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	StructQBKey BlendMode = Blend
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StructHeader
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StructHeader
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StructHeader
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StructHeader
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StructHeader
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// DO BUCKETS NEXT

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StructHeader
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StructHeader
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		Floats [0.000000,0.500000,5.000000]
	}
	StructFloatX3 EndPosition {
		Floats [0.000000,1.000000,15.000000]
	}
	StructQBKey Texture = apm_fallingwater_01
	StructQBKey UseMidPoint
	StructInt MidPointPCT = 50
	StructQBKey Type = NewFlat
	StructQBKey BlendMode = Blend
	StructInt FixedAlpha = 128
	StructInt AlphaCutoff = 0
	StructInt MaxStreams = 1
	StructFloat EmitRate = 60.0
	StructFloat StartRadius = 12.5
	StructFloat MidRadius = 12.5
	StructFloat EndRadius = 12.5
	StructFloat StartRadiusSpread = 0.0
	StructFloat MidRadiusSpread = 2.0
	StructFloat EndRadiusSpread = 0.0
	StructQBKey UsePulseEmit = FALSE
	StructQBKey RandomEmitRate = FALSE
	StructQBKey RandomEmitDelay = FALSE
	StructQBKey UseMidTime = FALSE
	StructArray StartRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt StartAlpha = 127
	StructArray EndRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt EndAlpha = 0
	StructQBKey UseColorMidTime
	StructFloat ColorMidTime = 15.0
	StructArray MidRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt MidAlpha = 76
	StructQBKey AbsentInNetGames
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [4793.178711,686.000366,831.609497]
	}
	StructFloatX3 Angles {
		Floats [0.0, 0.0, 0.0]
	}
	StructQBKey Name = PRT_Bucket4
	StructQBKey Class = ParticleObject
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructFloatX3 BoxDimsStart {
		Floats [5.750000,6.000000,0.500000]
	}
	StructFloatX3 BoxDimsMid {
		Floats [20.750000,20.250000,9.500000]
	}
	StructFloatX3 BoxDimsEnd {
		Floats [43.000000,44.000000,20.500000]
	}
	StructQBKey LocalSpace
	StructQBKey UseStartPosition
	StructFloatX3 StartPosition {
		Floats [0.000000,0.000000,0.000000]
	}
	StructFloatX3 MidPosition {
		Floats [0.000000,0.500000,5.000000]
	}
	StructFloatX3 EndPosition {
		Floats [0.000000,1.000000,15.000000]
	}
	StructQBKey Texture = apm_fallingwater_01
	StructQBKey UseMidPoint
	StructInt MidPointPCT = 50
	StructQBKey Type = NewFlat
	StructQBKey BlendMode = Blend
	StructInt FixedAlpha = 128
	StructInt AlphaCutoff = 0
	StructInt MaxStreams = 1
	StructFloat EmitRate = 60.0
	StructFloat StartRadius = 12.5
	StructFloat MidRadius = 12.5
	StructFloat EndRadius = 12.5
	StructFloat StartRadiusSpread = 0.0
	StructFloat MidRadiusSpread = 2.0
	StructFloat EndRadiusSpread = 0.0
	StructQBKey UsePulseEmit = FALSE
	StructQBKey RandomEmitRate = FALSE
	StructQBKey RandomEmitDelay = FALSE
	StructQBKey UseMidTime = FALSE
