object usRocket //the rocket is replaced in unseen to give a self obit, so we have to add gldefs back too
{
    frame MISLA { light ROCKET    }

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

//same for the grenade
object usGrenade
{
    frame SGRN { light GRENADE    }

    frame MISLB { light GRENADE_X1 }
    frame MISLC { light GRENADE_X2 }
    frame MISLD { light GRENADE_X3 }
}


//borrowed from final doomer
flickerlight MushExp1
{
    color 1.0 0.2 0.0
    size 24
    secondarySize 32
    chance 0.5
}

flickerlight MushExp2
{
    color 1.0 0.7 0.0
    size 32
    secondarySize 48
    chance 0.5
}

flickerlight MushExp3
{
    color 1.0 0.6 0.0
    size 72
	offset 0 20 0
    secondarySize 80
    chance 0.5
}

flickerlight MushExp4
{
    color 0.9 0.3 0.0
    size 72
	offset 0 40 0
    secondarySize 80
    chance 0.5
}

flickerlight MushExp5
{
    color 0.9 0.3 0.0
    size 72
	offset 0 60 0
    secondarySize 80
    chance 0.5
}

flickerlight MushExp6
{
    color 0.9 0.3 0.0
    size 72
	offset 0 80 0
    secondarySize 80
    chance 0.5
}

flickerlight MushExp7
{
    color 0.7 0.1 0.0
    size 66
	offset 0 82 0
    secondarySize 70
    chance 0.5
}

flickerlight MushExp8
{
    color 0.4 0.0 0.0
    size 60
	offset 0 84 0
    secondarySize 66
    chance 0.5
}

flickerlight MushExp9
{
    color 0.3 0.0 0.0
    size 54
	offset 0 86 0
    secondarySize 60
    chance 0.5
}

flickerlight MushExp10
{
    color 0.1 0.0 0.0
    size 48
	offset 0 88 0
    secondarySize 54
    chance 0.5
}

flickerlight BIGROCKET_X1
{
    color 1.0 0.7 0.0
    size 96
    secondarySize 108
    chance 0.3
}

flickerlight BIGROCKET_X2
{
    color 0.5 0.1 0.0
    size 120
    secondarySize 132
    chance 0.3
}

flickerlight BIGROCKET_X3
{
    color 0.3 0.0 0.0
    size 144
    secondarySize 156
    chance 0.3
}

object HEATRocket //big exp
{
    frame MISLA { light ROCKET    }

	frame MISLB { light BIGROCKET_X1 }
    frame MISLC { light BIGROCKET_X2 }
    frame MISLD { light BIGROCKET_X3 }
}


object MercHEAT //different but same object
{
    frame MISLA { light ROCKET    }
	
	frame MISLB { light BIGROCKET_X1 }
    frame MISLC { light BIGROCKET_X2 }
    frame MISLD { light BIGROCKET_X3 }
}

//the barrel
object usExplosiveBarrel
{
    frame BAR1  { light BARREL    }

    frame BEXPC { light ROCKET_X1 }
    frame BEXPD { light ROCKET_X2 }
    frame BEXPE { light ROCKET_X3 }
}

//signal flares
flickerlight FLARE
{
	color 1.0 0.608 0.608
	size 120
	secondarysize 136
	chance 0.6
}

object LitFlareStick
{
	frame FLAR	{ light FLARE }
}

//flamenuts

pointlight FLAMEBALL
{
    color 1.0 0.5 0.1
    size 56
}

flickerlight FLAMEX1
{
	color 1.0 0.7 0.48
	size 24
	secondarysize 34
	chance 0.3
    offset 0 8 0
}

flickerlight FLAMEX2
{
    color 1.0 0.5 0.1
    size 40
    secondarySize 48
    chance 0.3
    //offset 0 24 0
}

flickerlight FLAMEX3
{
    color 0.87 0.4 0.05
    size 48
    secondarySize 56
    chance 0.3
    //offset 0 24 0
}

flickerlight FLAMEX4
{
    color 0.7 0.28 0.0
    size 32
    secondarySize 40
    chance 0.3
    //offset 0 24 0
}

flickerlight FLAMEX5
{
    color 0.35 0.14 0.0
    size 16
    secondarySize 24
    chance 0.3
    //offset 0 32 0
}

object FlameBall
{
	frame FLBLA { light FLAMEBALL }
	frame FLBLB { light FLAMEBALL }
	frame FLBLC { light FLAMEBALL }
	frame FLBLD { light FLAMEBALL }
	
	frame FLBLE { light FLAMEX1 }
	frame FLBLF { light FLAMEX2 }
	frame FLBLG { light FLAMEX3 }
	frame FLBLH { light FLAMEX4 }
	frame FLBLI { light FLAMEX5 }
}

