// ---------------------------------------------------------------
// Simple GLDefs for Hellforged alpha v0.9
// 
// Dependencies: zDoom GLDefs (lights.pk3)
//
// Built and tested (briefly) using zDoom 6.4.1
// ---------------------------------------------------------------

// Yellow Torch
flickerlight2 BIGYELLOWTORCH
{
	color 0.6 0.6 0.0
	size 90
	secondarySize 99
	interval 0.1
	offset 0 60 0
	attenuate 1
}

object YellowTorch
{
	frame TYEL { light BIGYELLOWTORCH }
}

// White Torch
flickerlight2 BIGWHITETORCH
{
	color 0.7 0.7 0.7
	size 90
	secondarySize 99
	interval 0.1
	offset 0 60 0
	attenuate 1
}

object WhiteTorch
{
	frame TWHT { light BIGWHITETORCH }
}

// Black Torch
flickerlight2 BIGBLACKTORCH
{
	color 0.3 0.3 0.3
	size 90
	secondarySize 99
	interval 0.1
	offset 0 60 0
	attenuate 1
}

object BlackTorch
{
	frame TDRK { light BIGBLACKTORCH }
}

// Small Yellow Torch
flickerlight2 SMALLYELLOWTORCH
{
	color 0.6 0.6 0.0
	size 72
	secondarySize 81
	interval 0.1
	offset 0 35 0
	attenuate 1
}

object YellowFirestick
{
	frame SMYT { light SMALLYELLOWTORCH }
}

// Small White Torch
flickerlight2 SMALLWHITETORCH
{
	color 0.7 0.7 0.7
	size 72
	secondarySize 81
	interval 0.1
	offset 0 35 0
	attenuate 1
}

object WhiteFirestick
{
	frame SMWT { light SMALLWHITETORCH }
}

// Small Black Torch
flickerlight2 SMALLBLACKTORCH
{
	color 0.3 0.3 0.3
	size 72
	secondarySize 81
	interval 0.1
	offset 0 35 0
	attenuate 1
}

object BlackFirestick
{
	frame SMDT { light SMALLBLACKTORCH }
}

// Wall Torches
object RedWallTorch
{
	frame RETR { light SMALLREDTORCH }
}

object BlueWallTorch
{
	frame BLTR { light SMALLBLUETORCH }
}

object GreenWallTorch
{
	frame GRTR { light SMALLGREENTORCH }
}

object YellowWallTorch
{
	frame YETR { light SMALLYELLOWTORCH }
}

object WhiteWallTorch
{
	frame WHTR { light SMALLWHITETORCH }
}

object BlackWallTorch
{
	frame DRTR { light SMALLBLACKTORCH }
}

// Candles
object RedCandle
{
	frame CANR { light CANDLE }
}
object BlueCandle
{
	frame CANB { light CANDLE }
}
object GreenCandle
{
	frame CANG { light CANDLE }
}
object BlackCandle
{
	frame CANE { light CANDLE }
}
object WhiteCandle
{
	frame CANW { light CANDLE }
}

// Chandelier
flickerlight2 CHANDELIER
{
	attenuate 1
	color 1.0 1.0 0.0
	size 96
	secondarysize 104
	interval 0.1
}

object DEChandelier
{
	frame CDLR { light CHANDELIER }
}

// Fire bull
flickerlight2 FIREBULL
{
	attenuate 1
	color 1.0 0.7 0.0
	size 96
	secondarysize 130
	interval 0.1
	offset 0 40 0
}

flickerlight2 FIREBULL2
{
	attenuate 1
	color 1.0 0.7 0.0
	size 72
	secondarysize 90
	interval 0.1
	offset 0 40 0
}

// Extractors
object Extractor1
{
	frame PROP { light BIGGREENTORCH }
}
object Extractor2
{
	frame PROP { light BIGGREENTORCH }
}
object Extractor3
{
	frame PROP { light BIGGREENTORCH }
}

object HellsmithStatue
{
	frame BULLA { light FIREBULL }
	frame BULLB { light FIREBULL }
	frame BULLC { light FIREBULL }
	frame BULLD { light FIREBULL }
	frame BULLE { light FIREBULL }
	frame BULLF { light FIREBULL }
	frame BULLG { light FIREBULL }
	frame BULLI { light FIREBULL2 }
	frame BULLJ { light FIREBULL }
} 

// Blood Barrel
pulselight BLOODBARREL
{
	color 0.4 0.0 0.0
	size 30
	secondarySize 24
	interval 0.5
	offset 0 36 0
	dontlightself 1
	attenuate 1
}

object BloodBarrel
{
	frame BAR3A  { light BLOODBARREL }
	frame BAR3B  { light BLOODBARREL }
	frame BAR3C  { light BLOODBARREL }

	frame BAR3D { light ROCKET_X1 }  
	frame BAR3E { light ROCKET_X2 }  
	frame BAR3F { light ROCKET_X3 }  

	frame BAR3G  { light BLOODBARREL }
	frame BAR3H  { light BLOODBARREL }
	frame BAR3I  { light BLOODBARREL }
	frame BAR3J  { light BLOODBARREL }
	frame BAR3K  { light BLOODBARREL }
	frame BAR3L  { light BLOODBARREL }
	frame BAR3M  { light BLOODBARREL }
}

