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# /*==LICENSE==*
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#
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# CyanWorlds.com Engine - MMOG client, server and tools
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# Copyright (C) 2011 Cyan Worlds, Inc.
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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#
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# Additional permissions under GNU GPL version 3 section 7
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#
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# If you modify this Program, or any covered work, by linking or
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# combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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# NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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# JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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# (or a modified version of those libraries),
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# containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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# PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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# JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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# licensors of this Program grant you additional
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# permission to convey the resulting work. Corresponding Source for a
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# non-source form of such a combination shall include the source code for
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# the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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# work.
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#
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# You can contact Cyan Worlds, Inc. by email legal@cyan.com
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# or by snail mail at:
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# Cyan Worlds, Inc.
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# 14617 N Newport Hwy
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# Mead, WA 99021
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#
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# *==LICENSE==*/
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#===============================================
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# Changing an SDL record? Be sure to leave the
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# legacy record intact and make changes in
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# a new copy of the record. - eap
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#===============================================
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#
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# State Description for a morph sequence modifier
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# 99% of the particle systems won't need this (and won't save state)
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# This is intended for cloned systems that attach to the avatar.
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#
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STATEDESC ParticleSystem
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{
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VERSION 1
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VAR INT numParticles[1] DEFAULT=0
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}
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