# ARC EMITTER

projectile_gfx_beam = {
	#common for all types of projectiles
	name = "mini_arc_emitter"
	color = { 0.2 		0.45		1.0 	5.0 }
	hit_entity = "arc_emitter_hit_entity"
	shield_hit_entity = "arc_emitter_shield_hit_entity"
	muzzle_flash_entity = "arc_emitter_muzzle_entity"
	windup_entity = "arc_emitter_windup_entity"
	
	#beam specific data
	width = 10
	texture_scroll_speed = 0.0
	stretch_to_fit = yes
	texture_tiling = 3	
	hit = {
		alpha_curve = { 
			0.0  0.0
			0.1 50.0
			0.25	 0.0
			0.3 0.0
			0.45 5.0
			1.0  0.0
		}
		duration = 0.4

	}
	miss = {
		alpha_curve = { 
			0.0  0.0
			0.1 50.0
			0.25	 0.0
			0.3 0.0
			0.45 5.0
			1.0  0.0
		}
		duration = 0.4

	}
	texture = "gfx/models/combat_items/arc_emitter_diffuse.dds"
	
	shield_impact = {
		size = large
		delay = 0
	}
}

projectile_gfx_beam = {
	#common for all types of projectiles
	name = "mini_focused_arc_emitter"
	color = { 0.71 		0.55		1.0 	5.0 }
	hit_entity = "focused_arc_emitter_hit_entity"
	shield_hit_entity = "focused_arc_emitter_shield_hit_entity"
	muzzle_flash_entity = "focused_arc_emitter_muzzle_entity"
	windup_entity = "focused_arc_emitter_windup_entity"
	
	#beam specific data
	width = 10
	texture_scroll_speed = 0.0
	stretch_to_fit = yes
	texture_tiling = 3	
	hit = {
		alpha_curve = { 
			0.0  0.0
			0.1 50.0
			0.25	 0.0
			0.3 0.0
			0.45 5.0
			1.0  0.0
		}
		duration = 0.4

	}
	miss = {
		alpha_curve = { 
			0.0  0.0
			0.1 50.0
			0.25	 0.0
			0.3 0.0
			0.45 5.0
			1.0  0.0
		}
		duration = 0.4

	}
	texture = "gfx/models/combat_items/arc_emitter_diffuse.dds"
	
	shield_impact = {
		size = large
		delay = 0
	}
}