flickerlight2 FIRECANISTER
{
	color 0.4 0.4 0.0
	size 40
	secondarySize 35
	interval 0.5
	offset 0 16 0
	dontlightself 1
	attenuate 1
}

object FireCanister
{
	frame BAR4A  { light FIRECANISTER }
	frame BAR4B  { light FIRECANISTER }
	frame BAR4C  { light FIRECANISTER }
	frame BAR4D  { light FIRECANISTER }
	frame BAR4E  { light FIRECANISTER }
  
	frame HBA3F { light ROCKET_X1 }  
	frame HBA3G { light ROCKET_X2 }  
	frame HBA3H { light ROCKET_X2 }  
	frame HBA3I { light ROCKET_X2 }  
	frame HBA3J { light ROCKET_X2 }  
	frame HBA3K { light ROCKET_X3 }  
	frame HBA3L { light ROCKET_X3 }  
	frame HBA3M { light ROCKET_X3 }  
	frame HBA3N { light ROCKET_X3 }  
}

// Monster Projectiles
object DEDoomImpBall
{
	frame BAL1A { light IMPBALL    }
	frame BAL1B { light IMPBALL    }

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

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

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

object HFCacodemonBall
{
	frame BAL4A { light CACOBALL }
	frame BAL4B { light CACOBALL }

	frame BAL2C { light CACOBALL_X1 }
	frame BAL2D { light CACOBALL_X2 }
	frame BAL2E { light CACOBALL_X3 }
	frame BAL2F { light CACOBALL_X3 }
	frame BAL2G { light CACOBALL_X3 }
	frame BAL2H { light CACOBALL_X3 }
}

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

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

object HFRevenantTracer
{
	frame FATBA { light TRACER    }
	frame FATBB { light TRACER    }

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

// Blood fiend shot
pointlight BLOODBALL
{
	color 1.0 0.0 0.0
	size 64
	attenuate 1
}

flickerlight BLOODBALL_X1
{
	color 0.75 0.0 0.0
	size 80
	secondarySize 90
	chance 0.25
	attenuate 1
}

flickerlight BLOODBALL_X2
{
	color 0.6 0.0 0.0
	size 96
	secondarySize 120
	chance 0.25
	attenuate 1
}

flickerlight BLOODBALL_X3
{
	color 0.26 0.0 0.0
	size 120
	secondarySize 132
	chance 0.25
	attenuate 1
}

object BloodfiendMissile
{
	frame FGORA { light BLOODBALL    }
	frame FGORB { light BLOODBALL    }
	frame FGORC { light BLOODBALL    }
	frame FGORD { light BLOODBALL    }
	frame FGORE { light BLOODBALL    }
	frame FGORF { light BLOODBALL    }

	frame FGORG { light BLOODBALL_X1 }
	frame FGORH { light BLOODBALL_X2 }
	frame FGORI { light BLOODBALL_X3 }
	frame FGORJ { light BLOODBALL_X3 }
}

object InfernalBall
{
	frame BAL3A { light IMPBALL   }
	frame BAL3B { light IMPBALL   }

	frame BAL3C { light ROCKET_X1 }
	frame BAL3D { light ROCKET_X2 }
	frame BAL3E { light ROCKET_X3 }
}

object LavaBall
{
	frame BAL3A { light IMPBALL   }
	frame BAL3B { light IMPBALL   }

	frame BAL3C { light ROCKET_X1 }
	frame BAL3D { light ROCKET_X2 }
	frame BAL3E { light ROCKET_X3 }
}

// Aracknight Shot
pointlight ARACSHOT
{
	color 0.8 0.2 0.8
	size 96
	attenuate 1
}

// Aracknight Shot explosion
flickerlight ARACSHOT_X1
{
	color 0.8 0.2 0.8
	size 120
	secondarySize 132
	chance 0.25
	attenuate 1
}

flickerlight ARACSHOT_X2
{
	color 0.5 0.1 0.5
	size 144
	secondarySize 156
	chance 0.25
	attenuate 1
}

flickerlight ARACSHOT_X3
{
    color 0.25 0.0 0.25
    size 168
    secondarySize 180
    chance 0.25
	attenuate 1
}

object AracknightMissile
{
	frame ARAXA { light ARACSHOT   }
	frame ARAXB { light ARACSHOT   }

	frame ARAXC { light ARACSHOT_X1 }
	frame ARAXD { light ARACSHOT_X1 }
	frame ARAXE { light ARACSHOT_X2 }
	frame ARAXF { light ARACSHOT_X2 }
	frame ARAXG { light ARACSHOT_X3 }
	frame ARAXH { light ARACSHOT_X3 }
	frame ARAXI { light ARACSHOT_X3 }
}

object GuardShot
{
	frame GBALA { light IMPBALL    }
	frame GBALB { light IMPBALL    }

	frame GBALC { light IMPBALL_X1 }
	frame GBALD { light IMPBALL_X2 }
	frame GBALE { light IMPBALL_X3 }
	frame GBALF { light IMPBALL_X3 }
	frame GBALG { light IMPBALL_X3 }
	frame GBALH { light IMPBALL_X3 }
	frame GBALI { light IMPBALL_X3 }
}

