
weapon/plasma/trail {
     ///     === PUFF
	color   0 1 0  //  .2 .5 1   //(keep:.1 .2 1)
	alpha    .2  // 1= not transp  (keep:0.2)
	shader	 smokePuff  //  railDisc // flareShader  ??
	 
	distance 16.0 {  // 2000ups * (1000.0 / 125.0)
		normalize parentVelocity v0
		inverse v0
		wobble v0 velocity 100 + rand*50
		scale	velocity velocity 10 + rand*50
		emitter 0.1 + rand*0.13 {
			 size	112 * ( 1 - 0.5 * lerp * 1.5 )  // BALLS
			colorFade 1   // 0= becomes black
			moveGravity 1
			sprite cullNear
		}
	 
    }
} 
	color	.1 .5 1   //(keep:.1 .2 1)
	alpha    0.21  // 1= not transp  (keep:0.2)
	shader	   railDisc // flareShader  ??  plasma
	//interval 0 {
		normalize parentVelocity v0
		inverse v0
		wobble v0 velocity 100 + rand*50
		scale	velocity velocity 10 + rand*50
		emitter 0.1 + rand*0.13 {
			 size	12 * ( 1 - 0.5 * lerp * 1.5 )  // balls
			colorFade 0
			moveGravity  0
			sprite cullNear
		}
	}
	
	////
	
	
		
	                              //  WHITE BUBBLES
	shader	flareShader
	alpha	0.8
	color	 .5 .7  1 //keep: .5 .7  1
	repeat 2 {
		wobble	dir velocity 1 + rand*20
		scale	velocity velocity 50 + rand*50
		size	1 + rand*2
		emitter 0.01 + rand*0.3 {
			colorFade 1    // colormixer /sparkling effct
			Sprite
			moveBounce 0 0.7
		}
	}  
	
	
/////////




weapon/rail/impact {
	vibrate 50
	sound	sound/weapons/plasma/plasmx1a.wav

	//The white expanding impact disc
	rotate    rand*360
	shader	railExplosion
	model	models/weaphits/ring02.md3
	emitter 0.6 {
		dirModel
	}
	//Plasma style impact mark
	size	24
	shader	gfx/damage/plasma_mrk
	Decal energy


	
	shader	flareShader
	alpha	1
	color  .7 .12 .5   //  1 0 0  // lines
	repeat 20 + 20*rand {
		width 1
		wobble	dir velocity 100 + rand*20
		scale	velocity velocity 200 + rand*50
		size	80*rand
		emitter "1.5 * rand" {
			//moveGravity 100						
			colorFade 0.9
			spark
		}
	}
	
	alpha	1
	color  1 .4 .8  // .7 .12 .5    ///  1 0 0    // flying sparx
	repeat 10 + rand*10 {
		wobble	dir velocity 10 + rand*20
		scale	velocity velocity 10 + rand*50
		size	2 + rand*2																//size	2 + rand
		emitter "1 + rand*0.5" {
			moveBounce 2  0.9							//300
			colorFade 0.7
			sprite
		}
	}
	alpha	1
	color 1 1 1  // impct spot
	repeat 1  {
		wobble	dir velocity  0 
		scale	velocity velocity 1
		size	1  																//size	2 + rand
		emitter 1  {
			moveBounce 1 1						 
			colorFade 1
			sprite
		}
	}
												
	emitter 0.6 
	{
		Sprite
		color  .7 .12 .5   //  1 0 0    // impct light
		size 100 * clip(2 - 2*lerp)
		Light
	}
}
