material PE/FoodPlus
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture particle_food.png
			}
		}
	}
}

material PE/WoodPlus
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture particle_wood.png
			}
		}
	}
}

material PE/StonePlus
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture particle_stone.png
			}
		}
	}
}

material PE/GoldPlus
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture particle_gold.png
			}
		}
	}
}

material PE/Food5Plus
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture particle_food_5.png
			}
		}
	}
}

material PE/Wood5Plus
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture particle_wood_5.png
			}
		}
	}
}

material PE/Stone5Plus
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture particle_stone_5.png
			}
		}
	}
}

material PE/FoodMinus
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture particle_food_minus.png
			}
		}
	}
}

material PE/HappinessPlus
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture happiness_up.png
			}
		}
	}
}

material PE/HappinessMinus
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture happiness_down.png
			}
		}
	}
}

material PE/TropicTulip
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture herb_TropicTulip.png
			}
		}
	}
}

material PE/StinkyMushroom
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture herb_StinkyMushroom.png
			}
		}
	}
}

material PE/SweetMushroom
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture herb_SweetMushroom.png
			}
		}
	}
}

material PE/BananaPlant
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture herb_BananaPlant.png
			}
		}
	}
}

material PE/Sleeping
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture particle_sleep.png
			}
		}
	}
}

material PE/Hearts
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture particle_heart.png
			}
		}
	}
}

material PE/GraySmoke
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			scene_blend add

			texture_unit
			{
				texture GraySmoke.png
			}
		}
	}
}

material PE/Bubble
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			scene_blend add

			texture_unit
			{
				texture bubble1.png
			}
		}
	}
}

material PE/Spark_Red
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			scene_blend add

			texture_unit
			{
				texture Spark_Red.png
			}
		}
	}
}

material PE/Spark_Green
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			scene_blend add

			texture_unit
			{
				texture Spark_Green.png
			}
		}
	}
}

material PE/Spark_Blue
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			scene_blend add

			texture_unit
			{
				texture Spark_Blue.png
			}
		}
	}
}

material PE/Spark_Yellow
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			scene_blend add

			texture_unit
			{
				texture Spark_Yellow.png
			}
		}
	}
}

material PE/Spark_Mangenta
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			scene_blend add

			texture_unit
			{
				texture Spark_Mangenta.png
			}
		}
	}
}

material PE/Spark_Orange
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			scene_blend add

			texture_unit
			{
				texture Spark_Orange.png
			}
		}
	}
}

material PE/Spark_White
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			scene_blend add

			texture_unit
			{
				texture Spark_White.png
			}
		}
	}
}

material PE/Fire
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			scene_blend add

			texture_unit
			{
				texture fire.png
			}
		}
	}
}

material PE/Dust
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			scene_blend add

			texture_unit
			{
				texture dust.png
			}
		}
	}
}

material PE/Fireworks_Red
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			depth_write off
			scene_blend add

			point_sprites on
			point_size 0.1
			point_size_attenuation on

			texture_unit
			{
				texture Fireworks_Red.png
			}
		}
	}
}

material PE/Fireworks_Green
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			depth_write off
			scene_blend add

			point_sprites on
			point_size 0.1
			point_size_attenuation on

			texture_unit
			{
				texture Fireworks_Green.png
			}
		}
	}
}

material PE/Fireworks_Blue
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			depth_write off
			scene_blend add

			point_sprites on
			point_size 0.1
			point_size_attenuation on

			texture_unit
			{
				texture Fireworks_Blue.png
			}
		}
	}
}

material PE/Fireworks_Yellow
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			depth_write off
			scene_blend add

			point_sprites on
			point_size 0.1
			point_size_attenuation on

			texture_unit
			{
				texture Fireworks_Yellow.png
			}
		}
	}
}

material PE/Fireworks_Mangenta
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			depth_write off
			scene_blend add

			point_sprites on
			point_size 0.1
			point_size_attenuation on

			texture_unit
			{
				texture Fireworks_Mangenta.png
			}
		}
	}
}

material PE/Fireworks_Orange
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			depth_write off
			scene_blend add

			point_sprites on
			point_size 0.1
			point_size_attenuation on

			texture_unit
			{
				texture Fireworks_Orange.png
			}
		}
	}
}


material PE/Food1Minus
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture particle_food_less_1.png
			}
		}
	}
}

material PE/Food2Minus
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture particle_food_less_2.png
			}
		}
	}
}

material PE/Food3Minus
{
	technique
	{
		pass
		{
			fog_override true
			lighting off
			
			depth_write off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture particle_food_less_3.png
			}
		}
	}
}