object SentinelShot
{
	frame CFX3A { light IMPBALL    }
	frame CFX3B { light IMPBALL    }

	frame CFX3C { light IMPBALL_X1 }
	frame CFX3D { light IMPBALL_X2 }
	frame CFX3E { light IMPBALL_X3 }
	frame CFX3F { light IMPBALL_X3 }
	frame CFX3G { light IMPBALL_X3 }
	frame CFX3H { light IMPBALL_X3 }
	frame CFX3I { light IMPBALL_X3 }
}

object Dukeshot
{
	frame HBALA { light IMPBALL   }
	frame HBALB { light IMPBALL   }
	frame HBALC { light IMPBALL   }
	frame HBALD { light IMPBALL   }

	frame HBALE { light ROCKET_X1 }
	frame HBALF { light ROCKET_X2 }
	frame HBALG { light ROCKET_X3 }
	frame HBALH { light ROCKET_X3 }
	frame HBALI { light ROCKET_X3 }
}

// TODO - director, behemoth, hellsmith shots

// ILLUMINATED MONSTER - Guardian
// Note - I think these look best illuminated in pure white light

flickerlight GUARDIAN
{
	color 1.0 1.0 1.0
	size 84
	secondarysize 60
	chance 0.1
	attenuate 1
}

object Guardian
{
	frame GARDA { light GUARDIAN    }
	frame GARDB { light GUARDIAN    }
	frame GARDC { light GUARDIAN    }
	frame GARDD { light GUARDIAN    }
	frame GARDE { light GUARDIAN    }
	frame GARDF { light GUARDIAN    }
	frame GARDG { light GUARDIAN    }
	frame GARDH { light GUARDIAN    }
	frame GARDI { light GUARDIAN    }
	frame GARDJ { light GUARDIAN    }

	frame GARDK { light LOSTSOUL_X1 }
	frame GARDL { light LOSTSOUL_X2 }
	frame GARDM { light LOSTSOUL_X3 }
	frame GARDN { light LOSTSOUL_X4 }
	frame GARDO { light LOSTSOUL_X4 }
	frame GARDP { light LOSTSOUL_X4 }
	frame GARDQ { light LOSTSOUL_X4 }
}

// ILLUMINATED MONSTER - Sentinel
// Note - I think these look best illuminated in pure white light

flickerlight HFSENTINEL
{
	color 1.0 1.0 1.0
	size 124
	secondarysize 100
	chance 0.1
	attenuate 1
}

object HFSentinel
{
	frame SENTA { light HFSENTINEL    }
	frame SENTB { light HFSENTINEL    }
	frame SENTC { light HFSENTINEL    }
	frame SENTD { light HFSENTINEL    }
	frame SENTE { light HFSENTINEL    }
	frame SENTF { light HFSENTINEL    }
	frame SENTG { light HFSENTINEL    }
	frame SENTH { light HFSENTINEL    }
	frame SENTI { light HFSENTINEL    }
	frame SENTJ { light HFSENTINEL    }
	frame SENTK { light HFSENTINEL    }
	frame SENTL { light HFSENTINEL    }
	frame SENTM { light HFSENTINEL    }
	frame SENTN { light HFSENTINEL    }
	frame SENTO { light HFSENTINEL    }
	frame SENTP { light HFSENTINEL    }
	frame SENTQ { light HFSENTINEL    }
	frame SENTR { light HFSENTINEL    }

	frame SENTS { light LOSTSOUL_X1 }
	frame SENTT { light LOSTSOUL_X2 }
	frame SENTU { light LOSTSOUL_X3 }
	frame SENTV { light LOSTSOUL_X4 }
	frame SENTW { light LOSTSOUL_X4 }
	frame SENTX { light LOSTSOUL_X4 }
	frame SENTY { light LOSTSOUL_X4 }
	frame SENTZ { light LOSTSOUL_X4 }
}

// ILLUMINATED MONSTER - Infernal
object Infernal
{
	frame INFRA { light LOSTSOUL    }
	frame INFRB { light LOSTSOUL    }
	frame INFRC { light LOSTSOUL    }
	frame INFRD { light LOSTSOUL    }
	frame INFRE { light LOSTSOUL    }
	frame INFRF { light LOSTSOUL    }
	frame INFRG { light LOSTSOUL    }
	frame INFRH { light LOSTSOUL    }
	frame INFRI { light LOSTSOUL    }
	frame INFRJ { light LOSTSOUL    }
	frame INFRK { light LOSTSOUL    }
	frame INFRL { light LOSTSOUL    }
	frame INFRM { light LOSTSOUL_X1 }
	frame INFRN { light LOSTSOUL_X2 }
	frame INFRO { light LOSTSOUL_X3 }
	frame INFRP { light LOSTSOUL_X4 }
	frame INFRQ { light LOSTSOUL_X4 }
}

