// 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 SmoothBulletPuff
{
    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
}

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

flickerlight2 PistolLight2
{
    color 1.0 0.8 0.2
    size 32
    secondarySize 40
    interval 1
    offset 0 40 0
}

object PerkPistol
{
	frame PKPFA0 { light PistolLight }
	frame PKPFB0 { light PistolLight2 }
}

object SmoothRocket
{
    frame MISLA { light ROCKET    }

	frame EXPLA { light ROCKET_X2 }
	frame EXPLB { light ROCKET_X1 }
	frame EXPLC { light ROCKET_X2 }
	frame EXPLD { light ROCKET_X3 }
	frame EXPLE { light ROCKET_X2 }
	frame EXPLF { light ROCKET_X1 }
   
	frame REXPA { light ROCKET_X2 }
	frame REXPB { light ROCKET_X3 }
	frame REXPC { light ROCKET_X1 }
	frame REXPD { light ROCKET_X2 }
	frame REXPE { light ROCKET_X2 }
	frame REXPF { light ROCKET_X1 }
	frame REXPG { light ROCKET_X1 }
	frame REXPH { light ROCKET_X3 }
	frame REXPI { light ROCKET_X2 }
	frame REXPJ { light ROCKET_X1 }
	frame REXPK { light ROCKET_X3 }
	frame REXPK { light ROCKET_X1 }
	frame REXPL { light ROCKET_X1 }
	frame REXPL { light ROCKET_X2 }
	frame REXPO { light ROCKET_X3 }
}

// Plasma
pointlight PLASMABALL
{
    color 0.0 0.1 1.0
    size 56
}

flickerlight PLASMA_X1
{
    color 0.2 0.2 1.0
    size 64
    secondarySize 72
    chance 0.4
}

flickerlight PLASMA_X2
{
    color 0.2 0.2 0.8
    size 80
    secondarySize 88
    chance 0.4
}

flickerlight PLASMA_X3
{
    color 0.1 0.1 0.5
    size 64
    secondarySize 72
    chance 0.4
}

flickerlight PLASMA_X4
{
    color 0.0 0.0 0.2
    size 8
    secondarySize 16
    chance 0.4
}

object smoothblueplasma
{
    frame BLPLA { light PLASMABALL }
    frame BLPLB { light PLASMABALL }

    frame BLPLA { light PLASMA_X1 }
    frame BLPLB { light PLASMA_X2 }
    frame BLPLC { light PLASMA_X2 }
    frame BLPLD { light PLASMA_X3 }
    frame BLPLE { light PLASMA_X3 }
	frame BLPLF { light PLASMA_X3 }
	frame BLPLG { light PLASMA_X3 }
	frame BLPLH { light PLASMA_X2 }
	
	frame SPLSA { light PLASMA_X1 }
	frame SPLSB { light PLASMA_X1 }
	frame SPLSC { light PLASMA_X2 }
	frame SPLSD { light PLASMA_X2 }
	frame SPLSE { light PLASMA_X3 }
	frame SPLSF { light PLASMA_X3 }
	frame SPLSG { light PLASMA_X3 }
	frame SPLSH { light PLASMA_X4 }
	frame SPLSI { light PLASMA_X4 } 
	frame SPLSJ { light PLASMA_X4 }
	frame SPLSK { light PLASMA_X4 }
	frame SPLSL { light PLASMA_X4 }
}

