// Zombies
pointlight BrutalizedZombieMan
{
    color 1.0 0.6 0.2
    size 24
    offset 20 28 10
	attenuate 1
}

object BrutalizedZombieMan1
{
    frame POSSA { light BrutalizedZombieMan }
    frame POSSB { light BrutalizedZombieMan }
    frame POSSC { light BrutalizedZombieMan }
    frame POSSD { light BrutalizedZombieMan }
    frame POSSE { light BrutalizedZombieMan }
    frame POSSF { light BrutalizedZombieMan }
    frame POSSG { light BrutalizedZombieMan }
    frame POSSH { light BrutalizedZombieMan }
}

object BrutalizedZombieMan2
{
    frame POSSA { light BrutalizedZombieMan }
    frame POSSB { light BrutalizedZombieMan }
    frame POSSC { light BrutalizedZombieMan }
    frame POSSD { light BrutalizedZombieMan }
    frame POSSE { light BrutalizedZombieMan }
    frame POSSF { light BrutalizedZombieMan }
    frame POSSG { light BrutalizedZombieMan }
    frame POSSH { light BrutalizedZombieMan }
}

object BrutalizedZombieMan3
{
    frame POSSA { light BrutalizedZombieMan }
    frame POSSB { light BrutalizedZombieMan }
    frame POSSC { light BrutalizedZombieMan }
    frame POSSD { light BrutalizedZombieMan }
    frame POSSE { light BrutalizedZombieMan }
    frame POSSF { light BrutalizedZombieMan }
    frame POSSG { light BrutalizedZombieMan }
    frame POSSH { light BrutalizedZombieMan }
}

object BrutalizedZombieMan4
{
    frame POSSA { light BrutalizedZombieMan }
    frame POSSB { light BrutalizedZombieMan }
    frame POSSC { light BrutalizedZombieMan }
    frame POSSD { light BrutalizedZombieMan }
    frame POSSE { light BrutalizedZombieMan }
    frame POSSF { light BrutalizedZombieMan }
    frame POSSG { light BrutalizedZombieMan }
    frame POSSH { light BrutalizedZombieMan }
}

object BrutalizedZombieMan5
{
    frame POSSA { light BrutalizedZombieMan }
    frame POSSB { light BrutalizedZombieMan }
    frame POSSC { light BrutalizedZombieMan }
    frame POSSD { light BrutalizedZombieMan }
    frame POSSE { light BrutalizedZombieMan }
    frame POSSF { light BrutalizedZombieMan }
    frame POSSG { light BrutalizedZombieMan }
    frame POSSH { light BrutalizedZombieMan }
}

pointlight BrutalizedShotgunguy
{
    color 1.0 0.6 0.2
    size 24
    offset 20 28 10
	attenuate 1
}

object BrutalizedShotgunguy1
{
    frame SPOSA { light BrutalizedShotgunguy }
    frame SPOSB { light BrutalizedShotgunguy }
    frame SPOSC { light BrutalizedShotgunguy }
    frame SPOSD { light BrutalizedShotgunguy }
    frame SPOSE { light BrutalizedShotgunguy }
    frame SPOSF { light BrutalizedShotgunguy }
    frame SPOSG { light BrutalizedShotgunguy }
    frame SPOSH { light BrutalizedShotgunguy }
}

object BrutalizedShotgunguy2
{
    frame SPOSA { light BrutalizedShotgunguy }
    frame SPOSB { light BrutalizedShotgunguy }
    frame SPOSC { light BrutalizedShotgunguy }
    frame SPOSD { light BrutalizedShotgunguy }
    frame SPOSE { light BrutalizedShotgunguy }
    frame SPOSF { light BrutalizedShotgunguy }
    frame SPOSG { light BrutalizedShotgunguy }
    frame SPOSH { light BrutalizedShotgunguy }
}