// WEAPON - Immolator
object FireShot1
{
	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 FireShot2
{
	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 FireBomb1
{
	frame BOMB {light IMPBALL}
	frame FLAMA { light ARCHFIRE1 }
	frame FLAMB { light ARCHFIRE1 }
	frame FLAMC { light ARCHFIRE1 }
	frame FLAMD { light ARCHFIRE2 }
	frame FLAME { light ARCHFIRE2 }
	frame FLAMF { light ARCHFIRE2 }
	frame FLAMG { light ARCHFIRE3 }
	frame FLAMH { light ARCHFIRE3 } 
	frame FLAMI { light ARCHFIRE3 } 
	frame FLAMJ { light ARCHFIRE4 } 
	frame FLAMK { light ARCHFIRE4 } 
	frame FLAML { light ARCHFIRE4 } 
	frame FLAMM { light ARCHFIRE5 } 
	frame FLAMN { light ARCHFIRE5 } 
	frame FLAMO { light ARCHFIRE5 } 
	frame FLAMP { light ARCHFIRE6 } 
	frame FLAMQ { light ARCHFIRE6 } 
	frame FLAMR { light ARCHFIRE6 } 
	frame FLAMS { light ARCHFIRE7 } 
	frame FLAMT { light ARCHFIRE7 } 
	frame FLAMU { light ARCHFIRE7 } 
	frame FLAMV { light ARCHFIRE8 } 
	frame FLAMW { light ARCHFIRE8 } 
}

object FireBomb2
{
	frame BOMB {light IMPBALL}
	frame HIB1C { light ARCHFIRE3 }
	frame HIB1D { light ARCHFIRE4 }
	frame HIB1E { light ARCHFIRE5 }
	frame HIB1F { light ARCHFIRE6 }
	frame HIB1G { light ARCHFIRE7 }
	frame HIB1H { light ARCHFIRE8 }	
}

// WEAPON - Hellshot
object Hellshot1
{
	frame HBALA { light IMPBALL    }
	frame HBALB { light IMPBALL    }
	frame HBALC { light IMPBALL    }
	frame HBALD { light IMPBALL    }

	frame HBALE { light IMPBALL_X1 }
	frame HBALF { light IMPBALL_X2 }
	frame HBALG { light IMPBALL_X3 }
	frame HBALH { light IMPBALL_X3 }
	frame HBALI { light IMPBALL_X3 }
}

object Hellshot2
{
	frame HBA2A { light IMPBALL    }
	frame HBA2B { light IMPBALL    }
	frame HBA2C { light IMPBALL    }
	frame HBA2D { light IMPBALL    }

	frame HBA2E { light IMPBALL_X1 }
	frame HBA2F { light IMPBALL_X2 }
	frame HBA2G { light IMPBALL_X3 }
	frame HBA2H { light IMPBALL_X3 }
	frame HBA2I { light IMPBALL_X3 }
}

object Hellshot3
{
	frame HBA4A { light IMPBALL    }
	frame HBA4B { light IMPBALL    }
	frame HBA4C { light IMPBALL    }
	frame HBA4D { light IMPBALL    }

	frame HBA4E { light IMPBALL_X1 }
	frame HBA4F { light IMPBALL_X2 }
	frame HBA4G { light IMPBALL_X3 }
	frame HBA4H { light IMPBALL_X3 }
	frame HBA4I { light IMPBALL_X3 }
}

object Hellnade1
{
	frame HBA3A { light IMPBALL    }
	frame HBA3B { light IMPBALL    }
	frame HBA3C { light IMPBALL    }


	frame HBA4D { light IMPBALL_X1 }
	frame HBA4E { light IMPBALL_X1 }
	frame HBA4F { light IMPBALL_X2 }
	frame HBA4G { light IMPBALL_X3 }
	frame HBA4H { light IMPBALL_X3 }
	frame HBA4I { light IMPBALL_X3 }
	frame HBA4J { light IMPBALL_X3 }
	frame HBA4K { light IMPBALL_X3 }
	frame HBA4L { light IMPBALL_X3 }
	frame HBA4M { light IMPBALL_X3 }
}

object Hellnade2
{
	frame HBA3A { light IMPBALL    }
	frame HBA3B { light IMPBALL    }
	frame HBA3C { light IMPBALL    }

	frame HBA4D { light IMPBALL_X1 }
	frame HBA4E { light IMPBALL_X1 }
	frame HBA4F { light IMPBALL_X2 }
	frame HBA4G { light IMPBALL_X3 }
	frame HBA4H { light IMPBALL_X3 }
	frame HBA4I { light IMPBALL_X3 }
	frame HBA4J { light IMPBALL_X3 }
	frame HBA4K { light IMPBALL_X3 }
	frame HBA4L { light IMPBALL_X3 }
	frame HBA4M { light IMPBALL_X3 }
}