	StructArray StartRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt StartAlpha = 127
	StructArray EndRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt EndAlpha = 0
	StructQBKey UseColorMidTime
	StructFloat ColorMidTime = 15.0
	StructArray MidRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt MidAlpha = 76
	StructQBKey AbsentInNetGames
}

// PRT_Bucket_Water
StructHeader
{
	StructFloatX3 Pos {
		Floats [4668.014160,613.686340,2309.936523]
	}
	StructFloatX3 Angles {
		Floats [0.0, 0.0, 0.0]
	}
	StructQBKey Name = PRT_Bucket_Water1
	StructQBKey Class = ParticleObject
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructFloatX3 BoxDimsStart {
		Floats [11.500000,12.000000,1.000000]
	}
	StructFloatX3 BoxDimsMid {
		Floats [41.500000,40.500000,19.000000]
	}
	StructFloatX3 BoxDimsEnd {
		Floats [86.000000,88.000000,41.000000]
	}
	StructQBKey LocalSpace
	StructQBKey UseStartPosition
	StructFloatX3 StartPosition {
		Floats [0.000000,0.000000,0.000000]
	}
	StructFloatX3 MidPosition {
		Floats [0.000000,1.000000,10.000000]
	}
	StructFloatX3 EndPosition {
		Floats [0.000000,2.000000,30.000000]
	}
	StructQBKey Texture = apm_fallingwater_01
	StructQBKey UseMidPoint
	StructInt MidPointPCT = 50
	StructQBKey Type = NewFlat
	StructQBKey BlendMode = Blend
	StructInt FixedAlpha = 128
	StructInt AlphaCutoff = 0
	StructInt MaxStreams = 1
	StructFloat EmitRate = 60.0
	StructFloat StartRadius = 25.0
	StructFloat MidRadius = 25.0
	StructFloat EndRadius = 25.0
	StructFloat StartRadiusSpread = 0.0
	StructFloat MidRadiusSpread = 2.0
	StructFloat EndRadiusSpread = 0.0
	StructQBKey UsePulseEmit = FALSE
	StructQBKey RandomEmitRate = FALSE
	StructQBKey RandomEmitDelay = FALSE
	StructQBKey UseMidTime = FALSE
	StructArray StartRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt StartAlpha = 127
	StructArray EndRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt EndAlpha = 0
	StructQBKey UseColorMidTime
	StructFloat ColorMidTime = 15.0
	StructArray MidRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt MidAlpha = 76
	StructQBKey AbsentInNetGames
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [3106.074707,453.686401,2024.936523]
	}
	StructFloatX3 Angles {
		Floats [0.0, 0.0, 0.0]
	}
	StructQBKey Name = PRT_Bucket_Water2
	StructQBKey Class = ParticleObject
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructFloatX3 BoxDimsStart {
		Floats [11.500000,12.000000,1.000000]
	}
	StructFloatX3 BoxDimsMid {
		Floats [41.500000,40.500000,19.000000]
	}
	StructFloatX3 BoxDimsEnd {
		Floats [86.000000,88.000000,41.000000]
	}
	StructQBKey LocalSpace
	StructQBKey UseStartPosition
	StructFloatX3 StartPosition {
		Floats [0.000000,0.000000,0.000000]
	}
	StructFloatX3 MidPosition {
		Floats [0.000000,1.000000,10.000000]
	}
	StructFloatX3 EndPosition {
		Floats [0.000000,2.000000,30.000000]
	}
	StructQBKey Texture = apm_fallingwater_01
	StructQBKey UseMidPoint
	StructInt MidPointPCT = 50
	StructQBKey Type = NewFlat
	StructQBKey BlendMode = Blend
	StructInt FixedAlpha = 128
	StructInt AlphaCutoff = 0
	StructInt MaxStreams = 1
	StructFloat EmitRate = 60.0
	StructFloat StartRadius = 25.0