object BrutalizedShotgunguy3
{
    frame SPOSA { light BrutalizedShotgunguy }
    frame SPOSB { light BrutalizedShotgunguy }
    frame SPOSC { light BrutalizedShotgunguy }
    frame SPOSD { light BrutalizedShotgunguy }
    frame SPOSE { light BrutalizedShotgunguy }
    frame SPOSF { light BrutalizedShotgunguy }
    frame SPOSG { light BrutalizedShotgunguy }
    frame SPOSH { light BrutalizedShotgunguy }
}

object BrutalizedShotgunguy4
{
    frame SPOSA { light BrutalizedShotgunguy }
    frame SPOSB { light BrutalizedShotgunguy }
    frame SPOSC { light BrutalizedShotgunguy }
    frame SPOSD { light BrutalizedShotgunguy }
    frame SPOSE { light BrutalizedShotgunguy }
    frame SPOSF { light BrutalizedShotgunguy }
    frame SPOSG { light BrutalizedShotgunguy }
    frame SPOSH { light BrutalizedShotgunguy }
}

object BrutalizedShotgunguy5
{
    frame SPOSA { light BrutalizedShotgunguy }
    frame SPOSB { light BrutalizedShotgunguy }
    frame SPOSC { light BrutalizedShotgunguy }
    frame SPOSD { light BrutalizedShotgunguy }
    frame SPOSE { light BrutalizedShotgunguy }
    frame SPOSF { light BrutalizedShotgunguy }
    frame SPOSG { light BrutalizedShotgunguy }
    frame SPOSH { light BrutalizedShotgunguy }
}

pointlight BrutalizedChaingunguy
{
    color 1.0 0.6 0.2
    size 24
    offset 20 28 10
	attenuate 1
}

object BrutalizedChaingunguy
{
    frame CPOSA { light BrutalizedChaingunguy }
    frame CPOSB { light BrutalizedChaingunguy }
    frame CPOSC { light BrutalizedChaingunguy }
    frame CPOSD { light BrutalizedChaingunguy }
    frame CPOSE { light BrutalizedChaingunguy }
    frame CPOSF { light BrutalizedChaingunguy }
    frame CPOSG { light BrutalizedChaingunguy }
    frame CPOSH { light BrutalizedChaingunguy }
}


pulselight BrutalizedImp
{
    color 0.5 0.0 0.0
    size 52
    offset 20 28 10
	attenuate 1
}

object BrutalizedImp
{
    frame TROOA { light BrutalizedImp }
    frame TROOB { light BrutalizedImp }
    frame TROOC { light BrutalizedImp }
    frame TROOD { light BrutalizedImp }
    frame TROOE { light BrutalizedImp }
    frame TROOF { light BrutalizedImp }
    frame TROOG { light BrutalizedImp }
    frame TROOH { light BrutalizedImp }

}

pulselight BrutalizedImp2
{
    color 0.5 0.0 0.0
    size 52
    offset 20 28 10
	attenuate 1
}

object BrutalizedImp2
{
    frame WALKA { light BrutalizedImp2 }
    frame WALKB { light BrutalizedImp2 }
    frame WALKC { light BrutalizedImp2 }
    frame WALKD { light BrutalizedImp2 }
    frame TROOA { light BrutalizedImp2 }
    frame TROOB { light BrutalizedImp2 }
    frame ATTKA { light BrutalizedImp2 }
    frame ATTKB { light BrutalizedImp2 }
    frame ATTKC { light BrutalizedImp2 }
    frame ATTKD { light BrutalizedImp2 }
    frame ATTKE { light BrutalizedImp2 }
    frame PAINA { light BrutalizedImp2 }
    frame PAINB { light BrutalizedImp2 }
    frame PAINC { light BrutalizedImp2 }
}


pulselight BrutalizedCacodemon
{
    color 0.0 0.0 0.3
    size 264
    offset 20 28 10
	attenuate 1
}

object BrutalizedCacodemon
{
    frame HEADA { light BrutalizedCacodemon }
    frame HEADB { light BrutalizedCacodemon }
    frame HEADC { light BrutalizedCacodemon }
    frame HEADD { light BrutalizedCacodemon }
    frame HEADE { light BrutalizedCacodemon }
    frame HEADF { light BrutalizedCacodemon }

