//Explosion
pulselight EXPLOSIONFLASH
{
    color 1.0 0.3 0.0
    size 100
    secondarySize 120
    interval 0.1
    offset 0 60 0
}





object SuperBFGBall
{
    frame BFS1A { light BFGBALL }
    frame BFS1B { light BFGBALL }

    frame BFE1A { light BFGEXPLO }
    frame BFE1B { light BFGEXPLO }
	frame BFE1C { light BFGEXPLO }
	frame BFE1D { light BFGEXPLO }
	frame BFE1E { light BFGEXPLO }
}

flickerlight BFGEXPLO
{
    color 0.1 1.0 0.0
    size 200
	secondarySize 240
	chance 0.99
}


object Candelabra1
{
    frame CBRA { light BIGREDTORCH }
}





object BurningZombie
{
    frame BDT1 { light BIGREDTORCH }
	frame BDT2 { light BIGREDTORCH }
	frame BDT3 { light BIGREDTORCH }
}






object Candlestick1
{
frame CAND { light SMALLREDTORCH }
}


pulselight FSKULL
{
color 1.0 1.0 0.0
size 32
secondarysize 25
interval 3
}

// ------------------
// -- Doom Weapons --
// ------------------

// Bullet puff
flickerlight BPUFF1
{
    color 0.5 0.5 0.0
    size 6
    secondarySize 8
    chance 0.8
}

flickerlight BPUFF2
{
    color 0.5 0.5 0.0
    size 3
    secondarySize 4
    chance 0.8
}

object HitPuff
{
    frame PUFFA { light BPUFF1 }
    frame PUFFB { light BPUFF2 }
}

object MachinegunBulletPuff
{
    frame PUFFA { light BPUFF1 }
    frame PUFFB { light BPUFF2 }
}

// Rocket
pointlight ROCKET
{
    color 1.0 0.7 0.0
    size 56
}

flickerlight ROCKET_X1
{
    color 1.0 0.7 0.0
    size 64
    secondarySize 72
    chance 0.3
}

flickerlight ROCKET_X2
{
    color 0.5 0.1 0.0
    size 80
    secondarySize 88
    chance 0.3
}

flickerlight ROCKET_X3
{
    color 0.3 0.0 0.0
    size 96
    secondarySize 104
    chance 0.3
}



// Plasma
pointlight PLASMABALL
{
    color 0.0 0.0 1.0
    size 128
}

pointlight PLASMABALLSMALL
{
    color 0.0 0.0 1.0
    size 64
}

object PlasmaPuff
{
    frame PLSE { light PLASMABALL }
}

object HotPlasmaGas
{
    frame FIR5 { light PLASMABALL }
}




// ----------------------
// -- Doom Decorations --
// ----------------------

// Barrel

object ExplosiveBarrel1
{
    frame BAR1  { light GREENGOOZ    }
    frame BARB  { light GREENGOOZ    }


    frame BEXPC { light ROCKET_X1 }
    frame BEXPD { light ROCKET_X1 }
    frame BEXPE { light ROCKET_X1 }
    frame BEXPF { light ROCKET_X1 }
    frame BEXPG { light ROCKET_X2 }
    frame BEXPH { light ROCKET_X2 }
    frame BEXPI { light ROCKET_X2 }
    frame BEXPJ { light ROCKET_X2 }
    frame BEXPK { light ROCKET_X2 }
    frame BEXPL { light ROCKET_X3 }
    frame BEXPM { light ROCKET_X3 }
    frame BEXPN { light ROCKET_X3 }
    frame BEXPO { light ROCKET_X3 }
    frame BEXPP { light ROCKET_X3 }
}

// Floor lamp
pointlight LAMP
{
    color 1.0 1.0 1.0
    size 56
    offset 0 44 0
}

pointlight YELLOWLAMP
{
    color 1.0 1.0 0.0
    size 56
    offset 0 44 0
}

object Column1
{
    frame COLUA { light YELLOWLAMP }
}

// Short tech lamp
pulselight SMALLLAMP
{
    color 0.8 0.8 1.0
    size 56
    secondarySize 58
    interval 0.4
    offset 0 44 0
}

object TechLamp21
{
    frame TLP2A { light SMALLLAMP }
    frame TLP2B { light SMALLLAMP }
    frame TLP2C { light SMALLLAMP }
    frame TLP2D { light SMALLLAMP }
}