	StructFloat MidRadius = 25.0
	StructFloat EndRadius = 25.0
	StructFloat StartRadiusSpread = 0.0
	StructFloat MidRadiusSpread = 2.0
	StructFloat EndRadiusSpread = 0.0
	StructQBKey UsePulseEmit = FALSE
	StructQBKey RandomEmitRate = FALSE
	StructQBKey RandomEmitDelay = FALSE
	StructQBKey UseMidTime = FALSE
	StructArray StartRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt StartAlpha = 127
	StructArray EndRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt EndAlpha = 0
	StructQBKey UseColorMidTime
	StructFloat ColorMidTime = 15.0
	StructArray MidRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt MidAlpha = 76
	StructQBKey AbsentInNetGames
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [2822.981201,440.000305,2022.141357]
	}
	StructFloatX3 Angles {
		Floats [0.0, 0.0, 0.0]
	}
	StructQBKey Name = PRT_Bucket_Water3
	StructQBKey Class = ParticleObject
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructFloatX3 BoxDimsStart {
		Floats [11.500000,12.000000,1.000000]
	}
	StructFloatX3 BoxDimsMid {
		Floats [41.500000,40.500000,19.000000]
	}
	StructFloatX3 BoxDimsEnd {
		Floats [86.000000,88.000000,41.000000]
	}
	StructQBKey LocalSpace
	StructQBKey UseStartPosition
	StructFloatX3 StartPosition {
		Floats [0.000000,0.000000,0.000000]
	}
	StructFloatX3 MidPosition {
		Floats [0.000000,1.000000,10.000000]
	}
	StructFloatX3 EndPosition {
		Floats [0.000000,2.000000,30.000000]
	}
	StructQBKey Texture = apm_fallingwater_01
	StructQBKey UseMidPoint
	StructInt MidPointPCT = 50
	StructQBKey Type = NewFlat
	StructQBKey BlendMode = Blend
	StructInt FixedAlpha = 128
	StructInt AlphaCutoff = 0
	StructInt MaxStreams = 1
	StructFloat EmitRate = 60.0
	StructFloat StartRadius = 25.0
	StructFloat MidRadius = 25.0
	StructFloat EndRadius = 25.0
	StructFloat StartRadiusSpread = 0.0
	StructFloat MidRadiusSpread = 2.0
	StructFloat EndRadiusSpread = 0.0
	StructQBKey UsePulseEmit = FALSE
	StructQBKey RandomEmitRate = FALSE
	StructQBKey RandomEmitDelay = FALSE
	StructQBKey UseMidTime = FALSE
	StructArray StartRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt StartAlpha = 127
	StructArray EndRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt EndAlpha = 0
	StructQBKey UseColorMidTime
	StructFloat ColorMidTime = 15.0
	StructArray MidRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt MidAlpha = 76
	StructQBKey AbsentInNetGames
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [3380.407471,653.686401,1374.263184]
	}
	StructFloatX3 Angles {
		Floats [0.0, 0.0, 0.0]
	}
	StructQBKey Name = PRT_Bucket_Water4
	StructQBKey Class = ParticleObject
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructFloatX3 BoxDimsStart {
		Floats [11.500000,12.000000,1.000000]
	}
	StructFloatX3 BoxDimsMid {
		Floats [41.500000,40.500000,19.000000]
	}
	StructFloatX3 BoxDimsEnd {
		Floats [86.000000,88.000000,41.000000]
	}
	StructQBKey LocalSpace
	StructQBKey UseStartPosition
	StructFloatX3 StartPosition {
		Floats [0.000000,0.000000,0.000000]
	}
	StructFloatX3 MidPosition {
		Floats [0.000000,1.000000,10.000000]
	}
	StructFloatX3 EndPosition {
		Floats [0.000000,2.000000,30.000000]
	}