}

pulselight BrutalizedDemon
{
    color 1.0 0.6 0.2
    size 84
    offset 20 28 10
	attenuate 1
}

object BrutalizedDemon
{
    frame SARGA { light BrutalizedDemon }
    frame SARGB { light BrutalizedDemon }
    frame SARGC { light BrutalizedDemon }
    frame SARGD { light BrutalizedDemon }
    frame SARGE { light BrutalizedDemon }
    frame SARGF { light BrutalizedDemon }
    frame SARGG { light BrutalizedDemon }
    frame SARGH { light BrutalizedDemon }

}



pulselight BrutalizedArchvile
{
    color 1.0 0.6 0.2
    size 550
    offset 20 28 10
	attenuate 1
}

object BrutalizedArchvile
{
    frame VILEG { light BrutalizedArchvile }
    frame VILEH { light BrutalizedArchvile }
    frame VILEI { light BrutalizedArchvile }
    frame VILEJ { light BrutalizedArchvile }
    frame VILEK { light BrutalizedArchvile }
    frame VILEL { light BrutalizedArchvile }
    frame VILEN { light BrutalizedArchvile }
    frame VILEM { light BrutalizedArchvile }
    frame VILEO { light BrutalizedArchvile }
    frame VILEP { light BrutalizedArchvile }

}


pulselight BrutalizedArachnotron
{
    color 0.0 0.0 0.3
    size 264
    offset 20 28 10
	attenuate 1
}

object BrutalizedArachnotron
{
    frame BSPIA { light BrutalizedArachnotron }
    frame BSPIB { light BrutalizedArachnotron }
    frame BSPIC { light BrutalizedArachnotron }
    frame BSPID { light BrutalizedArachnotron }
    frame BSPIE { light BrutalizedArachnotron }
    frame BSPIF { light BrutalizedArachnotron }
    frame BSPIG { light BrutalizedArachnotron }
    frame BSPIH { light BrutalizedArachnotron }


}


// weapons ---------------------------------------------------------------------
/*
pointlight PLASSPAWN
{
    color 0.2 0.0 0.0
    size 18
	offset 0 13 21
}
object PlasmaRifle
{
    frame PLAS { light PLASSPAWN }
}

pointlight BFGSPAWN
{
    color 0.1 0.0 0.0
    size 12
	offset 0 17 4
}
object BFG9000
{
    frame BFUG { light BFGSPAWN }
}
*/

pulselight CELL
{
    color 0.0 0.3 0.0
    size 24
    secondarySize 40
    interval 2.0
    //offset 0 6 0
	//attenuate 1
}

object Cell
{
    frame CELL { light CELL }
}
object Cell
{
    frame CELL { light CELL }
}

pulselight CELLPACK
{
    color 0.5 0.3 0.0
    size 48
    secondarySize 56
    interval 2.0
    //offset 0 9 4
	//attenuate 1
}

object CellPack
{
    frame CELP { light CELLPACK }
}
object CellPack
{
    frame CELP { light CELLPACK }
}

// explosives ------------------------------------------------------------------

pointlight ROCKET
{
    color 1.0 0.4 0.0
    size 84
	offset -25 0 0
	attenuate 1
}

flickerlight ROCKET_X1
{
    color 1.0 0.5 0.1
    size 96
    secondarySize 108
    chance 0.3
	attenuate 1
}

flickerlight ROCKET_X2
{
    color 0.5 0.2 0.0
    size 120
    secondarySize 132
    chance 0.3
	//attenuate 1
}

flickerlight ROCKET_X3
{
    color 0.3 0.1 0.0
    size 144
    secondarySize 156
    chance 0.3
	//attenuate 1
}
/*
object PlasmaBall
{
    frame PLSSA { light PLASMABALL }
    frame PLSSB { light PLASMABALL }

    frame PLSEA { light PLASMA_X1 }
    frame PLSEB { light PLASMA_X2 }
    frame PLSEC { light PLASMA_X2 }
    frame PLSED { light PLASMA_X3 }
    frame PLSEE { light PLASMA_X4 }
}
*/
// monsters --------------------------------------------------------------------


