<Object resource="">
    <Component type="SoundPlayer">
        <Event>SND_ReplenishActivate</Event>
        <Event>SND_ReplenishDeactivate</Event>
        <Event>SND_ReplenishLoop</Event>
    </Component>
    <Component type="Transform" resource="OCP_Transform">
        <Vector3 name="Scale">
            <Float32 name="X">3</Float32>
            <Float32 name="Y">3</Float32>
            <Float32 name="Z">3</Float32>
        </Vector3>
    </Component>
    <Component type="Physics" resource="OCP_Physics">
        <Boolean name="Resolution">false</Boolean>
        <Vector3 name="BoxDimensions">
            <Float32 name="X">3</Float32>
            <Float32 name="Y">3</Float32>
            <Float32 name="Z">3</Float32>
        </Vector3>
        <StringList name="CollideBits">Trigger</StringList>
        <StringList name="CanCollideBits">Player</StringList>
    </Component>
    <Component type="ScriptExtension" initorder="2147483647">
        <Script>SCT_PTFX_SaveRitual</Script>
    </Component>
    <Component type="Model" resource="OCP_Model">
        <String name="MeshFile">MDL_FLOR_FloorPlane</String>
        <String name="DiffuseFile">TEX_DOOD_SymbolDiffuse</String>
        <String name="NormFile">TEX_DOOD_SymbolNormal</String>
        <String name="GlowFile">TEX_DOOD_SymbolGlow</String>
        <Float32 name="GlowBrightness">0.6</Float32>
        <String name="SpecularFile">TEX_DOOD_SymbolSpecular</String>
    </Component>
    <Component type="Type_Doodad" />
    <Component type="Type_LevelObject" />
    <Component type="ParticleEffect">
        <Boolean name="AlwaysUpdate">true</Boolean>
        <Int32 name="Priority">0</Int32>
        <Emitter name="REPLENISH">
            <Int32 name="Priority">0</Int32>
            <Boolean name="Lighted">false</Boolean>
            <Uint32 name="Blend">0</Uint32>
            <Uint32 name="Shape">1</Uint32>
            <Uint32 name="MaxParticles">2000</Uint32>
            <Uint32 name="InitialParticles">0</Uint32>
            <Vector3 name="Offset">
                <Float32 name="X">0</Float32>
                <Float32 name="Y">0</Float32>
                <Float32 name="Z">0</Float32>
            </Vector3>
            <Vector3 name="OffsetLimits">
                <Float32 name="X">0</Float32>
                <Float32 name="Y">0</Float32>
                <Float32 name="Z">0</Float32>
            </Vector3>
            <Float32 name="CylMaxRadius">0.3</Float32>
            <Float32 name="CylMinRadius">0.3</Float32>
            <Float32 name="CylHeight">0</Float32>
            <Float32 name="CurrEmissionRate">200</Float32>
            <Float32 name="InitEmissionRate">200</Float32>
            <Float32 name="FinalEmissionRate">200</Float32>
            <Float32 name="EmissionChangeTime">0</Float32>
            <Colour name="InitColor_S">
                <Float32 name="R">0.501961</Float32>
                <Float32 name="G">0</Float32>
                <Float32 name="B">0.501961</Float32>
                <Float32 name="A">0.588235</Float32>
            </Colour>
            <Colour name="InitColor_E">
                <Float32 name="R">0.501961</Float32>
                <Float32 name="G">0</Float32>
                <Float32 name="B">0.501961</Float32>
                <Float32 name="A">0.588235</Float32>
            </Colour>
            <Colour name="FinalColor_S">
                <Float32 name="R">0.501961</Float32>
                <Float32 name="G">0</Float32>
                <Float32 name="B">0.501961</Float32>
                <Float32 name="A">0</Float32>
            </Colour>
            <Colour name="FinalColor_E">
                <Float32 name="R">0.501961</Float32>
                <Float32 name="G">0</Float32>
                <Float32 name="B">0.501961</Float32>
                <Float32 name="A">0</Float32>
            </Colour>
            <Float32 name="InitSize_S">100</Float32>
            <Float32 name="InitSize_E">100</Float32>
            <Float32 name="FinalSize_S">50</Float32>
            <Float32 name="FinalSize_E">50</Float32>
            <Float32 name="Rot_S">0</Float32>
            <Float32 name="Rot_E">360</Float32>
            <Float32 name="RotSpeed_S">0</Float32>
            <Float32 name="RotSpeed_E">10</Float32>
            <Float32 name="LifeSpan_S">1</Float32>
            <Float32 name="LifeSpan_E">1</Float32>
            <Float32 name="Speed_S">0.5</Float32>
            <Float32 name="Speed_E">0.5</Float32>
            <Vector3 name="Dir">
                <Float32 name="X">0</Float32>
                <Float32 name="Y">1</Float32>
                <Float32 name="Z">0</Float32>
            </Vector3>
            <Float32 name="RandDirVar">0.2</Float32>
            <Vector3 name="Accel">
                <Float32 name="X">0</Float32>
                <Float32 name="Y">0</Float32>
                <Float32 name="Z">0</Float32>
            </Vector3>
            <Boolean name="Running">false</Boolean>
            <String name="TextureName">TEX_PTFX_JesusParticle</String>
            <BoundingBox name="BB">
                <Vector3 name="Min">
                    <Float32 name="X">0</Float32>
                    <Float32 name="Y">0</Float32>
                    <Float32 name="Z">0</Float32>
                </Vector3>
                <Vector3 name="Max">
                    <Float32 name="X">0.1</Float32>
                    <Float32 name="Y">0.1</Float32>
                    <Float32 name="Z">0.1</Float32>
                </Vector3>
            </BoundingBox>
        </Emitter>
    </Component>
</Object>
