//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 }
}

object FriendlyBFGBAll
{
    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 BIGREDTORCHNOSELF }
}

object BDECGasPipe
{
    frame TNT1{ light BIGREDTORCHNOSELF }
}





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






object Candlestick1
{
frame CAND { light CandleStickLight }
}

pulselight CandleStickLight
{
    color 1.0 0.3 0.0
    size 55
    secondarySize 50
    interval 0.1
    offset 0 10 0
}

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 BD_PLASMA_BALL
{
    color 0.0 0.0 1.0
    size 128
}

pointlight BD_PLASMA_BALL_SMALL
{
    color 0.0 0.0 1.0
    size 64
}

object BD_Plasma_Puff
{
    frame PLSE { light PLASMA_BALL }
}

object HotPlasmaGas
{
    frame FIR5 { light PLASMA_BALL }
}




// ----------------------
// -- 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 }
}



pointlight BDECCEILLAMP
{
    color 0.9 0.9 1.0
    size 64
    offset 0 -32 0
}


pointlight BDECCEILLAMPLong
{
    color 0.9 0.9 1.0
    size 80
    offset 0 -70 0
}

pointlight BDECCEILLAMPLong2
{
    color 0.9 0.9 1.0
    size 140
    offset 0 -120 0
}

object BDECCAgedLight
{
    frame CAGEA  { light BDECCEILLAMP    }
}


object BDECIndustrialLamp
{
    frame CAGEC  { light BDECCEILLAMPlong    }
}

object BDECIndustrialLamp2
{
    frame CAGEC  { light BDECCEILLAMPlong2    }
}




pointlight BDECComputerLight1
{
    color 0.0 1.0 0.0
    size 48
    offset 0 64 0
}

pointlight BDECComputerLight2
{
    color 0.0 1.0 0.0
    size 32
    offset 0 32 0
}

pulselight BDECComputerLight3
{
    color 1.0 1.0 1.0
    size 32
    secondarySize 34
    interval 0.1
	offset 0 64 0
}


object BDECComputerLight1
{
    frame TNT1  { light BDECComputerLight1    }
}

object BDECComputerLight2
{
    frame TNT1  { light BDECComputerLight2    }
}

object BDECComputerLight3
{
    frame TNT1  { light BDECComputerLight3    }
}




// 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 }
}

object BDECLightPost
{
    frame SPDC { 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 BIGREDTORCHNOSELF
{
    color 1.0 0.6 0.0
    size 58
    secondarySize 64
    interval 0.1
    offset 0 60 0
	dontlightself 1
}

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 BD_Plasma_Ball
{
    frame TNT1 { light BD_PLASMA_BALL }
    frame PBAL { light BD_PLASMA_BALL_SMALL }
}


object Enemy_Plasma_Ball
{
    frame TNT1 { light BD_PLASMA_BALL }
    frame PBAL { light BD_PLASMA_BALL_SMALL }
}

// 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
	dontlightself 1
	
}

object BurningBarrel1
{
    frame BURB { light FIREBARREL }
}

object BDECburningtires
{
    frame SPDC { 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 }
}

object OrangeLensFlareAlt
{
    frame LEYS { light HUEHUE }
}


// ----------------
// -- 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 RifleZombie
{
    frame POSSF { light ZOMBIEATK }
}

object ShotgunGuy1
{
    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 BLHD { 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 Green_Plasma_Ball
{
    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 TehLostSoul
{
    frame LSOL { light LOSTSOUL_X1 }
}





// Mancubus Fireball
object BigFireBall
{
    frame BLHD { 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 1.3 1.3 1.3
    size 120
    subtractive 1
    dontlightself 1

}


object Chaingunguy1
{
	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 }
}


object HealthPlus
{
    frame BON1 { light BLUEITEM  }
}

object ArmorShard
{
    frame BON2B { light GREENITEM2  }
	frame BON2C { light GREENITEM2  }
	frame BON2D { light GREENITEM2  }
}


object Big_Tree
{
	frame TRE2N { light FIREBARREL }
}

object Big_Tree2
{
	frame TRE2N { light FIREBARREL }

}

object Big_Tree3
{
	frame TRE2N { light FIREBARREL }

}

object Big_Tree4
{
    frame TREE { light FATSHADOW  }
	frame TRE2N { light FIREBARREL }

}


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 }
}



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 RevenantBalls
{
    frame FATB { light ROCKETLIGHT }
}
object RevenantBalls66
{
    frame FATB { light ROCKETLIGHT }
}

Glow
{
	Walls
	{
		LAVAFL "255 200 0" fullbright
		LAVA1 "100 90 0" fullbright
		LAVA2 "100 90 0" fullbright
		LAVA3 "100 90 0" fullbright
		LAVA4 "100 90 0" fullbright
		LAVA01 "100 90 0" fullbright
		LAVA02 "100 90 0" fullbright
		LAVA03 "100 90 0" fullbright
		LAVA04 "100 90 0" fullbright
		LIT05 fullbright
		SFALL1 fullbright
		SFALL2 fullbright
		SFALL3 fullbright
		SFALL4 fullbright
		