// Beta Plasma 1
pointlight PLASMABALL1
{
    color 0.1 1.0 0.0
    size 56
}

flickerlight PLASMA1_X1
{
    color 0.2 1.0 0.2
    size 64
    secondarySize 72
    chance 0.4
}

flickerlight PLASMA1_X2
{
    color 0.2 0.8 0.2
    size 80
    secondarySize 88
    chance 0.4
}

flickerlight PLASMA1_X3
{
    color 0.1 0.5 0.1
    size 64
    secondarySize 72
    chance 0.4
}

flickerlight PLASMA1_X4
{
    color 0.0 0.2 0.0
    size 8
    secondarySize 16
    chance 0.4
}

object PlasmaBall1
{
    frame PLS1A { light PLASMABALL1 }
    frame PLS1B { light PLASMABALL1 }

    frame PLS1C { light PLASMA1_X1 }
    frame PLS1D { light PLASMA1_X2 }
    frame PLS1E { light PLASMA1_X2 }
    frame PLS1F { light PLASMA1_X3 }
    frame PLS1G { light PLASMA1_X4 }
}

// Beta Plasma 2
pointlight PLASMABALL2
{
    color 1.0 0.1 0.0
    size 56
}

flickerlight PLASMA1_X1
{
    color 0.9 0.2 0.2
    size 64
    secondarySize 72
    chance 0.4
}

flickerlight PLASMA1_X2
{
    color 0.6 0.2 0.2
    size 80
    secondarySize 88
    chance 0.4
}

flickerlight PLASMA1_X3
{
    color 0.2 0.0 0.0
    size 8
    secondarySize 16
    chance 0.4
}

object PlasmaBall2
{
    frame PLS2A { light PLASMABALL2 }
    frame PLS2B { light PLASMABALL2 }

    frame PLS2C { light PLASMA2_X1 }
    frame PLS2D { light PLASMA2_X2 }
    frame PLS2E { light PLASMA2_X3 }
}

// BFG
pointlight BFGBALL
{
    color 0.0 1.0 0.0
    size 80
}

flickerlight BFGBALL_X1
{
    color 0.2 1.0 0.2
    size 80
    secondarySize 88
    chance 0.3
}

flickerlight BFGBALL_X2
{
    color 0.3 1.0 0.3
    size 104
    secondarySize 112
    chance 0.3
}

flickerlight BFGBALL_X3
{
    color 0.5 1.0 0.5
    size 120
    secondarySize 128
    chance 0.3
}

flickerlight BFGBALL_X4
{
    color 0.2 0.7 0.2
    size 56
    secondarySize 64
    chance 0.3
}

flickerlight BFGBALL_X5
{
    color 0.1 0.3 0.1
    size 48
    secondarySize 56
    chance 0.3
}

object smoothBFGBall
{
    frame FUCKA { light BFGBALL_X1 }
	frame FUCKB { light BFGBALL_X2 }
	frame FUCKC { light BFGBALL_X3 }
	frame FUCKD { light BFGBALL_X2 }
	
	frame BFGBA { light BFGBALL }
    frame BFGBB { light BFGBALL }

    frame BFGBA { light BFGBALL_X1 }
    frame BFGBB { light BFGBALL_X2 }
    frame BFGBC { light BFGBALL_X5 }
    frame BFGBD { light BFGBALL_X1 }
    frame BFGBE { light BFGBALL_X3 }
    frame BFGBF { light BFGBALL_X5 }
	frame BFGBG { light BFGBALL_X1 }
	frame BFGBH { light BFGBALL_X4 }
	frame BFGBI { light BFGBALL_X4 }
	frame BFGBJ { light BFGBALL_X5 }
	frame BFGBK { light BFGBALL_X5 }
}


object smoothBFGExtra
{
    frame BFEXA { light BFGBALL    }
    frame BFEXB { light BFGBALL_X1 }
    frame BFEXC { light BFGBALL_X4 }
    frame BFEXD { light BFGBALL_X5 }
	frame BFEXE { light BFGBALL_X4 }
	frame BFEXF { light BFGBALL_X5 }
	frame BFEXG { light BFGBALL_X4 }
	frame BFEXH { light BFGBALL_X5 }
	frame BFEXI { light BFGBALL_X4 }
	frame BFEXJ { light BFGBALL_X4 }
	frame BFEXK { light BFGBALL_X4 }
	frame BFEXL { light BFGBALL_X5 }
	frame BFEXM { light BFGBALL_X4 }
	frame BFEXN { light BFGBALL_X5 }
	frame BFEXO { light BFGBALL_X5 }
}