// Tall tech lamp
pulselight BIGLAMP
{
    color 0.8 0.8 1.0
    size 64
    secondarySize 66
    interval 0.4
    offset 0 72 0
}

object TechLamp1
{
    frame TLMPA { light BIGLAMP }
    frame TLMPB { light BIGLAMP }
    frame TLMPC { light BIGLAMP }
    frame TLMPD { light BIGLAMP }
}

// Tall red torch
pulselight BIGREDTORCH
{
    color 1.0 0.3 0.0
    size 58
    secondarySize 64
    interval 0.1
    offset 0 60 0
}

pulselight BIGREDTORCH128
{
    color 1.0 0.3 0.0
    size 80
    secondarySize 128
    interval 0.1
    offset 0 0 0
}

object TallTorch_Red
{
    frame TTRB { light BIGREDTORCH }
}

// Tall green torch
pulselight BIGGREENTORCH
{
    color 0.0 1.0 0.0
    size 58
    secondarySize 64
    interval 0.1
    offset 0 60 0
}

object TallTorch_Green
{
    frame TTRB { light BIGGREENTORCH }
}

// Tall blue torch
pulselight BIGBLUETORCH
{
    color 0.0 0.0 1.0
    size 58
    secondarySize 64
    interval 0.1
    offset 0 60 0
}

object TallTorch_Blue
{
    frame TTRB { light BIGBLUETORCH }
}

object Plasma_Ball
{
    frame TNT1 { light PLASMABALL }
    frame PBAL { light PLASMABALLSMALL }
}


object EnemyPlasmaBall
{
    frame TNT1 { light PLASMABALL }
    frame PBAL { light PLASMABALLSMALL }
}

// Small red torch
pulselight SMALLREDTORCH
{
    color 1.0 0.3 0.0
    size 48
    secondarySize 54
    interval 0.1
    offset 0 35 0
}

object ShortTorch_Red
{
    frame STRB { light SMALLREDTORCH }
}


object SmallFireFocus24
{
    frame FLME { light SMALLREDTORCH }
	frame F1RE { light SMALLREDTORCH }
}

// Small green torch
pulselight SMALLGREENTORCH
{
    color 0.0 1.0 0.0
    size 48
    secondarySize 54
    interval 0.1
    offset 0 35 0
}

object ShortTorch_Green
{
    frame STRB { light SMALLGREENTORCH }
}

// Small blue torch
pulselight SMALLBLUETORCH
{
    color 0.0 0.0 1.0
    size 48
    secondarySize 54
    interval 0.1
    offset 0 35 0
}

object ShortTorch_Blue
{
    frame STRB { light SMALLBLUETORCH }
}

// Burning barrel
pulselight FIREBARREL
{
    color 1.0 0.9 0.0
    size 58
    secondarySize 64
    interval 0.1
    offset 0 32 0
}

object BurningBarrel1
{
    frame BURB { light FIREBARREL }
}

//object BigTreeInFlames
//{
//    frame TRE2 { light FIREBARREL }
//}

object TorchTreeInFlames
{
    frame TRE1 { light FIREBARREL }
}


// Skulls w/candles
pulselight SKULLCANDLES
{
    color 1.0 1.0 0.0
    size 32
    secondarySize 44
    interval 0.1
    offset 0 24 0
}

object HeadCandles
{
    frame POL3 { light SKULLCANDLES }
}


pointlight HUEHUE
{
    color 0.5 0.4 0
    size 48
}

pointlight HUEHUEHUEHUE
{
    color 0.5 0.4 0
    size 62
}



object RicoChet
{
    frame IPF2 { light HUEHUE }
}


object YellowFlareSmallB
{
    frame LENY { light HUEHUE }
}




object PlayerMuzzle1
{
    frame PLMZ { light HUEHUE }
}

object PlayerMuzzle2
{
    frame PLMZ { light HUEHUEHUEHUE }
}


object MarineMuzzle1
{
    frame PLMZ { light HUEHUE }
}

object MarineMuzzle2
{
    frame PLMZ { light HUEHUEHUEHUE }
}


// ----------------
// -- Doom Items --
// ----------------

// Soul Sphere
pulselight SOULSPHERE
{
    color 0.0 0.0 1.0
    size 40
    secondarySize 42
    interval 2.0
    offset 0 16 0
}

