originjitter 6 6 6
// dust/smoke drifting away from the impact
effect TE_GUNSHOT
-count 2
+count 0.8
type smoke
tex 0 8
color 0x101010 0x101010
velocityjitter 8 8 8
// dust/smoke staying at the impact
effect TE_GUNSHOT
-count 0.5
+count 0.2
type smoke
tex 0 8
color 0x505050 0x505050
velocityjitter 0 0 0
// bouncing sparks
effect TE_GUNSHOT
-count 5
+count 2.5
type spark
color 0x8f4333 0xfff31b
size 0.4 0.4
type alphastatic
notunderwater
tex 0 8
-count 3
+count 1
size 10 20
sizeincrease 25
alpha 300 550 756
type alphastatic
notunderwater
tex 36 36
-count 0.5
+count 0.2
size 10 11
sizeincrease 74
alpha 200 350 500
// sparks
effect shotgun_impact
notunderwater
-count 1.5
+count 0.5
type spark
tex 40 40
color 0xFDFFD9 0xFDFFD9
type alphastatic
notunderwater
tex 0 8
-count 3
+count 1.5
size 10 20
sizeincrease 15
alpha 300 550 456
bounce 6
velocitymultiplier 0.03
rotate 0 360 -50 50
-//derbis
+//debris
effect machinegun_impact
type alphastatic
notunderwater
// fire effect which make bright dot inside
effect hagar_explode
notunderwater
-count 5
+count 3.5
type smoke
tex 48 55
color 0xffe955 0xff5a00
type alphastatic
notunderwater
tex 0 8
-count 10
+count 7
size 20 40
sizeincrease 20
alpha 200 500 600