0=Acceleration Rate
1=Affected By Lighting Effects
0=Affected By Nearby Particles
0=Affects Nearby Particles
0=Animation Looping
0=Area of Effect
0=Bleeding Caused Base
0=Bleeding Caused Random
10=Bleeding Direction Random
4=Bleeding Force Base
2=Bleeding Force Random
0=Bounce Limit
0.39=Bounciness
0=Center Around Base When Detonating
1=Collides With Characters
1=Collides With Solid Material
0=Collision Class
22=Delay Before Automatic Detonation
0=Delay Between Contrails
3=Delay Between Frame Advance
0=Detonates When Motionless
8=Exhaust Direction Random
2=Exhaust Expulsion Rate Base
0=Exhaust Expulsion Rate Random
-0.8=Exhaust Momentum
0.3=Exhaust Momentum Random
1=Exhaust Momentum is Relative to Projectile Speed
1=Fades Out Over Time
75=Fall Back Amount
0.25=Gravitational Acceleration Rate
0=Guided
0.03=Inertia Dampening Rate
0=Is a Particle
1=Likelihood of Disappearing
8=Maximum Appearance Speed
25=Maximum Downward Speed
999=Maximum Non Explosive Impact Speed
0=Maximum Propulsion
1=Moves Faster If Attacker Is Running
0=Never Rotates
0=Radius
1=Rotates Into Current Direction
20=Rotation Rate
0=Shrapnel Type 1 Quantity Base
0=Shrapnel Type 1 Quantity Random
0=Shrapnel Type 1 Direction
0=Shrapnel Type 1 Direction Random
0=Shrapnel Type 1 Momentum
0=Shrapnel Type 1 Momentum Random
0=Shrapnel Type 2 Quantity Base
0=Shrapnel Type 2 Quantity Random
0=Shrapnel Type 2 Direction
0=Shrapnel Type 2 Direction Random
0=Shrapnel Type 2 Momentum
0=Shrapnel Type 2 Momentum Random
0=Shrapnel Type 3 Quantity Base
0=Shrapnel Type 3 Quantity Random
0=Shrapnel Type 3 Direction
0=Shrapnel Type 3 Direction Random
0=Shrapnel Type 3 Momentum
0=Shrapnel Type 3 Momentum Random
0.5=Smoothness
0=Speed Determines Appearance
50=Victim Launch Factor
0.35=Weight
0=damage Base
0=damage Random
6=exhaust Type
0=shrapnel Type (0)
0=shrapnel Type (1)
0=shrapnel Type (2)
0=contrail Effect
0=IsALaser
1=laserThickness
500=laserLength
10=delayBeforeDisappearing
0=disappearsGradually
0=laserColorR
0=laserColorG
0=laserColorB
0=laserColorInnerR
0=laserColorInnerG
0=laserColorInnerB
0=detonationFlashColorR
0=detonationFlashColorG
0=detonationFlashColorB
0=DetonationFlashStrength
0=DetonationFlashFadeDuration
