# PLASMA

projectile_gfx_ballistic = {
	#common for all types of projectiles
	name = "BEAMC_s"
	color = { 1.0 		0.45		0.15 	1.0 }
	hit_entity = "BEAMC_small_hit_entity"
	shield_hit_entity = "BEAMC_small_shield_hit_entity"
	muzzle_flash_entity = "BEAMC_small_muzzle_flash_entity"
	
	#ballistic specific
	entity = "BEAMC_small_entity"
	speed = 290.0			#preferred speed of the projectile
	max_duration = 3.0		#Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds
	
	shield_impact = {
		size = small
		delay = 0.0
	}
}

projectile_gfx_ballistic = {
	#common for all types of projectiles
	name = "BEAMC_m"
	color = { 1.0 		0.45		0.15 	1.0 }
	hit_entity = "BEAMC_medium_hit_entity"
	shield_hit_entity = "BEAMC_medium_shield_hit_entity"
	muzzle_flash_entity = "BEAMC_medium_muzzle_flash_entity"
	
	#ballistic specific
	entity = "BEAMC_medium_entity"
	speed = 290.0			#preferred speed of the projectile
	max_duration = 3.0		#Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds
	
	shield_impact = {
		size = medium
		delay = 0.0
	}
}

projectile_gfx_ballistic = {
	#common for all types of projectiles
	name = "BEAMC_l"
	color = { 1.0 		0.45		0.15 	1.0 }
	hit_entity = "BEAMC_large_hit_entity"
	shield_hit_entity = "BEAMC_large_shield_hit_entity"
	muzzle_flash_entity = "BEAMC_large_muzzle_flash_entity"
	
	#ballistic specific
	entity = "BEAMC_large_entity"
	speed = 290.0			#preferred speed of the projectile
	max_duration = 3.0		#Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds
	
	shield_impact = {
		size = large
		delay = 0.0
	}
}

projectile_gfx_ballistic = {
	#common for all types of projectiles
	name = "BEAMC_s2"
	color = { 0.4 		1.0		0.4 	1.0 }
	hit_entity = "BEAMC_small_hit_entity"
	shield_hit_entity = "BEAMC_small_shield_hit_entity"
	muzzle_flash_entity = "BEAMC2_small_muzzle_flash_entity"
	
	#ballistic specific
	entity = "BEAMC2_small_entity"
	speed = 290.0			#preferred speed of the projectile
	max_duration = 3.0		#Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds
	
	shield_impact = {
		size = small
		delay = 0.0
	}
}

projectile_gfx_ballistic = {
	#common for all types of projectiles
	name = "BEAMC_m2"
	color = { 0.4 		1.0		0.4 	1.0 }
	hit_entity = "BEAMC_medium_hit_entity"
	shield_hit_entity = "BEAMC_medium_shield_hit_entity"
	muzzle_flash_entity = "BEAMC2_medium_muzzle_flash_entity"
	
	#ballistic specific
	entity = "BEAMC2_medium_entity"
	speed = 290.0			#preferred speed of the projectile
	max_duration = 3.0		#Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds
	
	shield_impact = {
		size = medium
		delay = 0.0
	}
}

projectile_gfx_ballistic = {
	#common for all types of projectiles
	name = "BEAMC_l2"
	color = { 0.4 		1.0		0.4 	1.0 }
	hit_entity = "BEAMC_large_hit_entity"
	shield_hit_entity = "BEAMC_large_shield_hit_entity"
	muzzle_flash_entity = "BEAMC2_large_muzzle_flash_entity"
	
	#ballistic specific
	entity = "BEAMC2_large_entity"
	speed = 290.0			#preferred speed of the projectile
	max_duration = 3.0		#Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds
	
	shield_impact = {
		size = large
		delay = 0.0
	}
}
projectile_gfx_ballistic = {
	#common for all types of projectiles
	name = "BEAMC_s3"
	color = { 0.4 		0.45		0.15 	1.0 }
	hit_entity = "BEAMC_small_hit_entity"
	shield_hit_entity = "BEAMC_small_shield_hit_entity"
	muzzle_flash_entity = "BEAMC3_small_muzzle_flash_entity"
	