object LifeSphere
{
    frame SOUL { light SOULSPHERE }
}

// Invulnerability Sphere
pulselight INVULN
{
    color 0.0 1.0 0.0
    size 40
    secondarySize 42
    interval 2.0
    offset 0 16 0
}

pulselight HEALTHPOTION
{
    color 0.0 0.0 0.6
    size 16
    secondarySize 18
    interval 2.0
}

object HealthBonus
{
    frame BON1 { light BLUEITEM }
}

// Armour Helmet
pulselight ARMORBONUS
{
    color 0.0 0.6 0.0
    size 14
    secondarySize 16
    interval 1.0
	//dontlightself 1
}

// Yellow Keys
pulselight YELLOWKEY
{
    color 0.6 0.6 0.0
    size 16
    secondarySize 18
    interval 2.0
}

// Red Keys
pulselight REDKEY
{
    color 0.6 0.0 0.0
    size 16
    secondarySize 18
    interval 2.0
}

// Green armour
pointlight GREENARMOR1
{
    color 0.0 0.6 0.0
    size 48
}

pointlight GREENARMOR2
{
    color 0.0 0.6 0.0
    size 32
}



// Blue armour
pointlight BLUEARMOR1
{
    color 0.0 0.0 0.6
    size 48
}

pointlight BLUEARMOR2
{
    color 0.0 0.0 0.6
    size 32
}



// ------------------
// -- Doom Enemies --
// ------------------

// Zombies
flickerlight2 ZOMBIEATK
{
    color 1.0 0.8 0.2
    size 48
    secondarySize 56
    interval 1
    offset 0 40 0
}

object Trooper
{
    frame POSSF { light ZOMBIEATK }
}

object Sergeant
{
    frame SPOSF { light ZOMBIEATK }
}



// Doom Imp Fireball
pointlight IMPBALL
{
    color 1.0 0.5 0.0
    size 64
}

// Doom imp fireball explosion
flickerlight IMPBALL_X1
{
    color 0.7 0.2 0.0
    size 80
    secondarySize 88
    chance 0.25
}

flickerlight IMPBALL_X2
{
    color 0.4 0.0 0.0
    size 96
    secondarySize 104
    chance 0.25
}

flickerlight IMPBALL_X3
{
    color 0.2 0.0 0.0
    size 112
    secondarySize 120
    chance 0.25
}

object FireBall_
{
    frame FR7X { light IMPBALL    }
    frame FRFXA { light IMPBALL    }
    frame FRFXB { light IMPBALL    }
    frame FRFXC { light IMPBALL    }
    frame FRFXD { light IMPBALL    }
    frame FRFXE { light IMPBALL_X2    }
    frame FRFXF { light IMPBALL_X2    }
    frame FRFXG { light IMPBALL_X2    }
    frame FRFXH { light IMPBALL_X3    }
    frame FRFXI { light IMPBALL_X3    }

}

// Cacodemon fireball
flickerlight CACOBALL
{
    color 0.1 0.1 1.0 
    size 56
    secondarySize 64
    chance 0.5
}

flickerlight CACOBALL_X1
{
    color 0.1 0.4 0.9
    size 72
    secondarySize 80
    chance 0.25
}

flickerlight CACOBALL_X2
{
    color 0.0 0.1 0.6
    size 88
    secondarySize 96
    chance 0.25
}

flickerlight CACOBALL_X3
{
    color 0.0 0.0 0.3
    size 104
    secondarySize 112
    chance 0.25
}

object CacodemonBall_
{
    frame BAL2A { light CACOBALL }
    frame BAL2B { light CACOBALL }

    frame BAL2C { light CACOBALL_X1 }
    frame BAL2D { light CACOBALL_X2 }
	frame BAL2E { light CACOBALL_X2 }
    frame BAL2F { light CACOBALL_X3 }
}

