datablock ParticleData(HeartParticle)
{
   dragCoefficient      = 5.0;
   gravityCoefficient   = -1.0;
   inheritedVelFactor   = 0.0;
   windCoefficient      = 0;
   constantAcceleration = 0.0;
   lifetimeMS           = 2500;
   lifetimeVarianceMS   = 0;
   useInvAlpha          = false;
   textureName          = "./heart.png";
   colors[0] = "51 0 0 0.3"; //light color
	colors[1] = "102 0 0 0.3"; //dark color
	colors[2] = "255 0 0 0.3"; //barley noticeable color
	sizes[0]      = 0.5;
	sizes[1]      = 0.3;
};

datablock ParticleEmitterData(heartEmitter)
{
   ejectionPeriodMS = 35;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   ejectionOffset   = 1.2;
   velocityVariance = 0.0;
   thetaMin         = 0;
   thetaMax         = 360;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   lifeTimeMS = 100;
   particles = "heartParticle";


   emitterNode = GenericEmitterNode;        //used when placed on a brick
   pointEmitterNode = TenthEmitterNode; //used when placed on a 1x1 brick

   uiName = "";
};

datablock ExplosionData(heartExplosion)
{
   lifeTimeMS = 1000;
   emitter[0] = HeartEmitter;
};

//we cant spawn explosions, so this is a workaround for now
datablock ProjectileData(HeartProjectile)
{
   explosion           = HeartExplosion;

   armingDelay         = 0;
   lifetime            = 10;
   explodeOnDeath		= true;
};