//----------------------------------------------------------------------------------------

// Please do not use this file but instead allocate bolts to the example files mentioned below.

//txt_file "./bolttypes/Referenced_Bolttypes.txt" // <- for base-bolt-types that are then referenced by other bolt-types
txt_file "./bolttypes/Default_Bolttypes.txt" // <- for bolt-types that are globally loaded
txt_file "./bolttypes/Flight_Bolttypes.txt" // <- for bolt-types that are loaded in flight levels
txt_file "./bolttypes/Beam_Bolttypes.txt"
txt_file "./bolttypes/Level_Bolttypes.txt" // <- for bolt-types that are loaded with levels
txt_file "./bolttypes/Veh_Bolttypes.txt" // <- for bolt-types that are loaded with characters
txt_file "./bolttypes/Char_Bolttypes.txt" // <- for bolt-types that are loaded with characters


//----------------------------------------------------------------------------------------------------------

//	SOME INFO ABOUT USE OF VFX AND PARTICLES IN BOLT TYPES

//	VFX Example:

//	VFX_muzzle "name" (this is a muzzle effect, that triggers from the end of the 'weapon'.

//	VFX_bolt "name" (this is the actual 'bolt')

//	VFX_hit "name" (this is the effect triggered upon impact.
//	For a ground impact effect, add the following flag:


//	vfx_spladoosh "name" (this is an extra effect that triggers when bolts pass through a water layer)

//	flags "	vfx_impact_only_on_floor" THIS MAKES THE VFX SPAWN FROM THE TERRAIN HEIGHT

//	debris_shoot = particles emitted from end of 'weapon', like a muzzle flash
//	debris_moving = particles trailing the fired bolt type
//	debris_hit = particles that trigger upon impact