// Baron / Hell Knight fireball
pointlight BARONBALL
{
    color 0.0 1.0 0.0
    size 64
}

flickerlight BARONBALL_X1
{
    color 0.0 0.7 0.0
    size 80
    secondarySize 88
    chance 0.25
}

flickerlight BARONBALL_X2
{
    color 0.0 0.4 0.0
    size 96
    secondarySize 104
    chance 0.25
}

flickerlight BARONBALL_X3
{
    color 0.0 0.2 0.0
    size 112
    secondarySize 120
    chance 0.25
}

object GreenPlasmaBall
{
    frame FRPGJ { light BARONBALL    }
    frame FRPGK { light BARONBALL    }

    frame FRPGC { light BARONBALL_X1 }
    frame FRPGD { light BARONBALL_X1 }
    frame FRPGE { light BARONBALL_X2 }
    frame FRPGF { light BARONBALL_X2 }
    frame FRPGG { light BARONBALL_X3 }
    frame FRPGH { light BARONBALL_X3 }
}

// Lost Soul
flickerlight LOSTSOUL
{
    color 1.0 0.3 0.0
    size 56
    secondarysize 64
    chance 0.5
}


flickerlight LOSTSOUL_X1
{
    color 0.8 0.3 0.0
    size 32
    secondarySize 46
    chance 0.25
}

flickerlight LOSTSOUL_X2
{
    color 0.6 0.2 0.0
    size 88
    secondarySize 96
    chance 0.25
}

flickerlight LOSTSOUL_X3
{
    color 0.4 0.1 0.0
    size 104
    secondarySize 112
    chance 0.25
}

flickerlight LOSTSOUL_X4
{
    color 0.2 0.0 0.0
    size 112
    secondarySize 120
    chance 0.25
}

object "Lost Soul"
{
    frame LSOL { light LOSTSOUL_X1 }
}





// Mancubus Fireball
object BigFireBall
{
    frame MANFA { light IMPBALL   }
    frame MANFB { light IMPBALL   }
	frame FLME { light IMPBALL   }
	frame F1RE { light IMPBALL   }
	frame F2RE { light IMPBALL   }
	frame FRFX { light ROCKETLIGHT }
	
	
	
	

    frame MISLB { light ROCKET_X1 }
    frame MISLC { light ROCKET_X2 }
    frame MISLD { light ROCKET_X3 }
}

// Arachnotron Fireball
pointlight ARACHPLAS
{
    color 0.6 1.0 0.0
    size 56
}

flickerlight ARACHPLAS_X1
{
    color 0.4 0.8 0.0
    size 72
    secondarySize 80
    chance 0.3
}

flickerlight ARACHPLAS_X2
{
    color 0.6 0.6 0.0
    size 88
    secondarySize 96
    chance 0.3
}

flickerlight ARACHPLAS_X3
{
    color 0.4 0.4 0.0
    size 48
    secondarySize 32
    chance 0.3
}

flickerlight ARACHPLAS_X4
{
    color 0.2 0.2 0.0
    size 24
    secondarySize 16
    chance 0.3
}

// Revenant tracer
pointlight TRACER
{
    color 1.0 0.3 0.0
    size 48
}

flickerlight TRACER_X1
{
    color 1.0 0.2 0.0
    size 64
    secondarySize 72
    chance 0.25
}

flickerlight TRACER_X2
{
    color 0.6 0.0 0.0
    size 80
    secondarySize 88
    chance 0.25
}

flickerlight TRACER_X3
{
    color 0.3 0.0 0.0
    size 96
    secondarySize 104
    chance 0.25
}



// Shadows


pointlight GUNSHADOW
{
    color 0.2 0.2 0.2
    size 10
    subtractive 1
    dontlightself 1

}


pointlight 2SHADOW
{
    color 0.4 0.4 0.4
    size 6
    subtractive 1
    dontlightself 1

}

pointlight 1SHADOW
{
    color 0.5 0.5 0.5
    size 6
    subtractive 1
    dontlightself 1

}


pointlight 24SHADOW
{
    color 0.3 0.3 0.3
    size 14
    subtractive 1
    dontlightself 1

}

pointlight 32SHADOW
{
    color 0.3 0.3 0.3
    size 20
    subtractive 1
    dontlightself 1

}

pointlight 64SHADOW
{
    color 0.3 0.3 0.3
    size 35
    subtractive 1
    dontlightself 1

}

pointlight FATSHADOW
{
    color 0.3 0.3 0.3
    size 45
    subtractive 1
    dontlightself 1