		DOORBLU fullbright
		DOORBLU2 fullbright
		DOORRED fullbright
		DOORRED2 fullbright
		DOORYEL fullbright
		DOORYEL2 fullbright
		
		TLITE6_5 "99 0 0"
		GRNLITE1 "99 99 99" fullbright
		FLAT2 FULLBRIGHT
		tlite6_1
		tlite6_4
	}
	Flats
	{
	    BLOOD1
		BLOOD2
		BLOOD3
		
		FLAT17
		FLAT2 FULLBRIGHT
		FLAT22
		FLOOR1_7
		RROCK01
		RROCK02
		
		
		RROCK05
		RROCK06
		RROCK07
		RROCK08

		TLITE6_5 "99 0 0"
		GRNLITE1 "99 99 99" fullbright
		tlite6_1
		tlite6_4
		grnlite1
		ceil3_4
		ceil3_3
		floor1_7
		gate4
		gate1
		gate3
		TLITE6_6
		
		LITGEN8 fullbright
		
		NUKAGE1 "0 255 0" fullbright
		NUKAGE2 "0 255 0" fullbright
		NUKAGE3 "0 255 0" fullbright
		NUKAGE4 "0 255 0" fullbright
		
		FHDS01 FULLBRIGHT
		FHDS02 FULLBRIGHT
		FHDS03 FULLBRIGHT
		FHDS04 FULLBRIGHT
		FHDS05 FULLBRIGHT
		FHDS06 FULLBRIGHT
		FHDS07 FULLBRIGHT
		FHDS08 FULLBRIGHT
		FHDS09 FULLBRIGHT
		FHDS10 FULLBRIGHT
		FHDS11 FULLBRIGHT
		FHDS12 FULLBRIGHT
		FHDS13 FULLBRIGHT
		FHDS14 FULLBRIGHT
		FHDS15 FULLBRIGHT
		FHDS16 FULLBRIGHT
		FHDS17 FULLBRIGHT
		FHDS18 FULLBRIGHT
		FHDS19 FULLBRIGHT
		FHDS20 FULLBRIGHT
		FHDS21 FULLBRIGHT
		FHDS22 FULLBRIGHT
		FHDS23 FULLBRIGHT
		FHDS24 FULLBRIGHT
		FHDS25 FULLBRIGHT
		FHDS26 FULLBRIGHT
		FHDS27 FULLBRIGHT
		FHDS28 FULLBRIGHT
		FHDS29 FULLBRIGHT
		FHDS30 FULLBRIGHT
		FHDS31 FULLBRIGHT
		FHDS32 FULLBRIGHT
		
		

		
		SLIME09
		SLIME10
		SLIME11
		SLIME12
		}
}





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 22
    secondarySize 24
    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 GREENITEM2
{
    color 0.3 1.0 0.0
    size 14
    secondarySize 16
    interval 0.1
    offset 0 5 0
	dontlightself 1
}


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 }
}



object FlashlightProjectile
{
frame TNT2 { light Flashlight2 }
frame TNT2 { light Flashlight3 }
}



object FlashlightProjectile2
{
frame TNT2 { light Flashlight1 }
}

object FlashlightProjectile3
{
frame TNT2 { light Flashlight3 }
}

object FlashlightSource
{
frame TNT1 { light Flashlight3 }
}



pointlight Flashlight1
{
    color 1.0 1.0 1.0
    size 32
    offset 0 0 0
}


pointlight Flashlight2
{
    color 0.6 0.6 0.6
    size 16
    offset 0 0 0
}


pointlight Flashlight3
{
    color 0.2 0.2 0.2
    size 64
    offset 0 0 0
}



object RedTorchVanilla
{
    frame TRED { light BIGREDTORCH }
}

object BlueTorchVanilla
{
    frame TBLU { light BIGBLUETORCH }
}

object GreenTorchVanilla
{
    frame TGRN { light BIGGREENTORCH }
}

object ShortRedTorchVanilla
{
    frame SMRT { light BIGREDTORCH }
}

object ShortBlueTorchVanilla
{
    frame SMBT { light BIGBLUETORCH }
}

object ShortGreenTorchVanilla
{
    frame SMGT { light BIGGREENTORCH }
}

object CandelabraVanilla
{
    frame CBRA { light BIGREDTORCH }
}

object BurningBarrelVanilla
{
    frame FCAN { light BIGREDTORCH }
}

object CandleVanilla
{
frame CAND { light SMALLREDTORCH }
}










pOINTlight BIGORANGELAMP
{
    color 1.0 0.5 0.0
    size 96
    offset 0 -40 0
}