// WEAPON - Basilisk

// Basislisk Fireball
pointlight BASILISKBALL
{
	color 1.0 0.7 0.4
	size 64
	attenuate 1
}

flickerlight BASILISKBALL_X1
{
	color 0.7 0.4 0.25
	size 80
	secondarySize 90
	chance 0.25
	attenuate 1
}

flickerlight BASILISKBALL_X2
{
	color 0.4 0.2 0.1
	size 96
	secondarySize 120
	chance 0.25
	attenuate 1
}

flickerlight BASILISKBALL_X3
{
	color 0.2 0.1 0.0
	size 120
	secondarySize 132
	chance 0.25
	attenuate 1
}

object BasiliskMissile
{
	frame BMISA { light BASILISKBALL    }
	frame BMISB { light BASILISKBALL    }
	frame BMISC { light BASILISKBALL    }

	frame BMISD { light BASILISKBALL_X1 }
	frame BMISE { light BASILISKBALL_X2 }
	frame BMISF { light BASILISKBALL_X3 }
}

object BasiliskMissile2
{
	frame MICRA { light BASILISKBALL    }
	frame MICRF { light BASILISKBALL    }
	frame MICRG { light BASILISKBALL    }

	frame MICRH { light BASILISKBALL_X1 }
	frame MICRI { light BASILISKBALL_X2 }
	frame MICRJ { light BASILISKBALL_X3 }
	frame MICRK { light BASILISKBALL_X3 }
	frame MICRL { light BASILISKBALL_X3 }
}

object BasiliskFire
{
	frame BMISA { light BASILISKBALL    }
	frame BMISB { light BASILISKBALL    }
	frame BMISC { light BASILISKBALL    }

	frame BMISD { light BASILISKBALL_X1 }
	frame BMISE { light BASILISKBALL_X2 }
	frame BMISF { light BASILISKBALL_X3 }
}

object BasiliskPuff
{
	frame OPUFA { light BASILISKBALL_X1 }
	frame OPUFB { light BASILISKBALL_X2 }
	frame OPUFC { light BASILISKBALL_X3 }
	frame OPUFD { light BASILISKBALL_X3 }
}

object BasiliskPuff2
{
	frame MICRB { light BASILISKBALL_X2 }
	frame MICRC { light BASILISKBALL_X3 }
	frame MICRD { light BASILISKBALL_X3 }
	frame MICRE { light BASILISKBALL_X3 }
}

// WEAPON - Wheel Of Pain

object BloodFX
{
	frame BLFXA { light BLOODBALL    }
	frame BLFXB { light BLOODBALL    }
	frame BLFXG { light BLOODBALL_X1 }
	frame BLFXH { light BLOODBALL_X2 }
	frame BLFXI { light BLOODBALL_X3 }
	frame BLFXJ { light BLOODBALL_X3 }
}

object BloodFXB
{
	frame BLFXA { light BLOODBALL    }
	frame BLFXB { light BLOODBALL    }
	frame BLFXG { light BLOODBALL_X1 }
	frame BLFXH { light BLOODBALL_X2 }
	frame BLFXI { light BLOODBALL_X3 }
	frame BLFXJ { light BLOODBALL_X3 }
}

object BloodDrainFX
{
	frame BLFXA { light BLOODBALL    }
	frame BLFXB { light BLOODBALL    }
	frame BLFXG { light BLOODBALL_X1 }
	frame BLFXH { light BLOODBALL_X2 }
	frame BLFXI { light BLOODBALL_X3 }
	frame BLFXJ { light BLOODBALL_X3 }
}

object BloodFX2A
{
	frame BLBAA { light BLOODBALL    }
	frame BLBAB { light BLOODBALL    }
	frame BLBAC { light BLOODBALL    }
	frame BLBAD { light BLOODBALL    }
	frame BLBAE { light BLOODBALL_X1 }
	frame BLBAF { light BLOODBALL_X2 }
	frame BLBAG { light BLOODBALL_X3 }
	frame BLBAH { light BLOODBALL_X3 }	
	
	frame BLF2A { light BLOODBALL }
	frame BLF2B { light BLOODBALL }
	frame BLF2C { light BLOODBALL_X1 }
	frame BLF2D { light BLOODBALL_X2 }
	frame BLF2E { light BLOODBALL_X3 }
	frame BLF2F { light BLOODBALL_X3 }
}

object BloodFX2B
{
	frame BLBAA { light BLOODBALL    }
	frame BLBAB { light BLOODBALL    }
	frame BLBAC { light BLOODBALL    }
	frame BLBAD { light BLOODBALL    }
	frame BLBAE { light BLOODBALL_X1 }
	frame BLBAF { light BLOODBALL_X2 }
	frame BLBAG { light BLOODBALL_X3 }
	frame BLBAH { light BLOODBALL_X3 }	
	
	frame BLF2A { light BLOODBALL }
	frame BLF2B { light BLOODBALL }
	frame BLF2C { light BLOODBALL_X1 }
	frame BLF2D { light BLOODBALL_X2 }
	frame BLF2E { light BLOODBALL_X3 }
	frame BLF2F { light BLOODBALL_X3 }
}

object BloodFX3
{
	frame BLBAA { light BLOODBALL    }
	frame BLBAB { light BLOODBALL    }
	frame BLBAC { light BLOODBALL    }
	frame BLBAD { light BLOODBALL    }
	frame BLBAE { light BLOODBALL_X1 }
	frame BLBAF { light BLOODBALL_X2 }
	frame BLBAG { light BLOODBALL_X3 }
	frame BLBAH { light BLOODBALL_X3 }	
	