// Zombies
flickerlight2 ZOMBIEATK
{
    color 1.0 0.6 0.2
    size 84
    secondarySize 96
    interval 1
    offset 20 28 10
	//attenuate 1
}

object ZombieMan
{
    frame POSSF { light ZOMBIEATK }
}

object ShotgunGuy
{
    frame SPOSF { light ZOMBIEATK }
}

object ChaingunGuy
{
    frame SPOSE { light ZOMBIEATK }
    frame SPOSF { light ZOMBIEATK }
}

flickerlight2 PLAYATK
{
    color 0.8 0.4 0.1
    size 176
    secondarySize 192
    interval 1
    offset 16 30 0
	//attenuate 1
}
object DoomPlayer
{
    frame PLAYF { light PLAYATK }
}


pointlight IMPBALL
{
    color 1.0 0.4 0.1
    size 96
	//attenuate 1
}

flickerlight IMPBALL_X1
{
    color 0.7 0.3 0.25
    size 120
    secondarySize 132
    chance 0.25
	//attenuate 1
}

flickerlight IMPBALL_X2
{
    color 0.4 0.1 0.1
    size 144
    secondarySize 156
    chance 0.25
	//attenuate 1
}

flickerlight IMPBALL_X3
{
    color 0.2 0.05 0.0
    size 168
    secondarySize 180
    chance 0.25
	//attenuate 1
}
/*
object DoomImpBall
{
    frame BAL1A { light IMPBALL    }
    frame BAL1B { light IMPBALL    }

    frame BAL1C { light IMPBALL_X1 }
    frame BAL1D { light IMPBALL_X2 }
    frame BAL1E { light IMPBALL_X3 }
}

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

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

object BaronBall
{
    frame BAL7A { light BARONBALL    }
    frame BAL7B { light BARONBALL    }

    frame BAL7C { light BARONBALL_X1 }
    frame BAL7D { light BARONBALL_X2 }
    frame BAL7E { light BARONBALL_X3 }
}

object FatShot
{
    frame MANFA { light IMPBALL   }
    frame MANFB { light IMPBALL   }

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

object ArachnotronPlasma
{
    frame APLSA { light ARACHPLAS }
    frame APLSB { light ARACHPLAS }

    frame APBXA { light ARACHPLAS_X1 }
    frame APBXB { light ARACHPLAS_X2 }
    frame APBXC { light ARACHPLAS_X2 }
    frame APBXD { light ARACHPLAS_X3 }
    frame APBXE { light ARACHPLAS_X4 }
}
*/

// items -----------------------------------------------------------------------
// Soul Sphere
pulselight SOULSPHERE
{
    color 0.0 0.0 0.2
    size 40
    secondarySize 32
    interval 2.0
    offset 0 25 0
	//attenuate 1
}
flickerlight2 SOULSPHERE1
{
    color 0.0 0.0 0.1
    size 11
    secondarySize 16
    interval 0.2
    offset 0 0 0
	//attenuate 1
}

object SoulSphere
{
    frame SOUL { light SOULSPHERE }
}

object SoulA
{
    frame SOUL { light SOULSPHERE1 }
}

object SoulB
{
    frame SOUL { light SOULSPHERE1 }
}
object SoulC
{
    frame SOUL { light SOULSPHERE1 }
}
object SoulD
{
    frame SOUL { light SOULSPHERE1 }
}