//smoulders
flickerlight SPUFF1
{
    color 1 0.5 0.0
    size 16
    secondarySize 24
    chance 0.8
}

flickerlight SPUFF2
{
    color 1 0.5 0.0
    size 8
    secondarySize 12
    chance 0.8
}

object SmoulderPuff
{
    frame EMBRA { light SPUFF1 }
    frame EMBRB { light SPUFF2 }
}


//other fires
object OilFire
{
    frame FIREA { light ARCHFIRE1 }
    frame FIREB { light ARCHFIRE2 }
    frame FIREC { light ARCHFIRE3 }
    frame FIRED { light ARCHFIRE4 }
    frame FIREE { light ARCHFIRE5 }
    frame FIREF { light ARCHFIRE6 }
    frame FIREG { light ARCHFIRE7 }
    frame FIREH { light ARCHFIRE8 }
}

object usBurningBarrel
{
    frame FCAN { light FIREBARREL }
	frame FEXPC { light ROCKET_X1 }
    frame FEXPD { light ROCKET_X2 }
    frame FEXPE { light ROCKET_X3 }
}

//sensors
pointlight SENSOR
{
	color 0 0.8 0
	size 32
}

pointlight BROKESENSOR
{
	color 0 0.5 0
	size 16
}

object ProxSensor
{
	frame SENSD { light SENSOR }
	frame SENSF { light BROKESENSOR }
}

//mines

pointlight MINE1
{
	color 0.6 0 0
	size 28
}

pointlight MINE2
{
	color 0.4 0 0
	size 24
}

pointlight MINE3
{
	color 0.2 0 0
	size 20
}

object ProxMine
{
	frame PROXA { light MINE1 }
	frame PROXB { light MINE2 }
	frame PROXC { light MINE3 }
	
	frame MISLB { light ROCKET_X1 }
    frame MISLC { light ROCKET_X2 }
    frame MISLD { light ROCKET_X3 }
	
	frame LEXPA { light MushExp1 }
	frame LEXPB { light MushExp2 }
    frame LEXPC { light MushExp3 }
    frame LEXPD { light MushExp4 }
	frame LEXPE { light MushExp5 }
	frame LEXPF { light MushExp6 }
	frame LEXPG { light MushExp7 }
    frame LEXPH { light MushExp8 }
	frame LEXPI { light MushExp9 }
	frame LEXPJ { light MushExp10 }
}

//nades

flickerlight HEART_X1
{
    color 1.0 0.2 0.0
    size 64
    secondarySize 72
    chance 0.3
}

flickerlight HEART_X2
{
    color 0.5 0.1 0.0
    size 80
    secondarySize 88
    chance 0.3
}

flickerlight HEART_X3
{
    color 0.3 0.0 0.0
    size 96
    secondarySize 104
    chance 0.3
}

object FlyingNade
{
	frame HGRNG { light HEART_X1 }
    frame HGRNH { light HEART_X2 }
    frame HGRNI { light HEART_X3 }
}

object SlowNade
{
	frame HGRNG { light HEART_X1 }
    frame HGRNH { light HEART_X2 }
    frame HGRNI { light HEART_X3 }
}

//puffs

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

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

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

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

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

object PuffPlus
{
    frame PUFFA { light BPUFF1 }
    frame PUFFB { light BPUFF2 }
}
//decore

PointLight GreyLamp
{
Color 0.6 0.6 0.6
Size 56
Offset 0 48 0
}

Object GreyLamp
{
Frame GLMP { Light GreyLamp }
}

object usColumn
{
    frame COLU { light LAMP }
}
object usTechLamp
{
    frame TLMP { light BIGLAMP }
}
object usTechLamp2
{
    frame TLP2 { light SMALLLAMP }
}
pointlight LAMPFLASH
{
    color 0.9 0.9 1.0
    size 128
    offset 0 44 0
}

//bfug barrel asplode
object TechBarrel
{
    frame BFE1A { light BFGBALL_X1 }
    frame BFE1B { light BFGBALL_X2 }
    frame BFE1C { light BFGBALL_X3 }
    frame BFE1D { light BFGBALL_X1 }
    frame BFE1E { light BFGBALL_X4 }
    frame BFE1F { light BFGBALL_X5 }

}
