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<Float = amountGlow>1.000</Float>
<Float = amountHeat>0.000</Float>
<Float = colorKeyIndex>2.000</Float>
<Float = colorKeyOffset>1.500</Float>
<Interpolator = colorKeyScroll>
  <Float2 = Point0>[0.700, 0.000]</Float2>
  <Float2 = Point1>[0.600, 0.000]</Float2>
  <Float2 = Point2>[0.200, 0.000]</Float2>
  <Float2 = Point3>[0.000, 0.000]</Float2>
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<Int = drawType>0</Int>
<Float = emissionRate>2.000</Float>
<Int = expectedTimeAlive>-1</Int>
<String = filenameMaterial>materials\particleSmoke.mat</String>
<String = filenameMesh>meshes\terrain\billboard.X</String>
<Int = lifeMax>200</Int>
<Int = lifeMin>180</Int>
<Float3 = meshAccelerationMax>[0.020, 0.020, 0.020]</Float3>
<Float3 = meshAccelerationMin>[-0.020, -0.020, -0.020]</Float3>
<Interpolator3D = meshPosition>
  <Float4 = Point0>[0.000, 0.000, 0.000, 0.000]</Float4>
  <Float4 = Point1>[0.000, 0.200, 0.300, 0.000]</Float4>
  <Float4 = Point2>[0.000, 1.000, 0.400, 0.000]</Float4>
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<Float3 = meshPositionMax>[0.000, 0.000, 0.000]</Float3>
<Float3 = meshPositionMin>[0.000, 0.000, 0.000]</Float3>
<Interpolator = meshScale>
  <Float2 = Point0>[0.100, 0.000]</Float2>
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  <Float2 = Point2>[0.250, 0.000]</Float2>
  <Float2 = Point3>[0.200, 0.000]</Float2>
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<Float = meshScaleMax>0.100</Float>
<Float = meshScaleMin>-0.100</Float>
<Float3 = meshVelocityAcceleration>[0.000, 0.000, 0.000]</Float3>
<Float3 = meshVelocityMax>[0.000, 0.000, 0.000]</Float3>
<Float3 = meshVelocityMin>[0.000, 0.000, 0.000]</Float3>
<Float = meshVelocityResistance>0.200</Float>
<Float = priority>4.000</Float>
<Int = statusFlag>2</Int>
<Float2 = texturePositionMax>[1.000, 1.000]</Float2>
<Float2 = texturePositionMin>[0.000, 0.000]</Float2>
<Float2 = textureScroll>[0.000, 0.012]</Float2>
<Interpolator = textureSize>
  <Float2 = Point0>[0.300, 0.000]</Float2>
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  <Float2 = Point2>[0.500, 0.000]</Float2>
  <Float2 = Point3>[0.600, 0.000]</Float2>
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<Float = textureSizeMax>0.000</Float>
<Float = textureSizeMin>0.000</Float>
<String = type>linearParticle</String>