	StructQBKey Texture = apm_fallingwater_01
	StructQBKey UseMidPoint
	StructInt MidPointPCT = 50
	StructQBKey Type = NewFlat
	StructQBKey BlendMode = Blend
	StructInt FixedAlpha = 128
	StructInt AlphaCutoff = 0
	StructInt MaxStreams = 1
	StructFloat EmitRate = 60.0
	StructFloat StartRadius = 25.0
	StructFloat MidRadius = 25.0
	StructFloat EndRadius = 25.0
	StructFloat StartRadiusSpread = 0.0
	StructFloat MidRadiusSpread = 2.0
	StructFloat EndRadiusSpread = 0.0
	StructQBKey UsePulseEmit = FALSE
	StructQBKey RandomEmitRate = FALSE
	StructQBKey RandomEmitDelay = FALSE
	StructQBKey UseMidTime = FALSE
	StructArray StartRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt StartAlpha = 127
	StructArray EndRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt EndAlpha = 0
	StructQBKey UseColorMidTime
	StructFloat ColorMidTime = 15.0
	StructArray MidRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt MidAlpha = 76
	StructQBKey AbsentInNetGames
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [1980.401489,253.686401,611.463867]
	}
	StructFloatX3 Angles {
		Floats [0.0, 0.0, 0.0]
	}
	StructQBKey Name = PRT_Bucket_Water5
	StructQBKey Class = ParticleObject
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructFloatX3 BoxDimsStart {
		Floats [11.500000,12.000000,1.000000]
	}
	StructFloatX3 BoxDimsMid {
		Floats [41.500000,40.500000,19.000000]
	}
	StructFloatX3 BoxDimsEnd {
		Floats [86.000000,88.000000,41.000000]
	}
	StructQBKey LocalSpace
	StructQBKey UseStartPosition
	StructFloatX3 StartPosition {
		Floats [0.000000,0.000000,0.000000]
	}
	StructFloatX3 MidPosition {
		Floats [0.000000,1.000000,10.000000]
	}
	StructFloatX3 EndPosition {
		Floats [0.000000,2.000000,30.000000]
	}
	StructQBKey Texture = apm_fallingwater_01
	StructQBKey UseMidPoint
	StructInt MidPointPCT = 50
	StructQBKey Type = NewFlat
	StructQBKey BlendMode = Blend
	StructInt FixedAlpha = 128
	StructInt AlphaCutoff = 0
	StructInt MaxStreams = 1
	StructFloat EmitRate = 60.0
	StructFloat StartRadius = 25.0
	StructFloat MidRadius = 25.0
	StructFloat EndRadius = 25.0
	StructFloat StartRadiusSpread = 0.0
	StructFloat MidRadiusSpread = 2.0
	StructFloat EndRadiusSpread = 0.0
	StructQBKey UsePulseEmit = FALSE
	StructQBKey RandomEmitRate = FALSE
	StructQBKey RandomEmitDelay = FALSE
	StructQBKey UseMidTime = FALSE
	StructArray StartRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt StartAlpha = 127
	StructArray EndRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt EndAlpha = 0
	StructQBKey UseColorMidTime
	StructFloat ColorMidTime = 15.0
	StructArray MidRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt MidAlpha = 76
	StructQBKey AbsentInNetGames
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [1980.401489,253.686401,1032.936035]
	}
	StructFloatX3 Angles {
		Floats [0.0, 0.0, 0.0]
	}
	StructQBKey Name = PRT_Bucket_Water6
	StructQBKey Class = ParticleObject
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructFloatX3 BoxDimsStart {
		Floats [11.500000,12.000000,1.000000]
	}
	StructFloatX3 BoxDimsMid {
		Floats [41.500000,40.500000,19.000000]
	}
	StructFloatX3 BoxDimsEnd {