}

pointlight CYBERSHADOW
{
    color 0.3 0.3 0.3
    size 50
    subtractive 1
    dontlightself 1

}

pointlight SPIDERSHADOW
{
    color 0.3 0.3 0.3
    size 70
    subtractive 1
    dontlightself 1

}


object Doomer
{
    frame PLAYA { light 24SHADOW  }
	frame PLAYB { light 24SHADOW  }
	frame PLAYC { light 24SHADOW  }
	frame PLAYD { light 24SHADOW  }
	frame PLAYE { light 24SHADOW  }
	frame PLAYF { light 24SHADOW  }
	frame PLAYG { light 24SHADOW  }
	frame MARJ { light 24SHADOW  }
    frame PKIK { light 24SHADOW  }
    frame PLAI { light 24SHADOW  }
    frame PLAYG { light 24SHADOW  }
    frame MARN { light 24SHADOW  }
    frame WOUN { light 24SHADOW  }
	frame PBAR { light 24SHADOW  }
	frame PLA1 { light 24SHADOW  }
	frame MWAV { light 24SHADOW  }
	frame MAR1 { light 24SHADOW  }
	frame MAR2 { light 24SHADOW  }
	frame MAR3 { light 24SHADOW  }
	frame MAR4 { light 24SHADOW  }
	frame MAR5 { light 24SHADOW  }
	frame MAR6 { light 24SHADOW  }
	frame MAR7 { light 24SHADOW  }
	frame MSSG { light 24SHADOW  }
	frame MAR2 { light 24SHADOW  }
	frame MRGL { light 24SHADOW  }
	frame MRRG { light 24SHADOW  }
	frame M10K { light 24SHADOW  }
	frame MMFC { light 24SHADOW  }
	frame MHML { light 24SHADOW  }
	frame MAR2 { light 24SHADOW  }
	frame MRMP { light 24SHADOW  }
}

object Trooper
{
    frame POSSA { light 24SHADOW  }
    frame POSSB { light 24SHADOW  }
    frame POSSC { light 24SHADOW  }
    frame POSSD { light 24SHADOW  }
    frame POSSE { light 24SHADOW  }
    frame POSSF { light 24SHADOW  }
    frame POSSG { light 24SHADOW  }
    frame POSSH { light 24SHADOW  }
    frame POSSZ { light 24SHADOW  }
	frame PSSS { light 24SHADOW  }
    frame ID11 { light 24SHADOW  }
	frame ID12 { light 24SHADOW  }
}


object Sergeant
{
    frame SPOSA { light 24SHADOW  }
    frame SPOSB { light 24SHADOW  }
    frame SPOSC { light 24SHADOW  }
    frame SPOSD { light 24SHADOW  }
    frame SPOSE { light 24SHADOW  }
    frame SPOSF { light 24SHADOW  }
    frame SPOSG { light 24SHADOW  }
    frame SPOSH { light 24SHADOW  }
    frame SPSS { light 24SHADOW  }
	frame SHID { light 24SHADOW  }
    frame ID11 { light 24SHADOW  }
	frame ID12 { light 24SHADOW  }
	frame SPSR { light 24SHADOW  }
}

object Commando
{
    frame MPOS { light 24SHADOW  }
    frame CPOSA { light 24SHADOW  }
    frame CPOSB { light 24SHADOW  }
    frame CPOSC { light 24SHADOW  }
    frame CPOSD { light 24SHADOW  }
    frame CPOSE { light 24SHADOW  }
    frame CPOSF { light 24SHADOW  }
    frame CPOSG { light 24SHADOW  }
    frame CPOSH { light 24SHADOW  }
    frame CPOSZ { light 24SHADOW  }
	frame CPBK { light 24SHADOW  }
	frame CPOSF { light ZOMBIEATK }
	frame CPDRB { light ZOMBIEATK }
	frame CPDRD { light ZOMBIEATK }
	frame CPDRF { light ZOMBIEATK }
	frame CPDRH { light ZOMBIEATK }
	frame CPDRJ { light ZOMBIEATK }
	frame CPDRL { light ZOMBIEATK }
	frame CPDRN { light ZOMBIEATK }
	frame CPOP { light 24SHADOW  }
	frame CPOW { light 24SHADOW  }
}

