase = "draw_twirl"
textureName = "flame.tga"
textureBlend = "one one modulate"
startColor = "63 255 63 255"
finishColor = "0 255 0 0"
startRadius = 3.0
finishRadius = 30.0
animateTime = 1.0

[Shock]
simulateBase = "sim_null"
lifeTime = 0.3
renderBase = "draw_sphere"
textureName = "vsmoke.tga"
textureBlend = "one one modulate"
startColor = "63 255 63 127"
finishColor = "0 255 0 0"
startRadius = 3.0
finishRaius = 60.0
animateTime = 0.3
