textures/q4x_common/solid_black { qer_editorimage textures/q4x_common/solid_black.tga diffusemap textures/q4x_common/solid_black.tga } common/damage_boost_overlay { noselfShadow unsmoothedTangents translucent deform expand 0.3 { blend gl_dst_color, gl_one map gfx/effects/q4x/damage_boost01.tga //translate time * 0.045 , time * 0.09 translate time * 0.12 , time * 0.25 } // { // blend gl_dst_color, gl_one // map gfx/effects/q4x/damage_boost01.tga // translate time * 0.032 , time * -0.07 // } } common/defense_boost_overlay { noselfShadow unsmoothedTangents translucent deform expand .2 // ember1[time * 0.2] * 10 { blend gl_dst_color, gl_one map gfx/effects/q4x/damage_boost01.tga translate time * 0.045 , time * 0.09 } { blend gl_dst_color, gl_one map gfx/effects/q4x/damage_boost01.tga translate time * 0.032 , time * -0.07 } } common/freeze_death_overlay { noselfShadow unsmoothedTangents translucent { blend blend map gfx/effects/q4x/ice/freeze01.tga } { blend blend map gfx/effects/q4x/ice/freeze01.tga scale 3, 3 } // { // blend gl_one, gl_one // map gfx/effects/q4x/ice/freeze01.tga // rgb 0.1 // } { blend gl_dst_color, gl_one map gfx/effects/q4x/ice/freeze01.tga } } common/freeze_overlay1 { noselfShadow unsmoothedTangents translucent { blend blend map gfx/effects/q4x/ice/freeze01.tga alpha 0.3 } { blend gl_dst_color, gl_one map gfx/effects/q4x/ice/freeze01.tga rgb 0.1 } } common/freeze_overlay2 { noselfShadow unsmoothedTangents translucent { blend blend map gfx/effects/q4x/ice/freeze01.tga alpha 0.4 } { blend gl_one, gl_one map gfx/effects/q4x/ice/freeze01.tga rgb 0.15 } } common/freeze_overlay3 { noselfShadow unsmoothedTangents translucent { blend blend map gfx/effects/q4x/ice/freeze01.tga alpha 0.7 } { blend gl_one, gl_one map gfx/effects/q4x/ice/freeze01.tga rgb 0.2 } } common/freezegib/ice01 { noselfShadow { blend diffusemap map gfx/effects/q4x/ice/freeze02.tga red 1.1 green 1.1 blue 1.0 scale 7, 7 } { blend gl_dst_color, gl_one map gfx/effects/q4x/ice/freeze01.tga scale 2, 2 rgb 0.4 } inlineGuide corpseBurnEffect(models/monsters/burnout.tga) } common/freezegib/ice02 { translucent twoSided noShadows { blend blend map gfx/effects/q4x/ice/freeze03.tga vertexColor } }