+particleeffectinfo_t baselineparticleeffectinfo =
+{
+ 0, //int effectnameindex; // which effect this belongs to
+ // PARTICLEEFFECT_* bits
+ 0, //int flags;
+ // blood effects may spawn very few particles, so proper fraction-overflow
+ // handling is very important, this variable keeps track of the fraction
+ 0.0, //double particleaccumulator;
+ // the math is: countabsolute + requestedcount * countmultiplier * quality
+ // absolute number of particles to spawn, often used for decals
+ // (unaffected by quality and requestedcount)
+ 0.0f, //float countabsolute;
+ // multiplier for the number of particles CL_ParticleEffect was told to
+ // spawn, most effects do not really have a count and hence use 1, so
+ // this is often the actual count to spawn, not merely a multiplier
+ 0.0f, //float countmultiplier;
+ // if > 0 this causes the particle to spawn in an evenly spaced line from
+ // originmins to originmaxs (causing them to describe a trail, not a box)
+ 0.0f, //float trailspacing;
+ // type of particle to spawn (defines some aspects of behavior)
+ pt_alphastatic, //ptype_t particletype;
+ // blending mode used on this particle type
+ PBLEND_ALPHA, //pblend_t blendmode;
+ // orientation of this particle type (BILLBOARD, SPARK, BEAM, etc)
+ PARTICLE_BILLBOARD, //porientation_t orientation;
+ // range of colors to choose from in hex RRGGBB (like HTML color tags),
+ // randomly interpolated at spawn
+ {0xFFFFFF, 0xFFFFFF}, //unsigned int color[2];
+ // a random texture is chosen in this range (note the second value is one
+ // past the last choosable, so for example 8,16 chooses any from 8 up and
+ // including 15)
+ // if start and end of the range are the same, no randomization is done
+ {63, 63 /* tex_particle */}, //int tex[2];
+ // range of size values randomly chosen when spawning, plus size increase over time
+ {1, 1, 0.0f}, //float size[3];
+ // range of alpha values randomly chosen when spawning, plus alpha fade
+ {0.0f, 256.0f, 256.0f}, //float alpha[3];
+ // how long the particle should live (note it is also removed if alpha drops to 0)
+ {16777216.0f, 16777216.0f}, //float time[2];
+ // how much gravity affects this particle (negative makes it fly up!)
+ 0.0f, //float gravity;
+ // how much bounce the particle has when it hits a surface
+ // if negative the particle is removed on impact
+ 0.0f, //float bounce;
+ // if in air this friction is applied
+ // if negative the particle accelerates
+ 0.0f, //float airfriction;
+ // if in liquid (water/slime/lava) this friction is applied
+ // if negative the particle accelerates
+ 0.0f, //float liquidfriction;
+ // these offsets are added to the values given to particleeffect(), and
+ // then an ellipsoid-shaped jitter is added as defined by these
+ // (they are the 3 radii)
+ 1.0f, //float stretchfactor;
+ // stretch velocity factor (used for sparks)
+ {0.0f, 0.0f, 0.0f}, //float originoffset[3];
+ {0.0f, 0.0f, 0.0f}, //float velocityoffset[3];
+ {0.0f, 0.0f, 0.0f}, //float originjitter[3];
+ {0.0f, 0.0f, 0.0f}, //float velocityjitter[3];
+ 0.0f, //float velocitymultiplier;
+ // an effect can also spawn a dlight
+ 0.0f, //float lightradiusstart;
+ 0.0f, //float lightradiusfade;
+ 16777216.0f, //float lighttime;
+ {1.0f, 1.0f, 1.0f}, //float lightcolor[3];
+ true, //qboolean lightshadow;
+ 0, //int lightcubemapnum;
+ {(unsigned int)-1, (unsigned int)-1}, //unsigned int staincolor[2]; // note: 0x808080 = neutral (particle's own color), these are modding factors for the particle's original color!
+ {-1, -1}, //int staintex[2];
+ {1.0f, 1.0f}, //float stainalpha[2];
+ {2.0f, 2.0f}, //float stainsize[2];
+ // other parameters
+ {0.0f, 360.0f, 0.0f, 0.0f}, //float rotate[4]; // min/max base angle, min/max rotation over time
+};
+