// ----------------
// ---------------DECORATIONS---------------{}
// ----------------

// Barrel
pulselight BARREL
{
    color 0.0 0.5 0.0
	size 20
    secondarySize 25
    interval 2.0
    offset 0 36 0
	dontlightself 1
}

object sexyBarrel
{
    frame BAR1 { light BARREL   }

    frame SEXPa  { light ROCKET_X1 }
	frame SEXPb  { light ROCKET_X1 }
	frame SEXPC  { light ROCKET_X2 }
    frame SEXPD  { light ROCKET_X2 }
    frame SEXPE  { light ROCKET_X3 }
	frame SEXPf  { light ROCKET_X3 }
	frame SEXPg  { light ROCKET_X1 }
	frame SEXPh  { light ROCKET_X1 }
	frame SEXPi  { light ROCKET_X3 }
	
	frame BEXPa { light ROCKET_X1 }
	frame BEXPb { light ROCKET_X1 }
	frame BEXPc { light ROCKET_X2 }
	frame BEXPd { light ROCKET_X2 }
	frame BEXPe { light ROCKET_X3 }
	frame BEXPf { light ROCKET_X2 }
	frame BEXPg { light ROCKET_X3 }
	frame BEXPh { light ROCKET_X3 }
	frame BEXPi { light ROCKET_X1 }
	frame BEXPj { light ROCKET_X1 }
	frame BEXPk { light ROCKET_X3 }
	frame BEXPl { light ROCKET_X2 }
	frame BEXPm { light ROCKET_X2 }
	frame BEXPn { light ROCKET_X1 }
}

// Floor lamp
pointlight LAMP
{
    color 1.0 1.0 0.8
    size 56
    offset 0 44 0
}

object Column
{
    frame COLU { light LAMP }
}

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

object TechLamp2
{
    frame TLP2 { 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 TechLamp
{
    frame TLMP { light BIGLAMP }
}

// Tall red torch
flickerlight2 BIGREDTORCH
{
    color 1.0 0.3 0.0
    size 64
    secondarySize 72
    interval 0.01
    offset 0 60 0
}

object TallTorch_Red
{
    frame TTRB { light BIGREDTORCH }
	
	frame RETA { light BIGREDTORCH }
}

// Tall green torch
flickerlight2 BIGGREENTORCH
{
    color 0.0 1.0 0.0
    size 64
    secondarySize 72
    interval 0.01
    offset 0 60 0
}

object TallTorch_Green
{
    frame TTRB { light BIGGREENTORCH }
	
	frame GRTA { light BIGGREENTORCH }
}

// Tall blue torch
flickerlight2 BIGBLUETORCH
{
    color 0.0 0.0 1.0
    size 64
    secondarySize 72
    interval 0.01
    offset 0 60 0
}

object TallTorch_Blue
{
    frame TTRB { light BIGBLUETORCH }
	
	frame BLTA { light BIGBLUETORCH }
}

// Small red torch
flickerlight2 SMALLREDTORCH
{
    color 1.0 0.3 0.0
    size 48
    secondarySize 54
    interval 0.01
    offset 0 35 0
}

object ShortTorch_Red
{
    frame STRB { light SMALLREDTORCH }
		
	frame BLSH { light SMALLREDTORCH }
}

// Small green torch
flickerlight2 SMALLGREENTORCH
{
    color 0.0 1.0 0.0
    size 48
    secondarySize 54
    interval 0.01
    offset 0 35 0
}

object ShortTorch_Green
{
    frame STRB { light SMALLGREENTORCH }
	
	frame BLSH { light SMALLGREENTORCH }
}

// Small blue torch
flickerlight2 SMALLBLUETORCH
{
    color 0.0 0.0 1.0
    size 48
    secondarySize 54
    interval 0.01
    offset 0 35 0
}

object ShortTorch_Blue
{
    frame STRB { light SMALLBLUETORCH }
	
	frame BLSH { light SMALLBLUETORCH }
}

//skull'n'candles
flickerlight2 SKULLSNCANDLES
{
	color 1.0 0.9 0.0
    size 22
    secondarySize 28
    interval 0.01
    offset 0 32 0
}


