objEffect Shooter_Swap
{
   eiParticleEmitter Shadow
   {
      Sprite
      {
         File = ~data/textures/game/shooter/shooter_shadow.jpg*data/textures/game/shooter/shooter_shadow_alpha.tga
         Anim = "default"
         AnimLoop = false
         FPS = 0.000000
      }

      Spline

      Palette

      Emitter
      {
         PosRelative = true
         PositionMin = [ 8.000000, 8.000000, 0.000000 ]
         PositionMax = [ 8.000000, 8.000000, 0.000000 ]
      }

      Particles
      {
         LifespanInfinite = true
      }

      Physics
   }

   eiParticleEmitter Secondary_Ball
   {
      Sprite
      {
         File = ~data/textures/game/next_ball/2.jpg*data/textures/game/next_ball/alpha.tga
         AnimReverse = true
         FPS = 12.000000
      }

      Spline

      Palette

      Emitter
      {
         Lifespan = [ 0.750000, 0.750000 ]
         PosRelative = true
         PositionMin = [ 0.000000, 11.000000, 0.000000 ]
         PositionMax = [ 0.000000, 11.000000, 0.000000 ]
      }

      Particles
      {
         Lifespan = [ 0.750000, 0.750000 ]
         LifespanInfinite = true
      }

      Physics
   }

   eiParticleEmitter Shooter
   {
      Sprite
      {
         File = ~data/sprites/game/shooter.spr
         Anim = "center"
         AnimLoop = false
         FPS = 0.000000
      }

      Spline

      Palette

      Emitter
      {
         PosRelative = true
      }

      Particles
      {
         LifespanInfinite = true
      }

      Physics
   }

   eiParticleEmitter Primary_Ball
   {
      Sprite
      {
         File = ~data/sprites/game/balls/1.spr
         AnimReverse = true
         FPS = 12.000000
      }

      Spline

      Palette

      Emitter
      {
         Lifespan = [ 0.750000, 0.750000 ]
         PosRelative = true
         PositionMin = [ 0.000000, -14.000000, 0.000000 ]
         PositionMax = [ 0.000000, -14.000000, 0.000000 ]
      }

      Particles
      {
         Rate = [ 1.000000, 1.000000 ]
         Lifespan = [ 0.500000, 0.500000 ]
         AlphaFadeIn = [ 0.100000, 0.100000 ]
         AlphaFadeOut = [ 0.500000, 0.500000 ]
      }

      Physics
      {
         AccelMin = [ 0.000000, -550.000000, 0.000000 ]
         AccelMax = [ 0.000000, -550.000000, 0.000000 ]
      }
   }
}