		Floats [86.000000,88.000000,41.000000]
	}
	StructQBKey LocalSpace
	StructQBKey UseStartPosition
	StructFloatX3 StartPosition {
		Floats [0.000000,0.000000,0.000000]
	}
	StructFloatX3 MidPosition {
		Floats [0.000000,1.000000,10.000000]
	}
	StructFloatX3 EndPosition {
		Floats [0.000000,2.000000,30.000000]
	}
	StructQBKey Texture = apm_fallingwater_01
	StructQBKey UseMidPoint
	StructInt MidPointPCT = 50
	StructQBKey Type = NewFlat
	StructQBKey BlendMode = Blend
	StructInt FixedAlpha = 128
	StructInt AlphaCutoff = 0
	StructInt MaxStreams = 1
	StructFloat EmitRate = 60.0
	StructFloat StartRadius = 25.0
	StructFloat MidRadius = 25.0
	StructFloat EndRadius = 25.0
	StructFloat StartRadiusSpread = 0.0
	StructFloat MidRadiusSpread = 2.0
	StructFloat EndRadiusSpread = 0.0
	StructQBKey UsePulseEmit = FALSE
	StructQBKey RandomEmitRate = FALSE
	StructQBKey RandomEmitDelay = FALSE
	StructQBKey UseMidTime = FALSE
	StructArray StartRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt StartAlpha = 127
	StructArray EndRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt EndAlpha = 0
	StructQBKey UseColorMidTime
	StructFloat ColorMidTime = 15.0
	StructArray MidRGB {
		ArrayInteger [
			127
			127
			255
		]
	}
	StructInt MidAlpha = 76
	StructQBKey AbsentInNetGames
}

// PRT_StoneTorch
StructHeader
{
	StructFloatX3 Pos {
		Floats [5020.812500,1050.000122,2780.001221]
	}
	StructFloatX3 Angles {
		Floats [0.0, 0.0, 0.0]
	}
	StructQBKey Name = PRT_StoneTorch1
	StructQBKey Class = ParticleObject
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructFloatX3 BoxDimsStart {
		Floats [10.000000,10.000000,10.000000]
	}
	StructFloatX3 BoxDimsMid {
		Floats [20.000000,20.000000,20.000000]
	}
	StructFloatX3 BoxDimsEnd {
		Floats [30.000000,30.000000,30.000000]
	}
	StructQBKey LocalSpace
	StructQBKey UseStartPosition
	StructFloatX3 StartPosition {
		Floats [0.000000,0.000000,0.000000]
	}
	StructFloatX3 MidPosition {
		Floats [0.000000,60.000000,0.000000]
	}
	StructFloatX3 EndPosition {
		Floats [0.000000,150.000000,0.000000]
	}
	StructQBKey Texture = apm_flame_01
	StructQBKey UseMidPoint
	StructInt MidPointPCT = 50
	StructQBKey Type = NewFlat
	StructQBKey BlendMode = Blend
	StructInt FixedAlpha = 128
	StructInt AlphaCutoff = 0
	StructInt MaxStreams = 1
	StructFloat EmitRate = 10.0
	StructFloat StartRadius = 30.0
	StructFloat MidRadius = 20.0
	StructFloat EndRadius = 10.0
	StructFloat StartRadiusSpread = 10.0
	StructFloat MidRadiusSpread = 10.0
	StructFloat EndRadiusSpread = 10.0
	StructQBKey UsePulseEmit = FALSE
	StructQBKey RandomEmitRate = FALSE
	StructQBKey RandomEmitDelay = FALSE
	StructQBKey UseMidTime = FALSE
	StructArray StartRGB {
		ArrayInteger [
			255
			255
			0
		]
	}
	StructInt StartAlpha = 204
	StructArray EndRGB {
		ArrayInteger [
			255
			255
			255
		]
	}
	StructInt EndAlpha = 0
	StructQBKey CreatedAtStart
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [4580.413086,1050.000122,2780.001221]
	}
	StructFloatX3 Angles {
		Floats [0.0, 0.0, 0.0]
	}
	StructQBKey Name = PRT_StoneTorch2
	StructQBKey Class = ParticleObject
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructFloatX3 BoxDimsStart {