// Burning barrel
flickerlight2 BarrelFlicker
{
    color 1.0 0.9 0.0
    size 48
    secondarySize 54
    interval 0.01
    offset 0 32 0
}

object BurningBarrel1
{
	frame BURN { light BarrelFlicker }
}

// Skulls w/candles
flickerlight2 SKULLCANDLES
{
    color 1.0 1.0 0.0
    size 32
    secondarySize 34
    interval 0.01
    offset 0 24 0
}

object HeadCandles
{
    frame POL3 { light SKULLCANDLES }
}

// Candle
flickerlight2 CANDLE
{
    color 1.0 1.0 0.0
    size 16
	secondarySize 17
	interval 0.01
    offset 0 16 0
}

// Candelabra
flickerlight2 CANDELABRA
{
    color 1.0 1.0 0.0
    size 47
    secondarySize 51
    interval 0.01
    offset 0 52 0
}


// ----------------
// ---------------ITEMS---------------{}
// ----------------

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

object mrsoul
{
    frame ZOUL { light SOULSPHERE }
}

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

object megasmooth
{
	frame SMEG { light megalight }
}

pulselight megalight
{
    color 0.3 0.3 0.0
    size 40
    secondarySize 42
    interval 2.0
    offset 0 16 0
}

object smoothinvul
{
    frame NVUL { light INVULN }
}

// Blur Sphere
pointlight BLURSPHERE1
{
    color 1.0 0.0 0.0
    size 40
    offset 0 16 0
}

pointlight BLURSPHERE2
{
    color 0.0 0.0 1.0
    size 32
    offset 0 16 0
}

pointlight BLURSPHERE3
{
    color 0.0 0.0 1.0
    size 24
    offset 0 16 0
}

pointlight BLURSPHERE4
{
    color 0.0 0.0 1.0
    size 16
    offset 0 16 0
}

pointlight BLURSPHERE5
{
    color 0.0 0.0 1.0
    size 8
    offset 0 16 0
}

object smoothblur
{
    frame NVIS { light BLURSPHERE1 }

    frame NVISA { light BLURSPHERE2 }
    frame NVISB { light BLURSPHERE3 }
    frame NVISC { light BLURSPHERE4 }
    frame NVISD { light BLURSPHERE5 }
	frame NVISE { light BLURSPHERE4 }
	frame NVISF { light BLURSPHERE3 }
	frame NVISG { light BLURSPHERE2 }
}

// Health Potion
pulselight HEALTHPOTION
{
    color 0.0 0.0 0.6
    size 10
    secondarySize 18
    interval 2.0
}

object sexyflask
{
    frame BONU { light HEALTHPOTION }
}

// Armour Helmet
pointlight ARMORBONUSx1
{
    color 0.0 0.6 0.0
    size 5
}
pointlight ARMORBONUSx2
{
    color 0.0 0.6 0.0
    size 7
}
pointlight ARMORBONUSx3
{
    color 0.0 0.6 0.0
    size 9
}
pointlight ARMORBONUSx4
{
    color 0.0 0.6 0.0
    size 11
}
pointlight ARMORBONUSx5
{
    color 0.0 0.6 0.0
    size 13
}
pointlight ARMORBONUSx6
{
    color 0.0 0.6 0.0
    size 15
}
pointlight ARMORBONUSx7
{
    color 0.0 0.6 0.0
    size 17
}
pointlight ARMORBONUSx8
{
    color 0.0 0.6 0.0
    size 19
}