pOINTlight BIGWHITELAMP
{
    color 0.9 0.9 1.0
    size 60
    offset 0 -40 0
}

pOINTlight BIGWHITELAMP2
{
    color 0.9 0.9 1.0
    size 50
    offset 0 -100 0
}


pOINTlight BIGWHITELAMP3
{
    color 0.9 0.9 1.0
    size 90
    offset 0 -120 0
}

object BDECcagedlight2
{
frame SPDEF { light BIGORANGELAMP }
}


object BDECcagedlight
{
frame SPDEF { light BIGORANGELAMP }
}



object BDECCeilLampLong
{
frame SPDEH { light BIGWHITELAMP2 }
}

object BDECCeilLampLong2
{
frame SPDEH { light BIGWHITELAMP3 }
}



object BDECCeilLamp
{
frame SPDEG { light BIGWHITELAMP2 }
}


pointlight ALARMORANGELAMP
{
    color 1.0 0.5 0.0
    size 64
    offset 0 0 90
}

 
object BDECAlarm
{
    frame SPDE { light ALARMORANGELAMP }
}




pointlight BDECRedLightWall1L
{
    color 1.0 0.0 0.0
    size 16
    offset 0 0 0
}

 
object BDECRedLightWall1
{
    frame LIBD { light BDECRedLightWall1L }
}




pointlight BDECBlueLightWall1L
{
    color 0.0 0.0 1.0
    size 16
    offset 0 0 0
}

 
object BDECBlueLightWall1
{
    frame LIBD { light BDECBlueLightWall1L }
}



pointlight BDECBlueLightBig
{
    color 0.0 0.0 1.0
    size 64
    offset 0 0 0
}

 
object BDECBlueLight
{
    frame TNT1 { light BDECBlueLightBig }
}




pointlight BDECRedLightBig
{
    color 1.0 0.0 0.0
    size 64
    offset 0 0 0
}

 
object BDECRedLight
{
    frame TNT1 { light BDECRedLightBig }
}


pointlight BDECYellowLightBig
{
    color 1.0 1.0 0.0
    size 64
    offset 0 0 0
}

 
object BDECYellowLight
{
    frame TNT1 { light BDECYellowLightBig }
}



pointlight BDECYellowLightWall1L
{
    color 1.0 1.0 0.0
    size 16
    offset 0 0 0
}

 
object BDECYellowLightWall1
{
    frame LIBD { light BDECYellowLightWall1L }
}



pointlight BDECWhiteLightWall1L
{
    color 1.0 1.0 1.0
    size 16
    offset 0 0 0
}

 
object BDECWhiteLightWall1
{
    frame LIBD { light BDECWhiteLightWall1L }
}


pointlight BDECAdditiveRedLight
{
    color 1.0 0.0 0.0
    size 64
    offset 0 0 0
	subtractive 1
}

pointlight BDECAdditiveRedSmall
{
    color 1.0 0.0 0.0
    size 16
    offset 0 0 0
	subtractive 1
}


pointlight BDECAdditiveRedLightLarge
{
    color 1.0 0.0 0.0
    size 160
    offset 0 0 0
	subtractive 1
}

object BDECAddRedLight
{
    frame TNT1 { light BDECAdditiveRedLight }
}

object SmallRedLightBtmm
{
    frame XXX1 { light BDECAdditiveRedSmall }
}


object BDECAddRedLightLArge
{
    frame TNT1 { light BDECAdditiveRedLightLarge }
}



pointlight BDECAdditiveBlueLight
{
    color 0.0 0.0 1.0
    size 80
    offset 0 0 0
	subtractive 1
}

object BDECAddBlueLight
{
    frame TNT1 { light BDECAdditiveBlueLight }
}

pointlight BDECAdditiveBlueLightLarge
{
    color 0.0 0.0 2.0
    size 160
    offset 0 0 0
	subtractive 1
}

object BDECAddBlueLightLarge
{
    frame TNT1 { light BDECAdditiveBlueLightLarge }
}

object BigShaftOrange1
{
	frame XXX1 { light BDECOrangeLightShaft }
}

pointlight BDECOrangeLightShaft
{
    color 0.3 0.1 0.0
    size 32
	offset 0 0 -64
}


pointlight CannonFireLight
{
    color 1.0 0.8 0.2
    size 160
	offset 0 0 0
}



object AutocannonMuzzle2
{
	frame PLMZ { light CannonFireLight }
}



pointlight BDECBottomlessPit
{
    color 1.0 1.0 1.0
    size 900
    offset 0 0 0
	subtractive 1
}


object PlutoniaBottomlessPit
{
	frame TNT1 { light BDECBottomlessPit }
}



object HDFlamesGFX1Slim
{
    frame NF1R { light BIGREDTORCHNOSELF }
	frame NF2R { light BIGREDTORCHNOSELF }
}



object HDFlamesGFX1
{
    frame NF1R { light BIGREDTORCHNOSELF }
	frame NF2R { light BIGREDTORCHNOSELF }
}