	frame BLF2A { light BLOODBALL }
	frame BLF2B { light BLOODBALL }
	frame BLF2C { light BLOODBALL_X1 }
	frame BLF2D { light BLOODBALL_X2 }
	frame BLF2E { light BLOODBALL_X3 }
	frame BLF2F { light BLOODBALL_X3 }
}

object BloodFX
{
	frame BLBAA { light BLOODBALL    }
	frame BLBAB { light BLOODBALL    }
	frame BLBAC { light BLOODBALL    }
	frame BLBAD { light BLOODBALL    }
	frame BLBAE { light BLOODBALL_X1 }
	frame BLBAF { light BLOODBALL_X2 }
	frame BLBAG { light BLOODBALL_X3 }
	frame BLBAH { light BLOODBALL_X3 }	
	
	frame BLF2A { light BLOODBALL }
	frame BLF2B { light BLOODBALL }
	frame BLF2C { light BLOODBALL_X1 }
	frame BLF2D { light BLOODBALL_X2 }
	frame BLF2E { light BLOODBALL_X3 }
	frame BLF2F { light BLOODBALL_X3 }
}

object HealthMissile1
{
	frame HMISA { light BARONBALL    }
	frame HMISB { light BARONBALL    }
	frame HMISH { light BARONBALL_X1 }
	frame HMISI { light BARONBALL_X2 }
	frame HMISJ { light BARONBALL_X3 }
	frame HMISK { light BARONBALL_X3 }
	frame HMISL { light BARONBALL_X3 }
	frame HMISM { light BARONBALL_X3 }
}

object HealthMissile2
{
	frame HMISA { light BARONBALL    }
	frame HMISB { light BARONBALL    }
	frame HMISH { light BARONBALL_X1 }
	frame HMISI { light BARONBALL_X2 }
	frame HMISJ { light BARONBALL_X3 }
	frame HMISK { light BARONBALL_X3 }
	frame HMISL { light BARONBALL_X3 }
	frame HMISM { light BARONBALL_X3 }
}

// WEAPON - Nailgun

// Nailgun 
// Elminated lights from nails (was size 64) as effect was overpowering.  They 
// still generate light on explosion.
pointlight NAIL
{
	color 1.0 1.0 1.0
	size 0 
	attenuate 1
}

flickerlight NAIL_X1
{
	color 0.7 0.7 0.7
	size 80
	secondarySize 90
	chance 0.25
	attenuate 1
}

flickerlight NAIL_X2
{
	color 0.4 0.4 0.4
	size 96
	secondarySize 120
	chance 0.25
	attenuate 1
}

flickerlight NAIL_X3
{
	color 0.2 0.2 0.2
	size 120
	secondarySize 132
	chance 0.25
	attenuate 1
}

pointlight YELLOWNAIL
{
	color 1.0 1.0 0.0
	size 0
	attenuate 1
}

flickerlight YELLOWNAIL_X1
{
	color 0.7 0.7 0.0
	size 80
	secondarySize 90
	chance 0.25
	attenuate 1
}

flickerlight YELLOWNAIL_X2
{
	color 0.4 0.4 0.0
	size 96
	secondarySize 120
	chance 0.25
	attenuate 1
}

flickerlight YELLOWNAIL_X3
{
	color 0.2 0.2 0.0
	size 120
	secondarySize 132
	chance 0.25
	attenuate 1
}

object Nailshot1
{
	frame NAILA { light NAIL    }
	frame NAILB { light NAIL    }
	frame NAILC { light NAIL    }
	frame NAILD { light NAIL_X1 }
	frame NAILE { light NAIL_X2 }
	frame NAILF { light NAIL_X3 }
	frame NAILG { light NAIL_X3 }
	frame NAILH { light NAIL_X3 }
	frame NAILI { light NAIL_X3 }
}

object Nailshot2
{
	frame NAILA { light NAIL    }
	frame NAILB { light NAIL    }
	frame NAILC { light NAIL    }
	frame NAILD { light NAIL_X1 }
	frame NAILE { light NAIL_X2 }
	frame NAILF { light NAIL_X3 }
	frame NAILG { light NAIL_X3 }
	frame NAILH { light NAIL_X3 }
	frame NAILI { light NAIL_X3 }
}

object Nailshot3
{
	frame NAILA { light NAIL    }
	frame NAILB { light NAIL    }
	frame NAILC { light NAIL    }
	frame IMFXQ { light YELLOWNAIL_X1 }
	frame IMFXR { light YELLOWNAIL_X2 }
	frame IMFXS { light YELLOWNAIL_X3 }
	frame IMFXT { light YELLOWNAIL_X3 }
	frame IMFXU { light YELLOWNAIL_X3 }
	frame IMFXV { light YELLOWNAIL_X3 }
}

object Nailshot4
{
	frame HIB2A { light YELLOWNAIL    }
	frame HIB2B { light YELLOWNAIL    }
	frame HIB2C { light YELLOWNAIL    }
	frame HIB2D { light YELLOWNAIL    }
	frame HIB2E { light YELLOWNAIL_X1 }
	frame HIB2F { light YELLOWNAIL_X2 }
	frame HIB2G { light YELLOWNAIL_X3 }
	frame HIB2H { light YELLOWNAIL_X3 }
	frame HIB2I { light YELLOWNAIL_X3 }
}