object sexyhelmet
{
    frame HELBa { light ARMORBONUSx1 }
	frame HELBb { light ARMORBONUSx2 }
	frame HELBc { light ARMORBONUSx3 }
	frame HELBd { light ARMORBONUSx4 }
	frame HELBe { light ARMORBONUSx5 }
	frame HELBf { light ARMORBONUSx6 }
	frame HELBg { light ARMORBONUSx7 }
	frame HELBh { light ARMORBONUSx8 }
	//alternate sprites
	frame NUBOa { light ARMORBONUSx1 }
	frame NUBOc { light ARMORBONUSx3 }
	frame NUBOd { light ARMORBONUSx5 }
	frame NUBOb { light ARMORBONUSx6 }
}


// Green armour
pulselight GREENARMOR1
{
    color 0.0 0.6 0.0
    size 20
    secondarySize 26
    interval 0.7
}

object sexyGreenArmor
{
    frame GARM { light GREENARMOR1 }
}

// Blue armour
pulselight BLUEARMOR1
{
    color 0.0 0.0 0.6
    size 16
    secondarySize 18
    interval 2.0
}

object sexyBlueArmor
{
    frame BLAR { light BLUEARMOR1 }
}



// ----------------
// ---------------ENEMIES---------------{}
// ----------------

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

flickerlight2 ZOMBIEATK2
{
    color 1.0 0.8 0.2
    size 32
    secondarySize 40
    interval 1
    offset 0 40 0
}

object SmoothZombieman
{
    frame POSSF { light ZOMBIEATK }
	frame POSSG { light ZOMBIEATK2 }
}

object SmoothShotgunGuy
{
    frame SPSRF { light ZOMBIEATK }
}

object SmoothChaingunGuy
{
    frame CPOSF { light ZOMBIEATK }
}

object PerkDPlayer
{
    frame PLAYF { light ZOMBIEATK }
}


// ----------------
// ---------------PROJECTILES---------------{}
// ----------------


// 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 SmoothImpBall
{
    frame BIMP { light IMPBALL    }

    frame IPRDA { light IMPBALL_X3 }
    frame IPRDB { light IMPBALL_X3 }
    frame IPRDC { light IMPBALL_X3 }
	frame IPRDD { light IMPBALL_X3 }
	frame IPRDE { light IMPBALL_X2 }
	frame IPRDF { light IMPBALL_X2 }
	frame IPRDG { light IMPBALL_X2 }
	frame IPRDH { light IMPBALL_X2 }
	frame IPRDI { light IMPBALL_X1 }
	frame IPRDJ { light IMPBALL_X1 }
	frame IPRDK { light IMPBALL_X1 }
	frame IPRDL { light IMPBALL_X1 }
	frame IPRDM { light IMPBALL }
}

pointlight SPECTRE
{
    color 0.5 0.5 0.5
    size 48
    offset 0 24 0
    subtractive 1
}

/*
object Spectre
{
    frame SARG { light SPECTRE }
}
*/

// Cacodemon fireball
flickerlight CACOBALL
{
    color 1.0 0.2 0.6
    size 56
    secondarySize 64
    chance 0.5
}

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

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

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

object SmoothCacoBall
{
    frame CABA { light CACOBALL }

    frame CABXA { light CACOBALL_X1 }
    frame CABXB { light CACOBALL_X1 }
    frame CABXC { light CACOBALL_X2 }
	frame CABXD { light CACOBALL_X2 }
	frame CABXE { light CACOBALL_X3 }
	frame CABXF { light CACOBALL_X3 }
	frame CABXH { 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 SmoothBooger
{
    frame BAL7 { light BARONBALL }

    frame BOOGA { light BARONBALL_X3 }
    frame BOOGB { light BARONBALL_X3 }
    frame BOOGC { light BARONBALL_X3 }
	frame BOOGD { light BARONBALL_X2 }
	frame BOOGE { light BARONBALL_X2 }
	frame BOOGF { light BARONBALL_X2 }
	frame BOOGG { light BARONBALL_X1 }
	frame BOOGI { light BARONBALL_X1 }
}

