// black bits
r_part main
{
	type ball
	texture ball
	tcoords 1 65 31 95 256 8 32
	scale 4
	count 9
	scalefactor 1
	alpha 1
	die 0.8
	rgb 25 25 25
	spawnmode ball
	spawnorg 1
	spawnvel 100
	randomvel 100
	gravity 400
}

// sparks
r_part +main
{
	type texturedspark
	texture ball
	tcoords 1 65 31 95 256 8 32
	scale 1
	count 2
	scalefactor 1
	alpha 0.5
	die 0.4
	rgb 255 180 30
	blend add
	spawnmode ball
	spawnvel 50
	randomvel 50
	veladd 200
	gravity 600
} 

// unused ricochet sprite, reactivated
r_part +main
{
	count 0 0 1
	orgadd 8
	model "sprites/richo2.spr" framestart=0 framecount=15 framerate=20 additive scalemin=0.25 scalemax=0.55 alpha=0.65
}

// emitter for our bullet hole dust
r_part +main
{
	step 4
	die 0.5 1
	type beam

	emit dustparts
	emitinterval 0.1
}

// black bits falling out of the bullet hole
r_part dustparts
{
	type ball
	texture ball
	tcoords 1 65 31 95 256 8 32
	scale 2
	count 2
	scalefactor 1
	alpha 1
	die 2 4
	rgb 32 32 32
	spawnmode ball
	spawnorg 1
	randomvel 10
	veladd 50
	gravity 800
}
