flickerlight BSBALL
{
    attenuate 1
	color 1.0 0.2 0.0
    size 72
    secondarysize 84
    chance 0.3
}

flickerlight BSBALL_X1
{
    attenuate 1
	color 1.0 0.4 0.0
    size 36
    secondarysize 42
    chance 0.3
}

flickerlight BSBALL_X2
{
    attenuate 1
	color 0.7 0.3 0.0
    size 72
    secondarysize 84
    chance 0.3
}

flickerlight BSBALL_X3
{
    attenuate 1
	color 0.5 0.2 0.0
    size 96
    secondarysize 108
    chance 0.3
}

flickerlight BSBALL_X4
{
    attenuate 1
	color 0.3 0.1 0.0
    size 60
    secondarysize 72
    chance 0.3
}

object BDDemonStaffShot
{
    frame MSP2A { light BSBALL }
    frame MSP2B { light BSBALL }
    frame MSP2C { light BSBALL }
    frame MSP2D { light BSBALL }

    frame MSP2E { light BSBALL_X1 }
    frame MSP2F { light BSBALL_X2 }
    frame MSP2G { light BSBALL_X3 }
    frame MSP2H { light BSBALL_X4 }
}

flickerlight HARCHHEAD
{
    attenuate 1
	color 1.0 0.5 0.0
    size 72
    secondarysize 84
    chance 0.4
}

object BDTransferredSoul
{
    frame SBS1 { light HARCHHEAD }
}

// demon staff altfire suck effect: darkens surroundings
pointlight DEMONSTAFFSUCK
{
    color 0.25 0.25 0.25
    size 256
    subtractive 1
    dontlightself 1
}

//------------------

object BDRocket
{
    frame MISLA { light ROCKET    }

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

object BDPlayerRocket
{
    frame MISLA { light ROCKET    }

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

/*
object BDPlasmaBall
{
    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 }
}

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

object BDSoulSphere
{
    frame SOUL { light SOULSPHERE }
}

object BDInvulnerabilitySphere
{
    frame PINV { light INVULN }
}

object BDBlurSphere
{
    frame PINS { light BLURSPHERE1 }

    frame PINSA { light BLURSPHERE2 }
    frame PINSB { light BLURSPHERE3 }
    frame PINSC { light BLURSPHERE4 }
    frame PINSD { light BLURSPHERE5 }
}

object BDHealthBonus
{
    frame BON1 { light HEALTHPOTION }
}
*/
object BDArmorBonus
{
    frame BON2 { light ARMORBONUS }
}

object RandomShieldPickup
{
    frame ARM1A { light GREENARMOR1 }
    frame ARM1B { light GREENARMOR2 }
}
object FixedShieldPickup
{
    frame ARM1A { light GREENARMOR1 }
    frame ARM1B { light GREENARMOR2 }
}

// -----------
// Player
// -----------

// player light is defined in BDPlayer decorate
//object BDPlayer
//{
//    frame PLAYF { light ZOMBIEATK }
//}

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

object BDZombieMan
{
    frame POSSF { light ZOMBIEATK }
}

object BDShotgunGuy
{
    frame SPOSF { light ZOMBIEATK }
}

object BDChaingunGuy
{
    frame CPOSE { light ZOMBIEATK }
    frame CPOSF { light ZOMBIEATK }
}

object BDDoomImpBall
{
    frame BAL1A { light IMPBALL    }
    frame BAL1B { light IMPBALL    }

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

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

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

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

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

object BDLostSoul
{
    frame SKULA { light LOSTSOUL    }
    frame SKULB { light LOSTSOUL    }
    frame SKULC { light LOSTSOUL    }
    frame SKULD { light LOSTSOUL    }
    frame SKULE { light LOSTSOUL    }
    frame SKULF { light LOSTSOUL    }
    frame SKULG { 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 BDFatShot
{
    frame MANFA { light IMPBALL   }
    frame MANFB { light IMPBALL   }

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

// Arachnotron Fireball
object BDArachnotronPlasma
{
    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 }
}

// Revenant tracer
object BDRevenantTracer
{
    frame FATBA { light TRACER    }
    frame FATBB { light TRACER    }

    frame FBXPA { light TRACER_X1 }
    frame FBXPB { light TRACER_X2 }
    frame FBXPC { light TRACER_X3 }
}

// Arch-vile
object BDArchvile
{
    frame VILEH { light ARCHATK1 }
    frame VILEI { light ARCHATK2 }
    frame VILEJ { light ARCHATK3 }
    frame VILEK { light ARCHATK4 }
    frame VILEL { light ARCHATK4 }
    frame VILEM { light ARCHATK4 }
    frame VILEN { light ARCHATK5 }
    frame VILEO { light ARCHATK6 }
    frame VILEP { light ARCHATK7 }

    frame VILE[ { light ARCHRES }
    frame VILE\ { light ARCHRES }
    frame VILE] { light ARCHRES }
}