		Floats [10.000000,10.000000,10.000000]
	}
	StructFloatX3 BoxDimsMid {
		Floats [20.000000,20.000000,20.000000]
	}
	StructFloatX3 BoxDimsEnd {
		Floats [30.000000,30.000000,30.000000]
	}
	StructQBKey LocalSpace
	StructQBKey UseStartPosition
	StructFloatX3 StartPosition {
		Floats [0.000000,0.000000,0.000000]
	}
	StructFloatX3 MidPosition {
		Floats [0.000000,60.000000,0.000000]
	}
	StructFloatX3 EndPosition {
		Floats [0.000000,150.000000,0.000000]
	}
	StructQBKey Texture = apm_flame_01
	StructQBKey UseMidPoint
	StructInt MidPointPCT = 50
	StructQBKey Type = NewFlat
	StructQBKey BlendMode = Blend
	StructInt FixedAlpha = 128
	StructInt AlphaCutoff = 0
	StructInt MaxStreams = 1
	StructFloat EmitRate = 10.0
	StructFloat StartRadius = 30.0
	StructFloat MidRadius = 20.0
	StructFloat EndRadius = 10.0
	StructFloat StartRadiusSpread = 10.0
	StructFloat MidRadiusSpread = 10.0
	StructFloat EndRadiusSpread = 10.0
	StructQBKey UsePulseEmit = FALSE
	StructQBKey RandomEmitRate = FALSE
	StructQBKey RandomEmitDelay = FALSE
	StructQBKey UseMidTime = FALSE
	StructArray StartRGB {
		ArrayInteger [
			255
			255
			0
		]
	}
	StructInt StartAlpha = 204
	StructArray EndRGB {
		ArrayInteger [
			255
			255
			255
		]
	}
	StructInt EndAlpha = 0
	StructQBKey CreatedAtStart
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [3250.405518,345.000305,-400.800903]
	}
	StructFloatX3 Angles {
		Floats [0.0, 0.0, 0.0]
	}
	StructQBKey Name = PRT_TunnelTorch1
	StructQBKey Class = ParticleObject
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructFloatX3 BoxDimsStart {
		Floats [10.000000,10.000000,10.000000]
	}
	StructFloatX3 BoxDimsMid {
		Floats [20.000000,20.000000,20.000000]
	}
	StructFloatX3 BoxDimsEnd {
		Floats [30.000000,30.000000,30.000000]
	}
	StructQBKey LocalSpace
	StructQBKey UseStartPosition
	StructFloatX3 StartPosition {
		Floats [0.000000,0.000000,0.000000]
	}
	StructFloatX3 MidPosition {
		Floats [0.000000,60.000000,0.000000]
	}
	StructFloatX3 EndPosition {
		Floats [0.000000,150.000000,0.000000]
	}
	StructQBKey Texture = apm_flame_01
	StructQBKey UseMidPoint
	StructInt MidPointPCT = 50
	StructQBKey Type = NewFlat
	StructQBKey BlendMode = Blend
	StructInt FixedAlpha = 128
	StructInt AlphaCutoff = 0
	StructInt MaxStreams = 1
	StructFloat EmitRate = 10.0
	StructFloat StartRadius = 30.0
	StructFloat MidRadius = 20.0
	StructFloat EndRadius = 10.0
	StructFloat StartRadiusSpread = 10.0
	StructFloat MidRadiusSpread = 10.0
	StructFloat EndRadiusSpread = 10.0
	StructQBKey UsePulseEmit = FALSE
	StructQBKey RandomEmitRate = FALSE
	StructQBKey RandomEmitDelay = FALSE
	StructQBKey UseMidTime = FALSE
	StructArray StartRGB {
		ArrayInteger [
			255
			255
			0
		]
	}
	StructInt StartAlpha = 204
	StructArray EndRGB {
		ArrayInteger [
			255
			255
			255
		]
	}
	StructInt EndAlpha = 0
	StructQBKey CreatedAtStart
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [3545.401611,345.000336,-780.400879]
	}
	StructFloatX3 Angles {
		Floats [0.0, 0.0, 0.0]
	}
	StructQBKey Name = PRT_TunnelTorch2
	StructQBKey Class = ParticleObject