// WEAPON - Mauler

object Nailshot5
{
	frame NAILA { light NAIL    }
	frame NAILB { light NAIL    }
	frame NAILC { light NAIL    }
	frame IMFXQ { light YELLOWNAIL_X1 }
	frame IMFXR { light YELLOWNAIL_X2 }
	frame IMFXS { light YELLOWNAIL_X3 }
	frame IMFXT { light YELLOWNAIL_X3 }
	frame IMFXU { light YELLOWNAIL_X3 }
	frame IMFXV { light YELLOWNAIL_X3 }
}

object Nailpuff
{
	frame NFRGE { light NAIL_X3 }
	frame NFRGF { light NAIL_X3 }
	frame NFRGG { light NAIL_X3 }
	frame NFRGH { light NAIL_X3 }
}

object MaulerShrapnel1
{
	frame MFRG { light NAIL    }
	frame NAILD { light NAIL_X1 }
	frame NAILE { light NAIL_X2 }
	frame NAILF { light NAIL_X3 }
	frame NAILG { light NAIL_X3 }
	frame NAILH { light NAIL_X3 }
	frame NAILI { light NAIL_X3 }
}

object MaulerShrapnel2
{
	frame MFRG { light NAIL    }
	frame NAILD { light NAIL_X1 }
	frame NAILE { light NAIL_X2 }
	frame NAILF { light NAIL_X3 }
	frame NAILG { light NAIL_X3 }
	frame NAILH { light NAIL_X3 }
	frame NAILI { light NAIL_X3 }
}

// WEAPON - Soultaker
flickerlight GHOST
{
	color 1.0 1.0 1.0
	size 64
	secondarysize 56
	chance 0.7
}

object SoultakerPuff1
{
	frame SEFXA { light GHOST }
	frame SEFXB { light GHOST }
	frame SEFXC { light NAIL_X1 }
	frame SEFXD { light NAIL_X1 }
	frame SEFXE { light NAIL_X2 }
	frame SEFXF { light NAIL_X2 }
}

object SoultakerPuff2
{
	frame SEFXA { light GHOST }
	frame SEFXB { light GHOST }
	frame SEFXC { light NAIL_X1 }
	frame SEFXD { light NAIL_X1 }
	frame SEFXE { light NAIL_X2 }
	frame SEFXF { light NAIL_X3 }
}

object SoultakerPuff3
{
	frame SEFXA { light GHOST }
	frame SEFXB { light GHOST }
	frame SEFXC { light NAIL_X1 }
	frame SEFXD { light NAIL_X1 }
	frame SEFXE { light NAIL_X2 }
	frame SEFXF { light NAIL_X3 }
}

object SoultakerPuff4
{
	frame SEFXA { light GHOST }
	frame SEFXB { light GHOST }
	frame SEFXC { light NAIL_X1 }
	frame SEFXD { light NAIL_X1 }
	frame SEFXE { light NAIL_X2 }
	frame SEFXF { light NAIL_X3 }
}

object SoultakerPuff5
{
	frame SEFXA { light GHOST }
	frame SEFXB { light GHOST }
	frame SEFXC { light NAIL_X1 }
	frame SEFXD { light NAIL_X1 }
	frame SEFXE { light NAIL_X2 }
	frame SEFXF { light NAIL_X3 }
}

object SoulburnFX1
{
	frame BEAMA { light BLOODBALL    }
	frame BEAMB { light BLOODBALL    }
	frame BEAMC { light BLOODBALL_X1 }
	frame BEAMD { light BLOODBALL_X2 }
	frame BEAME { light BLOODBALL_X3 }
	frame WRAIE { light GHOST }
	frame WRAIF { light GHOST }
	frame WRAIG { light NAIL_X1 }
	frame WRAIH { light NAIL_X1 }
	frame WRAII { light NAIL_X2 }
	frame WRAIJ { light NAIL_X3 }
}

object SoulburnFX2
{
	frame BEAMA { light BLOODBALL    }
	frame BEAMB { light BLOODBALL    }
	frame BEAMC { light BLOODBALL_X1 }
	frame BEAMD { light BLOODBALL_X2 }
	frame BEAME { light BLOODBALL_X3 }
	frame WRAIE { light GHOST }
	frame WRAIF { light GHOST }
	frame WRAIG { light NAIL_X1 }
	frame WRAIH { light NAIL_X1 }
	frame WRAII { light NAIL_X2 }
	frame WRAIJ { light NAIL_X3 }
}

object HolyMissile2
{
    frame SPIRP { light GHOST }
}

object HolySpirit2
{
	frame SPIRA { light GHOST }
	frame SPIRB { light GHOST }
	frame SPIRD { light NAIL_X1 }
	frame SPIRE { light NAIL_X2 }
	frame SPIRF { light NAIL_X3 }
	frame SPIRG { light NAIL_X3 }
	frame SPIRH { light NAIL_X3 }
	frame SPIRI { light NAIL_X3 }
}

object HolyPuff2
{
	frame SPIRK { light NAIL_X1 }
	frame SPIRL { light NAIL_X2 }
	frame SPIRM { light NAIL_X3 }
	frame SPIRN { light NAIL_X3 }
	frame SPIRO { light NAIL_X3 }
}

object HolyMissilePuff2
{
	frame SPIRQ { light NAIL_X2 }
	frame SPIRR { light NAIL_X3 }
	frame SPIRS { light NAIL_X3 }
	frame SPIRT { light NAIL_X3 }
	frame SPIRU { light NAIL_X3 }
}