// Mega Sphere
pulselight MEGASPHERE
{
    color 0.4 0.3 0.2
    size 40
    secondarySize 32
    interval 2.0
    offset 0 27 0
	//attenuate 1
}
flickerlight2 MEGASPHERE1
{
    color 0.2 0.15 0.1
    size 11
    secondarySize 16
    interval 0.2
    offset 0 0 0
	//attenuate 1
}

object MegaSphere
{
    frame MEGA { light MEGASPHERE }
}

object MegaA
{
    frame MEGA { light MEGASPHERE1 }
}
object MegaB
{
    frame MEGA { light MEGASPHERE1 }
}
object MegaC
{
    frame MEGA { light MEGASPHERE1 }
}
object MegaD
{
    frame MEGA { light MEGASPHERE1 }
}


// Invulnerability Sphere
pulselight INVULN
{
    color 0.0 0.2 0.0
    size 40
    secondarySize 32
    interval 2.0
    offset 0 25 0
	//attenuate 1
}
flickerlight2 INVULN1
{
    color 0.5 0.0 0.1
    size 11
    secondarySize 14
    interval 0.2
    offset 0 0 0
	//attenuate 1
}
object InvulnerabilitySphere
{
    frame PINV { light INVULN }
}

object SkullA
{
    frame PINV { light INVULN1 }
}
object SkullB
{
    frame PINV { light INVULN1 }
}
object SkullC
{
    frame PINV { light INVULN1 }
}
object SkullD
{
    frame PINV { light INVULN1 }
} 


// Blur Sphere
pulselight BLURSPHERE1
{
    color 0.2 0.0 0.0
    size 40
    secondarySize 32
    interval 2.0
    offset 0 25 0
	//attenuate 1
}

flickerlight2 BLURSPHERE2
{
    color 0.0 0.0 0.25
    size 28
    secondarySize 32
    interval 0.2
    offset 0 0 0
	//attenuate 1
}

flickerlight2 BLURSPHERE3
{
    color 0.0 0.0 0.2
    size 28
    secondarySize 32
    interval 0.2
    offset 0 0 0
	//attenuate 1
}

flickerlight2 BLURSPHERE4
{
    color 0.0 0.0 0.15
    size 28
    secondarySize 32
    interval 0.2
    offset 0 0 0
	//attenuate 1
}

flickerlight2 BLURSPHERE5
{
    color 0.0 0.0 0.1
    size 28
    secondarySize 32
    interval 0.2
    offset 0 0 0
	//attenuate 1
}

object BlurSphere
{
    frame PINS { light BLURSPHERE1 }
}

object EyeA
{
    frame PINS { light BLURSPHERE2 }
}
object EyeB
{
    frame PINS { light BLURSPHERE3 }
}
object EyeC
{
    frame PINS { light BLURSPHERE4 }
}
object EyeD
{
    frame PINS { light BLURSPHERE5 }
}


pulselight STIMPACK
{
    color 0.3 0.0 0.0
    size 36
    secondarySize 12
    interval 2.0
	//attenuate 1
	dontlightself 1
    offset -1 4 0
}
object Stimpack
{
    frame STIM { light STIMPACK }
}

pulselight MEDIKIT
{
    color 0.5 0.0 0.0
    size 64
    secondarySize 24
    interval 2.0
	//attenuate 1
	dontlightself 1
    offset 0 10 0
}
object Medikit
{
    frame MEDI { light MEDIKIT }
}