object Imp
{
    frame TROOA { light 24SHADOW  }
    frame TROOB { light 24SHADOW  }
    frame TROOC { light 24SHADOW  }
    frame TROOD { light 24SHADOW  }
    frame TROOE { light 24SHADOW  }
    frame TROOF { light 24SHADOW  }
    frame TROOG { light 24SHADOW  }
    frame TROOH { light 24SHADOW  }
    frame TROOZ { light 24SHADOW  }
    frame TROSB { light 24SHADOW  }
    frame WOUI { light 24SHADOW  }
    frame ID11 { light 24SHADOW  }
	frame TROT { light 24SHADOW  }
}

object BullDemon
{
    frame SARGA { light 32SHADOW  }
    frame SARGB { light 32SHADOW  }
    frame SARGC { light 32SHADOW  }
    frame SARGD { light 32SHADOW  }
    frame SARGE { light 32SHADOW  }
    frame SARGF { light 32SHADOW  }
    frame SARGG { light 32SHADOW  }
    frame SARGH { light 32SHADOW  }
    frame SARGZ { light 32SHADOW  }
    frame SARW { light 32SHADOW  }
}

object HellKnight1
{
    frame BOS2A { light 32SHADOW  }
    frame BOS2B { light 32SHADOW  }
    frame BOS2C { light 32SHADOW  }
    frame BOS2D { light 32SHADOW  }
    frame BOS2E { light 32SHADOW  }
    frame BOS2F { light 32SHADOW  }
    frame BOS2G { light 32SHADOW  }
    frame BOS2H { light 32SHADOW  }
    frame BOS2Z { light 32SHADOW  }
	frame KNRJ { light 32SHADOW  }
	frame BTS2 { light 32SHADOW  }
	frame BTS3 { light 32SHADOW  }
	
}

object BaronofHell2
{
    frame BOSSA { light 32SHADOW  }
    frame BOSSB { light 32SHADOW  }
    frame BOSSC { light 32SHADOW  }
    frame BOSSD { light 32SHADOW  }
    frame BOSSE { light 32SHADOW  }
    frame BOSSF { light 32SHADOW  }
    frame BOSSG { light 32SHADOW  }
    frame BOSSH { light 32SHADOW  }
    frame BOSSZ { light 32SHADOW  }
	frame BNRJ { light 32SHADOW  }
	frame BTS3 { light 32SHADOW  }
}

object "The Arachnotron"
{
    frame BSPIA { light FATSHADOW  }
    frame BSPIB { light FATSHADOW  }
    frame BSPIC { light FATSHADOW  }
    frame BSPID { light FATSHADOW  }
    frame BSPIE { light FATSHADOW  }
    frame BSPIF { light FATSHADOW  }
    frame BSPIG { light FATSHADOW  }
    frame BSPIH { light FATSHADOW  }
    frame BSPII { light FATSHADOW  }
    frame BSPIZ { light FATSHADOW  }
}

object Mancubus
{
    frame FATTA { light FATSHADOW  }
    frame FATTB { light FATSHADOW  }
    frame FATTC { light FATSHADOW  }
    frame FATTD { light FATSHADOW  }
    frame FATTE { light FATSHADOW  }
    frame FATTF { light FATSHADOW  }
    frame FATTG { light FATSHADOW  }
    frame FATTH { light FATSHADOW  }
    frame FATTI { light FATSHADOW  }
    frame FATTJ { light FATSHADOW  }
    frame FATTZ { light FATSHADOW  }
	frame FATR { light FATSHADOW  }
	frame FAT4 { light FATSHADOW  }
}

object TheRevenant
{
    frame SKELA { light 32SHADOW  }
    frame SKELB { light 32SHADOW  }
    frame SKELC { light 32SHADOW  }
    frame SKELD { light 32SHADOW  }
    frame SKELE { light 32SHADOW  }
    frame SKELF { light 32SHADOW  }
    frame SKELG { light 32SHADOW  }
    frame SKELH { light 32SHADOW  }
	frame SKELJ { light 32SHADOW  }
	frame SKELK { light 32SHADOW  }
    frame SKELI { light 32SHADOW  }
	frame SKELL { light 32SHADOW  }
	frame SKELM { light 32SHADOW  }
    frame SKELZ { light 32SHADOW  }
}



