

//////////////////////////////////////////////
// trails


// SwordTrail. This is the effect that is visible, when the sword is beeing 
// moved.
datablock MotionTrailData(SwordTrail)
{
    // Destination blending
    // 0 =	GL_ZERO,
    // 1 =	GL_ONE,	
    // 2 =	GL_SRC_COLOR
    // 3 =	GL_ONE_MINUS_SRC_COLO
    // 4 =	GL_SRC_ALPHA
    // 5 =	GL_ONE_MINUS_SRC_ALPHA
    // 6 =	GL_DST_ALPHA
    // 7 =	GL_ONE_MINUS_DST_ALPHA
    
    // Source blending
    // 0 =	GL_ZERO,
    // 1 =	GL_ONE,	
    // 4 =	GL_SRC_ALPHA
    // 5 =	GL_ONE_MINUS_SRC_ALPHA
    // 6 =	GL_DST_ALPHA
    // 7 =	GL_ONE_MINUS_DST_ALPHA
    // 8 =  GL_DST_COLOR
    // 9 =  GL_ONE_MINUS_DST_COLOR
    // 10 = GL_SRC_ALPHA_SATURATE
    srcBlend = 4;
    dstBlend = 5;
    
    // MUST NOT CHANGE UNLESS AS A RESULT OF STRIKEARC CHANGE
    lifetime = 0.4;
    curveDetail = 0.05;      // Small values produce a high curve tesselation
                             // High values produce a low curve tesselation

    numberOfQuads = 150;    // Number of quads, used to render the trail
    
    showAlways = false;     // Trail is only shown during attack move
                           // If showAlways is set to true the trail will be
                           // rendered all the time
                           
    color = "1.0 1.0 1.0 0.6"; // Color or the trail
    altColor1 = "0.4375 0.754 0.977 0.2"; // charge strike
    altColor2 = "0 0 1.0 0.6";
    
    trailTexture =  "common/lighting/beamside"; // Alpha texture of the trail
};





datablock MotionTrailData(SwordHighlightTrail)
{
    // Destination blending
    // 0 =	GL_ZERO,
    // 1 =	GL_ONE,	
    // 2 =	GL_SRC_COLOR
    // 3 =	GL_ONE_MINUS_SRC_COLO
    // 4 =	GL_SRC_ALPHA
    // 5 =	GL_ONE_MINUS_SRC_ALPHA
    // 6 =	GL_DST_ALPHA
    // 7 =	GL_ONE_MINUS_DST_ALPHA
    
    // Source blending
    // 0 =	GL_ZERO,
    // 1 =	GL_ONE,	
    // 4 =	GL_SRC_ALPHA
    // 5 =	GL_ONE_MINUS_SRC_ALPHA
    // 6 =	GL_DST_ALPHA
    // 7 =	GL_ONE_MINUS_DST_ALPHA
    // 8 =  GL_DST_COLOR
    // 9 =  GL_ONE_MINUS_DST_COLOR
    // 10 = GL_SRC_ALPHA_SATURATE
    srcBlend = 4;
    dstBlend = 5;
    
    // MUST NOT CHANGE UNLESS AS A RESULT OF STRIKEARC CHANGE
    lifetime = 0.4;
    curveDetail = 0.05;      // Small values produce a high curve tesselation
                             // High values produce a low curve tesselation

    numberOfQuads = 150;    // Number of quads, used to render the trail
    
    showAlways = false;     // Trail is only shown during attack move
                           // If showAlways is set to true the trail will be
                           // rendered all the time
                           
    color = "1.0 1.0 1.0 0.6"; // Color or the trail
    altColor1 = "1 0 0 0.6"; // "red" sword
    altColor2 = "0.4375 0.754 0.977 0.2"; // charge strike
    altColor3 = "1 0 0 0.6"; // charge block
    
    trailTexture =  "common/lighting/highlightside" ; // Alpha texture of the trail
};