// powerups --------------------------------------------------------------------



pulselight BERSERK
{
    color 0.7 0.0 0.0
    size 40
    secondarySize 24
    interval 2.0
	//attenuate 1
	dontlightself 1
    offset 0 8 0
}
object Berserk
{
    frame PSTR { light BERSERK }
}

pointlight COMPMAP1
{
    color 0.4 0.0 0.0
    size 8
	offset 6 4 0
}
pointlight COMPMAP2
{
    color 0.1 0.0 0.0
    size 4
	offset 6 4 0
}
pointlight COMPMAP3
{
    color 0.3 0.0 0.5
    size 10
	offset 6 4 0
}
flickerlight2 COMPMAP4
{
    color 0.05 0.3 0.0
    size 14
    secondarySize 16
    interval 0.1
	offset 14 12 0
}

object Allmap
{
    frame PMAP { light COMPMAP4 }
}

object Allmap
{
    frame PMAPA { light COMPMAP1 }
    frame PMAPB { light COMPMAP2 }
    frame PMAPC { light COMPMAP3 }
    frame PMAPD { light COMPMAP1 }
}
object MapFrame
{
    frame PMAP { light COMPMAP4 }
}


pointlight GOGGLES1
{
    color 0.4 0.0 0.1
    size 28
    offset 5 5 0
	//attenuate 1
}
pointlight GOGGLES2
{
    color 0.2 0.0 0.1
    size 12
    offset 4 4 0
	//attenuate 1
}
pointlight GOGGLES3
{
    color 0.0 0.0 0.3
    size 5
    offset 4 6 0
	//attenuate 1
}
object Infrared
{
    frame PVISA { light GOGGLES1 }
    frame PVISB { light GOGGLES2 }
}
object Infrared
{
    frame PVISA { light GOGGLES1 }
    frame PVISB { light GOGGLES2 }
}
object IRFrames
{
    frame PVISZ { light GOGGLES3 }
}

// bonuses ---------------------------------------------------------------------

pulselight HEALTHPOTION
{
    color 0.0 0.0 0.3
    size 86
    secondarySize 100
    interval 2.0
	//attenuate 1
    offset 0 10 0
}


pointlight HEALTHBONUS1
{
    color 0.0 0.0 0.3
    size 66
	//attenuate 1
    offset 0 4 0
}
pointlight HEALTHBONUS2
{
    color 0.0 0.0 0.5
    size 68
	//attenuate 1
    offset 0 4 0
}
pointlight HEALTHBONUS3
{
    color 0.0 0.0 0.6
    size 80
	//attenuate 1
    offset 0 4 0
}
pointlight HEALTHBONUS4
{
    color 0.0 0.0 0.7
    size 81
	//attenuate 1
    offset 0 4 0
}
object HealthBonus
{
    frame BON1 { light null }
    frame BON1A { light HEALTHBONUS1 }
    frame BON1B { light HEALTHBONUS2 }
    frame BON1C { light HEALTHBONUS3 }
    frame BON1D { light HEALTHBONUS4 }
}

pulselight ARMORBONUS
{
    color 0.0 0.6 0.0
    size 46
    secondarySize 50
    interval 1.0
	dontlightself 1
	//attenuate 1
    offset 0 4 0
}


pointlight ARMORBONUS1
{
    color 0.0 0.3 0.0
    size 46
	//attenuate 1
    offset 0 4 0
}
pointlight ARMORBONUS2
{
    color 0.0 0.5 0.0
    size 48
	//attenuate 1
    offset 0 4 0
}
pointlight ARMORBONUS3
{
    color 0.0 0.6 0.0
    size 50
	//attenuate 1
    offset 0 4 0
}
pointlight ARMORBONUS4
{
    color 0.0 0.7 0.0
    size 51
	//attenuate 1
    offset 0 4 0
}
object ArmorBonus
{
    frame BON2 { light null }
    frame BON2A { light ARMORBONUS1 }
    frame BON2B { light ARMORBONUS2 }
    frame BON2C { light ARMORBONUS3 }
    frame BON2D { light ARMORBONUS4 }
}
object ArmorBonus
{
    frame BON2 { light null }
    frame BON2A { light ARMORBONUS1 }
    frame BON2B { light ARMORBONUS2 }
    frame BON2C { light ARMORBONUS3 }
    frame BON2D { light ARMORBONUS4 }
}