object TheArchvile
{
    frame DIAB { light 32SHADOW  }
}

object TheCyberdemon
{
    frame CYBR { light CYBERSHADOW  }
	frame CYMA { light CYBERSHADOW  }
	frame CYBT { light CYBERSHADOW  }
}

object Juggernaut
{
    frame BS1W { light CYBERSHADOW  }
	frame BS1W { light CYBERSHADOW  }
}

object TheSpiderMastermind
{
    frame SPID { light SPIDERSHADOW  }
    frame DEMO { light SPIDERSHADOW  }
}


object Nightvision
{
    frame PVIS { light 2SHADOW  }
}




object HealthPlus
{
    frame BON1 { light BLUEITEM  }
}

object ArmorShard
{
    frame BON2 { light GREENITEM  }
}

object LightArmor
{
    frame ARM1 { light GUNSHADOW  }
}

object MegaArmor
{
    frame ARM2 { light GUNSHADOW  }
}

object Rifle
{
    frame RIFL { light GUNSHADOW  }
}

object Shot_Gun
{
    frame SHTC { light GUNSHADOW  }
}

object BIG_FUCKING_GUN
{
    frame BFUG { light GUNSHADOW  }
}

object Plasma_Gun
{
    frame PLAS { light GUNSHADOW  }
}

object Rocket_Launcher
{
    frame LAUN { light GUNSHADOW  }
}

object Mini_Gun
{
    frame MNGN { light GUNSHADOW  }
}

object SSG
{
    frame SGN2 { light GUNSHADOW  }
}

object Chain_Saw
{
    frame CSAW { light GUNSHADOW  }
}

object Stimpack2
{
    frame STIM { light 1SHADOW  }
}

object Medikit2
{
    frame MEDI { light GUNSHADOW  }
}

object Clip
{
    frame CLIP { light 2SHADOW  }
}

object RocketAmmo
{
    frame ROCK { light 2SHADOW  }
}

object Cell
{
    frame CELL { light 2SHADOW  }
}


object Shell
{
    frame SHEL { light 1SHADOW  }
}

object AmmoSupply
{
    frame BPAK { light 1SHADOW  }
}

object Big_Tree
{
    frame TREE { light FATSHADOW  }
}

object Big_Tree2
{
    frame TREE { light FATSHADOW  }
}

object Big_Tree3
{
    frame TREE { light FATSHADOW  }
}

object Big_Tree4
{
    frame TREE { light FATSHADOW  }
}

object ShellBox
{
    frame SBOX { light 1SHADOW  }
}

object CellPack
{
    frame CELP { light 1SHADOW  }
}

object RocketBox
{
    frame BROK { light 1SHADOW  }
}

object ClipBox
{
    frame AMMO { light 1SHADOW  }
}

object Column
{
    frame COLU { light 24SHADOW  }
}

object TallGreenColumn
{
    frame COL1 { light 24SHADOW  }
}

object ShortGreenColumn
{
    frame COL2 { light 24SHADOW  }
}

object TallRedColumn
{
    frame COL3 { light 24SHADOW  }
}

object ShortRedColumn
{
    frame COL4 { light 24SHADOW  }
}

object SkullColumn
{
    frame COL6 { light 24SHADOW  }
}

object HeartColumn
{
    frame COL5 { light 24SHADOW  }
}

object TorchTree2
{
    frame TRE1 { light 32SHADOW  }
}

object BigTree2
{
    frame TRE2 { light 64SHADOW  }
}




object BurningImp
{
 frame IZD4 { light BIGREDTORCH }
}

object GenericBurningGuy
{
 frame BUR2 { light BIGREDTORCH }
 frame BURNF0 { light BIGREDTORCH }
 frame BURNG0 { light BIGREDTORCH }
 frame BURNH0 { light BIGREDTORCH }
 frame BURNI0 { light BIGREDTORCH }
 frame BURNJ0 { light BIGREDTORCH }
 frame BURNK0 { light BIGREDTORCH }
 frame BURNL0 { light BIGREDTORCH }
 frame BURNM0 { light BIGREDTORCH }
 frame BURNN0 { light BIGREDTORCH }
 frame BURNO0 { light BIGREDTORCH }
 frame BURNP0 { light BIGREDTORCH }
 frame BURNQ0 { light BIGREDTORCH }
 frame BURNR0 { light BIGREDTORCH }
 frame BURNS0 { light BIGREDTORCH }
 frame BURNT0 { light SMALLREDTORCH }
 frame BURNU0 { light SMALLREDTORCH }
}