	#ballistic specific
	entity = "BEAMC3_small_entity"
	speed = 290.0			#preferred speed of the projectile
	max_duration = 3.0		#Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds
	
	shield_impact = {
		size = small
		delay = 0.0
	}
}

projectile_gfx_ballistic = {
	#common for all types of projectiles
	name = "BEAMC_m3"
	color = { 0.4 		0.45		0.15 	1.0 }
	hit_entity = "BEAMC_medium_hit_entity"
	shield_hit_entity = "BEAMC_medium_shield_hit_entity"
	muzzle_flash_entity = "BEAMC3_medium_muzzle_flash_entity"
	
	#ballistic specific
	entity = "BEAMC3_medium_entity"
	speed = 290.0			#preferred speed of the projectile
	max_duration = 3.0		#Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds
	
	shield_impact = {
		size = medium
		delay = 0.0
	}
}

projectile_gfx_ballistic = {
	#common for all types of projectiles
	name = "BEAMC_l3"
	color = { 0.4 		0.45		0.15 	1.0 }
	hit_entity = "BEAMC_large_hit_entity"
	shield_hit_entity = "BEAMC_large_shield_hit_entity"
	muzzle_flash_entity = "BEAMC3_large_muzzle_flash_entity"
	
	#ballistic specific
	entity = "BEAMC3_large_entity"
	speed = 290.0			#preferred speed of the projectile
	max_duration = 3.0		#Speed of projectile might be scaled up in order to guarantee reaching the target within <max_duration> seconds
	
	shield_impact = {
		size = large
		delay = 0.0
	}
}

# ENERGY LANCE

projectile_gfx_beam = {
	#common for all types of projectiles
	name = "MPC1"
	color = { 1.0 		0.45		0.15 	1.0 }
	hit_entity = "MPC1_hit_entity"
	shield_hit_entity = "MPC1_shield_hit_entity"
	muzzle_flash_entity = "MPC1_muzzle_entity"
	
	#beam specific data
	width = 2.0
	texture_scroll_speed = 2.5
	texture_tiling = 5.5
	
	hit = {
		alpha_curve = { 
			0.0 	0.0
			0.05	0.0
			0.1		100.0
			0.4		5.0
			0.6		0.0
			1.0 	0.0
		}
		duration = 2.0
	}
	miss = {
		alpha_curve = { 
			0.0 	0.0
			0.05	0.0
			0.1		100.0
			0.4		5.0
			0.6		0.0
			1.0 	0.0
		}
		duration = 1.5
	}
	texture = "gfx/models/combat_items/energy_lance_diffuse.dds"
	
	shield_impact = {
		size = large
		loop_duration = 0.5
		delay = 0.1
	}
}

projectile_gfx_beam = {
	#common for all types of projectiles
	name = "MPC2"
	color = { 1.0 	0.3 	0.2 	1.0 }
	hit_entity = "MPC2_hit_entity"
	shield_hit_entity = "MPC2_shield_hit_entity"
	muzzle_flash_entity = "MPC2_muzzle_entity"
	
	#beam specific data
	width = 2.0
	texture_scroll_speed = 2.5
	texture_tiling = 5.5
	
	hit = {
		alpha_curve = { 
			0.0 	0.0
			0.05	0.0
			0.1		100.0
			0.4		5.0
			0.6		0.0
			1.0 	0.0
		}
		duration = 2.0
	}
	miss = {
		alpha_curve = { 
			0.0 	0.0
			0.05	0.0
			0.1		100.0
			0.4		5.0
			0.6		0.0
			1.0 	0.0
		}
		duration = 1.5
	}
	texture = "gfx/models/combat_items/energy_lance_diffuse.dds"
	
	shield_impact = {
		size = large
		loop_duration = 0.5
		delay = 0.1
	}
}