// keys ------------------------------------------------------------------------

pointlight BLUEKEY
{
    color 0.0 0.0 0.3
    size 426
	//attenuate 1
    offset 0 10 0
}
object BlueCard
{
    frame BKEYA { light BLUEKEY }
    frame BKEYB { light BLUEKEY }
}

object BlueSkull
{
    frame BSKUA { light BLUEKEY }
    frame BSKUB { light BLUEKEY }
}

pointlight YELLOWKEY
{
    color 0.3 0.2 0.0
    size 426
	//attenuate 1
    offset 0 10 0
}
pointlight YELLOWSKULL
{
    color 0.3 0.1 0.0
    size 426
	//attenuate 1
    offset 0 10 0
}

object YellowCard
{
    frame YKEYA { light YELLOWKEY }
    frame YKEYB { light YELLOWKEY }
}

object YellowSkull
{
    frame YSKUA { light YELLOWSKULL }
    frame YSKUB { light YELLOWSKULL }
}

pointlight REDKEY
{
    color 0.3 0.0 0.0
    size 426
	//attenuate 1
    offset 0 10 0
}

object RedCard
{
    frame RKEYA { light REDKEY }
    frame RKEYB { light REDKEY }
}

object RedSkull
{
    frame RSKUA { light REDKEY }
    frame RSKUB { light REDKEY }
}



/*
// Green armour
pointlight GREENARMOR1
{
    color 0.0 0.3 0.0
    size 140
	attenuate 1
    offset 0 10 0
}

pointlight GREENARMOR2
{
    color 0.0 0.3 0.0
    size 130
	attenuate 1
    offset 0 10 0
}

object GreenArmor
{
    frame ARM1A { light GREENARMOR1 }
    frame ARM1B { light GREENARMOR2 }
}

// Blue armour
pointlight BLUEARMOR1
{
    color 0.0 0.0 0.3
    size 140
	attenuate 1
    offset 0 10 0
}

pointlight BLUEARMOR2
{
    color 0.0 0.0 0.3
    size 130
	attenuate 1
    offset 0 10 0
}

object BlueArmor
{
    frame ARM2A { light BLUEARMOR1 }
    frame ARM2B { light BLUEARMOR2 }
}
*/




// props -----------------------------------------------------------------------

flickerlight2 BARREL
{
    color 0.0 1.0 0.0
    size 17
    secondarySize 18
    interval 0.1
    offset 0 27 0
}
/*
object ExplosiveBarrel
{
    frame BAR1 { light BARREL }

    frame BEXPC { light ROCKET_X1 }
    frame BEXPD { light ROCKET_X2 }
    frame BEXPE { light ROCKET_X3 }
}
*/
pointlight LAMP
{
    color 0.8 0.7 0.3
    size 128
    offset 0 40 0
	dontlightself 1
	//attenuate 1
}
object Column
{
    frame COLU { light LAMP }
}

pointlight SMALLLAMP1
{
    color 0.8 0.8 1.0
    size 176
    offset 0 50 0
	//dontlightself 1
	//attenuate 1
}
pointlight SMALLLAMP2
{
    color 0.75 0.75 0.95
    size 172
    offset 0 50 0
	//dontlightself 1
	//attenuate 1
}
pointlight SMALLLAMP3
{
    color 0.7 0.7 0.9
    size 168
    offset 0 50 0
	//dontlightself 1
	//attenuate 1
}
object TechLamp2
{
    frame TLP2A { light SMALLLAMP1 }
    frame TLP2B { light SMALLLAMP2 }
    frame TLP2C { light SMALLLAMP3 }
    frame TLP2D { light SMALLLAMP2 }
}
object TechLamp2
{
    frame TLP2A { light SMALLLAMP1 }
    frame TLP2B { light SMALLLAMP2 }
    frame TLP2C { light SMALLLAMP3 }
    frame TLP2D { light SMALLLAMP2 }
}