object Marine_Rifle
{
    frame PLAY { light 24SHADOW  }
	frame MARN { light 24SHADOW  }
	frame MR7S { light 24SHADOW  }
}

pulselight ROCKETLIGHT
{
    color 1.0 0.3 0.0
    size 48
    secondarySize 54
    interval 0.1
    offset 0 0 0
}



object ExplosionFlareSpawner
{
    frame L2NR { light EXPLOSIONFLASH }
}

object ROCKET2
{
    frame MISL { light ROCKETLIGHT }
}

object CyberBalls
{
    frame WIVB { light ROCKETLIGHT }
}

object BigFireBallWithGravity
{
    frame MANFA { light IMPBALL   }
    frame MANFB { light IMPBALL   }
	frame FLME { light IMPBALL   }
	frame F1RE { light IMPBALL   }
	frame F2RE { light IMPBALL   }
	frame FRFX { light ROCKETLIGHT }
}
object RevenantDumbFire
{
    frame FATB { light ROCKETLIGHT }
}
object RevenantBalls66
{
    frame FATB { light ROCKETLIGHT }
}

Glow
{
	Flats
	{
	    BLOOD1
		BLOOD2
		//BLOOD3
		
		FLAT17
		FLAT2
		FLAT22
		FLOOR1_7
		RROCK01
		RROCK02
		
		
		RROCK05
		RROCK06
		RROCK07
		RROCK08

		
		tlite6_1
		tlite6_4
		grnlite1
		ceil3_4
		ceil3_3
		floor1_7
		gate4
		gate1
		gate3
		TLITE6_6
		
		NUKAGE1
		NUKAGE2
		NUKAGE3
		LAVA1
		LAVA2
		LAVA3
		LAVA4
		DOORBLU
		DOORBLU2
		DOORRED
		DOORRED2
		DOORYEL
		DOORYEL2
		
		SLIME03
		SLIME02
		SLIME01
		
		}
}





pointlight SpecialLightz
{
    color 0.6 0.6 0.6
    size 24
	offset 0 32 0
	dontlightself 1
}

//object Doomer
//{
 //   frame MARN { light SpecialLightz }
//}




pulselight GREENGOOZ
{
    color 0.3 1.0 0.0
    size 32
    secondarySize 34
    interval 0.1
    offset 0 40 0
	dontlightself 1
}



pulselight GREENITEM
{
    color 0.3 1.0 0.0
    size 14
    secondarySize 16
    interval 0.1
    offset 0 5 0
}


pulselight BLUEITEM
{
    color 0.1 0.1 1.0
    size 14
    secondarySize 16
    interval 0.1
    offset 0 5 0
}





object FlyingBurningFuel
{
    frame F1RE{ light SMALLREDTORCH }
	 frame F2RE{ light SMALLREDTORCH }
}


object FlyingBurningFuelSmall
{
    frame F1RE{ light SMALLREDTORCH }
	 frame F2RE{ light SMALLREDTORCH }
}


object FlyingBurningFuelTiny
{
    frame F1RE{ light SMALLREDTORCH }
	 frame F2RE{ light SMALLREDTORCH }
}




object FlamethrowerMissile
{
    frame FIR3 { light BIGREDTORCH128 }
	frame TNT1 { light BIGREDTORCH }
	frame EXPL { light BIGREDTORCH }
}

//object FlamethrowerFireParticles
//{
//    frame FIR3 { light BIGREDTORCH }
	
//}

//object FireballExplosionFlamesDamaging
//{
//    frame FIR3 { light BIGREDTORCH }
//	frame TNT1 { light BIGREDTORCH }
//}


object FireballExplosionFlamesDamaging2
{
    frame FIR3 { light BIGREDTORCH }
	frame TNT1 { light BIGREDTORCH }
}




object BurningGroundHighDamage
{
    frame TNT1A { light BIGREDTORCH }
}


object BurnParticles
{
frame TNT1 { light BIGREDTORCH }
}