// Lost Soul
flickerlight LOSTSOUL
{
    color 1.0 0.3 0.0
    size 56
    secondarysize 64
    chance 0.1
}

flickerlight LOSTSOUL_X1
{
    color 0.8 0.3 0.0
    size 72
    secondarySize 80
    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 SexySoul
{
    frame SKULA { light LOSTSOUL    }

    frame SKULH { light LOSTSOUL_X1 }
    frame SKULI { light LOSTSOUL_X2 }
    frame SKULJ { light LOSTSOUL_X3 }
    frame SKULK { light LOSTSOUL_X4 }
}

// Mancubus Fireball
object smoothFatShot
{
    frame MANF { light IMPBALL   }

    frame MISLA { light ROCKET_X1 }
    frame MISLB { light ROCKET_X1 }
    frame MISLC { light ROCKET_X2 }
	frame MISLD { light ROCKET_X2 }
	frame MISLE { light ROCKET_X3 }
	frame MISLF { 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
}

object smoothbabyplas
{
    frame BAPL { light ARACHPLAS }

    frame GPLDA { light ARACHPLAS_X1 }
    frame GPLDB { light ARACHPLAS_X1 }
    frame GPLDC { light ARACHPLAS_X1 }
    frame GPLDD { light ARACHPLAS_X2 }
    frame GPLDE { light ARACHPLAS_X2 }
	frame GPLDF { light ARACHPLAS_X2 }
	frame GPLDG { light ARACHPLAS_X3 }
	frame GPLDH { light ARACHPLAS_X3 }
	frame GPLDI { light ARACHPLAS_X3 }
	frame GPLDJ { light ARACHPLAS_X4 }
	frame GPLDK { light ARACHPLAS_X4 }
	frame GPLDL { light ARACHPLAS_X4 }
	frame GPLDM { light ARACHPLAS_X4 }
}

// 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
}

object smoothrevball
{
    frame FATB { light TRACER    }

    frame RBXPA { light TRACER_X1 }
    frame RBXPB { light TRACER_X1 }
    frame RBXPC { light TRACER_X2 }
	frame RBXPD { light TRACER_X2 }
	frame RBXPE { light TRACER_X3 }
	frame RBXPF { light TRACER_X3 }
}

// Arch Vile Fire
flickerlight ARCHFIRE1
{
    color 1.0 1.0 0.0
    size 24
    secondarySize 32
    chance 0.3
    offset 0 8 0
}

flickerlight ARCHFIRE2
{
    color 1.0 1.0 0.0
    size 40
    secondarySize 48
    chance 0.3
    offset 0 24 0
}

flickerlight ARCHFIRE3
{
    color 1.0 1.0 0.0
    size 64
    secondarySize 72
    chance 0.3
    offset 0 32 0
}

flickerlight ARCHFIRE4
{
    color 0.8 0.8 0.0
    size 64
    secondarySize 72
    chance 0.3
    offset 0 40 0
}

flickerlight ARCHFIRE5
{
    color 0.8 0.8 0.0
    size 64
    secondarySize 72
    chance 0.3
    offset 0 48 0
}

flickerlight ARCHFIRE6
{
    color 0.6 0.6 0.0
    size 48
    secondarySize 56
    chance 0.3
    offset 0 64 0
}

flickerlight ARCHFIRE7
{
    color 0.4 0.4 0.0
    size 32
    secondarySize 40
    chance 0.3
    offset 0 72 0
}

flickerlight ARCHFIRE8
{
    color 0.2 0.2 0.0
    size 16
    secondarySize 24
    chance 0.3
    offset 0 80 0
}

object ArchvileFire
{
    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 }
}