pointlight BIGLAMP1
{
    color 0.8 0.8 1.0
    size 200
    offset 0 66 0
	dontlightself 1
	//attenuate 1
}
pointlight BIGLAMP2
{
    color 0.7 0.7 0.9
    size 196
    offset 0 66 0
	dontlightself 1
	//attenuate 1
}
pointlight BIGLAMP3
{
    color 0.6 0.6 0.8
    size 194
    offset 0 66 0
	dontlightself 1
	//attenuate 1
}

object TechLamp
{
    frame TLMPA { light BIGLAMP1 }
    frame TLMPB { light BIGLAMP2 }
    frame TLMPC { light BIGLAMP3 }
    frame TLMPD { light BIGLAMP2 }
}
object TechLamp
{
    frame TLMPA { light BIGLAMP1 }
    frame TLMPB { light BIGLAMP2 }
    frame TLMPC { light BIGLAMP3 }
    frame TLMPD { light BIGLAMP2 }
}

flickerlight2 BIGREDTORCH
{
    color 0.7 0.3 0.2
    size 180
    secondarySize 198
    interval 0.1
    offset 0 60 0
	dontlightself 1
	//attenuate 1
}
object RedTorch
{
    frame TSTD { light BIGREDTORCH }
}

flickerlight2 BIGGREENTORCH
{
    color 0.25 0.7 0.2
    size 180
    secondarySize 198
    interval 0.1
    offset 0 60 0
	dontlightself 1
	//attenuate 1
}
object GreenTorch
{
    frame TSTD { light BIGGREENTORCH }
}

flickerlight2 BIGBLUETORCH
{
    color 0.15 0.2 0.7
    size 180
    secondarySize 198
    interval 0.1
    offset 0 60 0
	dontlightself 1
	//attenuate 1
}
object BlueTorch
{
    frame TSTD { light BIGBLUETORCH }
}

flickerlight2 SMALLREDTORCH
{
    color 0.6 0.2 0.1
    size 144
    secondarySize 162
    interval 0.1
    offset 0 35 0
	dontlightself 1
	//attenuate 1
}
object ShortRedTorch
{
    frame SMNT { light SMALLREDTORCH }
}

flickerlight2 SMALLGREENTORCH
{
    color 0.1 0.6 0.15
    size 144
    secondarySize 162
    interval 0.1
    offset 0 35 0
	dontlightself 1
	//attenuate 1
}
object ShortGreenTorch
{
    frame SMNT { light SMALLGREENTORCH }
}

flickerlight2 SMALLBLUETORCH
{
    color 0.1 0.15 0.6
    size 144
    secondarySize 162
    interval 0.1
    offset 0 35 0
	dontlightself 1
	//attenuate 1
}
object ShortBlueTorch
{
    frame SMNT { light SMALLBLUETORCH }
}



flickerlight2 FIREBARREL
{
    color 1.0 0.6 0.3
    size 104
    secondarySize 113
    interval 0.1
    offset 0 32 0
	//dontlightself 1
	//attenuate 1
}

object BurningBarrel
{
    frame FCAN { light FIREBARREL }
}

flickerlight2 SKULLCANDLES
{
    color 1.0 0.5 0.1
    size 72
    secondarySize 77
    interval 0.1
    offset 0 24 0
	//attenuate 1
}

object HeadCandles
{
    frame POL3 { light SKULLCANDLES }
}

flickerlight2 CANDLE
{
    color 0.6 0.4 0.2
    size 44
    secondarySize 48
    interval 0.01
    offset 0 13 0
	//attenuate 1
}

object Candlestick
{
    frame CAND { light CANDLE }
}


flickerlight2 CANDELABRA
{
    color 1.0 0.7 0.4
    size 67
    secondarySize 72
    interval 0.01
    offset 0 58 0
	//attenuate 1
}
object Candelabra
{
    frame CBRA { light CANDELABRA }
}
