objEffect Powerup_Net
{
   # data/scripts/effects/sound/spawn_powerup.ofx

   eiParticleEmitter Shadow
   {
      DetailMin = 1
      SceneLayer = "GamePowerups"

      Sprite
      {
         File = ~data/sprites/game/powerups/fall/base_shadow.spr
         BlendMode = MUL
      }

      Spline

      Palette

      Emitter
      {
         Lifespan = [ 1.000000, 1.000000 ]
         PosRelative = true
         PositionMin = [ 9.000000, 0.000000, 0.000000 ]
         PositionMax = [ 9.000000, 0.000000, 0.000000 ]
      }

      Particles
      {
         Start = [ 1, 1 ]
         Max = [ 1, 1 ]
         Rate = [ 0.000000, 0.000000 ]
         LifespanInfinite = true
         AlphaFadeIn = [ 0.000000, 0.000000 ]
         AlphaFadeOut = [ 1.000000, 1.000000 ]
      }

      Physics
   }

   eiParticleEmitter Base
   {
      SceneLayer = "GamePowerups"

      Sprite
      {
         File = ~data/sprites/game/powerups/fall/base.spr
      }

      Spline

      Palette

      Emitter
      {
         Lifespan = [ 1.000000, 1.000000 ]
         PosRelative = true
         PositionMin = [ 0.000000, -9.500000, 0.000000 ]
         PositionMax = [ 0.000000, -9.500000, 0.000000 ]
      }

      Particles
      {
         Start = [ 1, 1 ]
         Max = [ 1, 1 ]
         Rate = [ 0.000000, 0.000000 ]
         LifespanInfinite = true
         AlphaFadeIn = [ 0.000000, 0.000000 ]
         AlphaFadeOut = [ 1.000000, 1.000000 ]
      }

      Physics
   }

   eiParticleEmitter Cartouche
   {
      SceneLayer = "GamePowerups"

      Sprite
      {
         File = ~data/textures/game/powerups/fall/net.jpg*data/textures/game/powerups/fall/net_alpha.tga
      }

      Spline

      Palette

      Emitter
      {
         Lifespan = [ 1.000000, 1.000000 ]
         PosRelative = true
      }

      Particles
      {
         Start = [ 1, 1 ]
         Max = [ 1, 1 ]
         Rate = [ 0.000000, 0.000000 ]
         LifespanInfinite = true
         AlphaFadeIn = [ 0.000000, 0.000000 ]
         AlphaFadeOut = [ 1.000000, 1.000000 ]
      }

      Physics
   }
}