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructFloatX3 BoxDimsStart {
		Floats [10.000000,10.000000,10.000000]
	}
	StructFloatX3 BoxDimsMid {
		Floats [20.000000,20.000000,20.000000]
	}
	StructFloatX3 BoxDimsEnd {
		Floats [30.000000,30.000000,30.000000]
	}
	StructQBKey LocalSpace
	StructQBKey UseStartPosition
	StructFloatX3 StartPosition {
		Floats [0.000000,0.000000,0.000000]
	}
	StructFloatX3 MidPosition {
		Floats [0.000000,60.000000,0.000000]
	}
	StructFloatX3 EndPosition {
		Floats [0.000000,150.000000,0.000000]
	}
	StructQBKey Texture = apm_flame_01
	StructQBKey UseMidPoint
	StructInt MidPointPCT = 50
	StructQBKey Type = NewFlat
	StructQBKey BlendMode = Blend
	StructInt FixedAlpha = 128
	StructInt AlphaCutoff = 0
	StructInt MaxStreams = 1
	StructFloat EmitRate = 10.0
	StructFloat StartRadius = 30.0
	StructFloat MidRadius = 20.0
	StructFloat EndRadius = 10.0
	StructFloat StartRadiusSpread = 10.0
	StructFloat MidRadiusSpread = 10.0
	StructFloat EndRadiusSpread = 10.0
	StructQBKey UsePulseEmit = FALSE
	StructQBKey RandomEmitRate = FALSE
	StructQBKey RandomEmitDelay = FALSE
	StructQBKey UseMidTime = FALSE
	StructArray StartRGB {
		ArrayInteger [
			255
			255
			0
		]
	}
	StructInt StartAlpha = 204
	StructArray EndRGB {
		ArrayInteger [
			255
			255
			255
		]
	}
	StructInt EndAlpha = 0
	StructQBKey CreatedAtStart
}

StructHeader
{
	StructFloatX3 Pos {
		Floats [3254.034668,340.000305,-1185.185547]
	}
	StructFloatX3 Angles {
		Floats [0.0, 0.0, 0.0]
	}
	StructQBKey Name = PRT_TunnelTorch3
	StructQBKey Class = ParticleObject
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructFloatX3 BoxDimsStart {
		Floats [10.000000,10.000000,10.000000]
	}
	StructFloatX3 BoxDimsMid {
		Floats [20.000000,20.000000,20.000000]
	}
	StructFloatX3 BoxDimsEnd {
		Floats [30.000000,30.000000,30.000000]
	}
	StructQBKey LocalSpace
	StructQBKey UseStartPosition
	StructFloatX3 StartPosition {
		Floats [0.000000,0.000000,0.000000]
	}
	StructFloatX3 MidPosition {
		Floats [0.000000,60.000000,0.000000]
	}
	StructFloatX3 EndPosition {
		Floats [0.000000,150.000000,0.000000]
	}
	StructQBKey Texture = apm_flame_01
	StructQBKey UseMidPoint
	StructInt MidPointPCT = 50
	StructQBKey Type = NewFlat
	StructQBKey BlendMode = Blend
	StructInt FixedAlpha = 128
	StructInt AlphaCutoff = 0
	StructInt MaxStreams = 1
	StructFloat EmitRate = 10.0
	StructFloat StartRadius = 30.0
	StructFloat MidRadius = 20.0
	StructFloat EndRadius = 10.0
	StructFloat StartRadiusSpread = 10.0
	StructFloat MidRadiusSpread = 10.0
	StructFloat EndRadiusSpread = 10.0
	StructQBKey UsePulseEmit = FALSE
	StructQBKey RandomEmitRate = FALSE
	StructQBKey RandomEmitDelay = FALSE
	StructQBKey UseMidTime = FALSE
	StructArray StartRGB {
		ArrayInteger [
			255
			255
			0
		]
	}
	StructInt StartAlpha = 204
	StructArray EndRGB {
		ArrayInteger [
			255
			255
			255
		]
	}
	StructInt EndAlpha = 0
	StructQBKey CreatedAtStart
}

// PRT_WallRubble1
StructHeader
{
	StructFloatX3 Pos {
		Floats [3633.201660,696.000427,-532.400940]
	}
	StructFloatX3 Angles {
		Floats [0.0, 0.0, 0.0]
	}
	StructQBKey Name = PRT_WallRubble1
	StructQBKey Class = ParticleObject