// Arch-vile
flickerlight ARCHATK1
{
    color 1.0 1.0 0.0
    size 32
    secondarySize 48
    chance 0.3
    offset 0 80 0
}

flickerlight ARCHATK2
{
    color 1.0 1.0 0.0
    size 56
    secondarySize 64
    chance 0.3
    offset 0 80 0
}

flickerlight ARCHATK3
{
    color 1.0 1.0 0.0
    size 56
    secondarySize 64
    chance 0.3
    offset 0 64 0
}

flickerlight ARCHATK4
{
    color 1.0 1.0 0.0
    size 64
    secondarySize 72
    chance 0.3
    offset 0 48 0
}

flickerlight ARCHATK5
{
    color 1.0 1.0 0.0
    size 80
    secondarySize 88
    chance 0.3
    offset 0 40 0
}

flickerlight ARCHATK6
{
    color 0.7 0.7 0.0
    size 96
    secondarySize 104
    chance 0.3
    offset 0 40 0
}

flickerlight ARCHATK7
{
    color 0.3 0.3 0.0
    size 104
    secondarySize 112
    chance 0.3
    offset 0 40 0
}

pulselight ARCHRES
{
    color 0.6 0.0 0.0
    size 64
    secondarySize 70
    interval 0.5
    offset 0 36 0
}

object SmoothArchvile
{
    frame NVILA { light ARCHATK1 }
    frame NVILB { light ARCHATK1 }
    frame NVILC { light ARCHATK2 }
    frame NVILD { light ARCHATK2 }
    frame NVILE { light ARCHATK3 }
    frame NVILF { light ARCHATK3 }
    frame NVILG { light ARCHATK4 }
    frame NVILH { light ARCHATK4 }
    frame NVILI { light ARCHATK4 }
	frame NVILJ { light ARCHATK4 }
	frame NVILK { light ARCHATK4 }
	frame NVILL { light ARCHATK4 }
	frame NVILM { light ARCHATK5 }
	frame NVILN { light ARCHATK5 }
	frame NVILO { light ARCHATK6 }
	frame NVILP { light ARCHATK6 }
	frame NVILQ { light ARCHATK7 }
	frame NVILR { light ARCHATK7 }

    frame VILEx { light ARCHRES }
    frame VILEy { light ARCHRES }
    frame VILEz { light ARCHRES }
}

// ------------------
// -- Doom Effects --
// ------------------

// Doom Teleport fog
flickerlight DTFOG1
{
    color 0.4 1.0 0.4
    size 56
    secondarySize 64
    chance 0.4
}

flickerlight DTFOG2
{
    color 0.4 1.0 0.4
    size 40
    secondarySize 48
    chance 0.4
}

flickerlight DTFOG3
{
    color 0.4 1.0 0.4
    size 24
    secondarySize 32
    chance 0.4
}

flickerlight DTFOG4
{
    color 0.4 1.0 0.4
    size 10
    secondarySize 16
    chance 0.4
}

object SmoothFog
{
    frame SFOGA { light DTFOG1 }
    frame SFOGB { light DTFOG1 }
    frame SFOGC { light DTFOG1 }
    frame SFOGD { light DTFOG1 }
    frame SFOGE { light DTFOG1 }
    frame SFOGF { light DTFOG1 }
    frame SFOGI { light DTFOG2 }
    frame SFOGJ { light DTFOG2 }
	frame SFOGK { light DTFOG2 }
	frame SFOGL { light DTFOG2 }
	frame SFOGM { light DTFOG2 }
	frame SFOGN { light DTFOG2 }
	frame SFOGO { light DTFOG3 }
	frame SFOGP { light DTFOG3 }
	frame SFOGQ { light DTFOG3 }
	frame SFOGR { light DTFOG3 }
	frame SFOGS { light DTFOG3 }
	frame SFOGT { light DTFOG3 }
	frame SFOGR { light DTFOG4 }
	frame SFOGQ { light DTFOG4 }
	frame SFOGP { light DTFOG4 }
	frame SFOGO { light DTFOG4 }
	
}