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructFloatX3 BoxDimsStart {
		Floats [108.000000,82.000000,108.000000]
	}
	StructFloatX3 BoxDimsMid {
		Floats [226.000000,122.000000,226.000000]
	}
	StructFloatX3 BoxDimsEnd {
		Floats [394.000000,164.000000,394.000000]
	}
	StructQBKey LocalSpace
	StructQBKey UseStartPosition
	StructFloatX3 StartPosition {
		Floats [0.000000,0.000000,0.000000]
	}
	StructFloatX3 MidPosition {
		Floats [-10.000000,0.000000,1.000000]
	}
	StructFloatX3 EndPosition {
		Floats [-50.000000,0.000000,-5.000000]
	}
	StructQBKey Texture = apm_spray_01
	StructQBKey UseMidPoint
	StructInt MidPointPCT = 50
	StructQBKey Type = NewFlat
	StructQBKey BlendMode = Blend
	StructInt FixedAlpha = 128
	StructInt AlphaCutoff = 1
	StructInt MaxStreams = 2
	StructFloat EmitRate = 100.0
	StructFloat StartRadius = 50.0
	StructFloat MidRadius = 50.0
	StructFloat EndRadius = 100.0
	StructFloat StartRadiusSpread = 0.0
	StructFloat MidRadiusSpread = 5.0
	StructFloat EndRadiusSpread = 5.0
	StructQBKey UsePulseEmit = FALSE
	StructQBKey RandomEmitRate = FALSE
	StructQBKey RandomEmitDelay = FALSE
	StructQBKey UseMidTime = FALSE
	StructArray StartRGB {
		ArrayInteger [
			84
			84
			84
		]
	}
	StructInt StartAlpha = 76
	StructArray EndRGB {
		ArrayInteger [
			84
			84
			84
		]
	}
	StructInt EndAlpha = 0
	StructQBKey UseColorMidTime
	StructFloat ColorMidTime = 15.0
	StructArray MidRGB {
		ArrayInteger [
			84
			84
			84
		]
	}
	StructInt MidAlpha = 127
	StructQBKey AbsentInNetGames
}

// PRT_WheelWater1
StructHeader
{
	StructFloatX3 Pos {
		Floats [812.001587,345.966370,-1260.000488]
	}
	StructFloatX3 Angles {
		Floats [0.0, 0.0, 0.0]
	}
	StructQBKey Name = PRT_WheelWater1
	StructQBKey Class = ParticleObject
	StructInt SuspendDistance = 0
	StructInt lod_dist1 = 1024
	StructInt lod_dist2 = 2048
	StructFloatX3 BoxDimsStart {
		Floats [20.000000,20.000000,20.000000]
	}
	StructFloatX3 BoxDimsMid {
		Floats [20.000000,20.000000,20.000000]
	}
	StructFloatX3 BoxDimsEnd {
		Floats [20.000000,20.000000,20.000000]
	}
	StructQBKey LocalSpace
	StructQBKey UseStartPosition
	StructFloatX3 StartPosition {
		Floats [0.000000,0.000000,0.000000]
	}
	StructFloatX3 MidPosition {
		Floats [-150.000000,-70.000000,0.000000]
	}
	StructFloatX3 EndPosition {
		Floats [-170.000000,-360.000000,0.000000]
	}
	StructQBKey Texture = apm_fallingwater_01
	StructQBKey UseMidPoint
	StructInt MidPointPCT = 50
	StructQBKey Type = NewFlat
	StructQBKey BlendMode = Blend
	StructInt FixedAlpha = 128
	//StructInt AlphaCutoff = 1
	StructInt MaxStreams = 2
	StructFloat EmitRate = 60.0
	StructFloat StartRadius = 40.0
	StructFloat MidRadius = 45.0
	StructFloat EndRadius = 50.0
	StructFloat StartRadiusSpread = 5.0
	StructFloat MidRadiusSpread = 10.0
	StructFloat EndRadiusSpread = 0.0
	StructQBKey UsePulseEmit = FALSE
	StructQBKey RandomEmitRate = FALSE
	StructQBKey RandomEmitDelay = FALSE
	StructQBKey UseMidTime = FALSE
	StructArray StartRGB {
		ArrayInteger [
			153
			153
			255
		]
	}
	StructInt StartAlpha = 127
	StructArray EndRGB {
		ArrayInteger [
			153
			153
			255
		]
	}
	StructInt EndAlpha = 76
}