// Soul Ball
pointlight SOULBALL
{
	color 1.0 1.0 1.0
	size 96
	attenuate 1
}

// Soul Ball explosion
flickerlight SOULBALL_X1
{
	color 0.75 0.75 0.75
	size 120
	secondarySize 132
	chance 0.25
	attenuate 1
}

flickerlight SOULBALL_X2
{
	color 0.5 0.5 0.5
	size 144
	secondarySize 156
	chance 0.25
	attenuate 1
}

flickerlight SOULBALL_X3
{
	color 0.3 0.3 0.3
	size 168
	secondarySize 180
	chance 0.25
	attenuate 1
}

object SoulBall
{
	frame REAXJ { light SOULBALL }
	frame REAXK { light SOULBALL }
	frame REAXA { light SOULBALL }
	frame REAXB { light SOULBALL }
	frame REAXC { light SOULBALL_X1 }
	frame REAXD { light SOULBALL_X1 }
	frame REAXE { light SOULBALL_X2 }
	frame REAXF { light SOULBALL_X2 }
	frame REAXG { light SOULBALL_X2 }
	frame REAXH { light SOULBALL_X3 }
	frame REAXI { light SOULBALL_X3 }
}

object ReaperShot
{
	frame REAX { light GHOST }
	frame SPIRK { light NAIL_X1 }
	frame SPIRL { light NAIL_X2 }
	frame SPIRM { light NAIL_X3 }
	frame SPIRN { light NAIL_X3 }
	frame SPIRO { light NAIL_X3 }
}

// Items
pulselight LARGEWHITEITEM
{
	color 0.6 0.6 0.6
	size 60
	secondarySize 63
	interval 2.0
	offset 0 16 0
	attenuate 1
}

pulselight WHITEITEM
{
	color 0.6 0.6 0.6
	size 24
	secondarySize 27
	interval 2.0
	offset 0 16 0
	attenuate 1
}

pulselight LARGEGREENITEM
{
	color 0.0 0.6 0.0
	size 60
	secondarySize 63
	interval 2.0
	attenuate 1
	offset 0 16 0
}

pulselight GREENITEM
{
	color 0.0 0.6 0.0
	size 24
	secondarySize 27
	interval 2.0
	attenuate 1
	offset 0 10 0
}

pulselight LARGEYELLOWITEM
{
	color 0.6 0.6 0.0
	size 60
	secondarySize 63
	interval 2.0
	attenuate 1
	offset 0 16 0
}

pulselight LARGEREDITEM
{
	color 0.6 0.0 0.0
	size 60
	secondarySize 63
	interval 2.0
	attenuate 1
	offset 0 16 0
}

object LargeHealthBonus
{
	frame BON3 { light GREENITEM }
}

object Rejuvenator
{
	frame RJUV { light LARGEGREENITEM }
}

object SpiritArmor
{
	frame ARMR { light LARGEWHITEITEM }
}

object HellForgedBracers
{
	frame ARMR { light LARGEWHITEITEM }
}

object HellforgedGreaves
{
	frame ARMR { light LARGEWHITEITEM }
}

object HellforgedShield
{
	frame ARMR { light LARGEWHITEITEM }
}

object HellforgedArmor
{
	frame ARMR { light LARGEWHITEITEM }
}

object HellforgedHelm
{
	frame ARMR { light LARGEWHITEITEM }
}

object HellforgedFaulds
{
	frame ARMR { light LARGEWHITEITEM }
}

object DoomSphere
{
	frame DOOM { light REDKEY }
}

object HellforgedFaulds
{
	frame ARMR { light LARGEWHITEITEM }
}

object SpectralSphere
{
	frame SPEC { light LARGEWHITEITEM }
}

object DestroyerSphere
{
	frame RAGE { light YELLOWKEY }
}

object JuggernautSphere
{
	frame JUGG { light YELLOWKEY }
}

object VisionSphere
{
	frame VISN { light LARGEREDITEM }
}

object RegeneratorSphere
{
	frame REGN { light LARGEREDITEM }
}

object AnnihilatorSphere
{
	frame ANNH { light LARGEWHITEITEM }
}

object ChronoSphere
{
	frame TIME { light LARGEWHITEITEM }
}

object AmmoFire
{
	frame AMM1 { light YELLOWKEY }
}

object LargeAmmoFire
{
	frame AMM1 { light YELLOWKEY }
}

object AmmoBlood
{
	frame AMM2 { light REDKEY }
}

object LargeAmmoBlood
{
	frame AMM2 { light REDKEY }
}

object AmmoNail
{
	frame AMM4 { light WHITEITEM }
}

object LargeAmmoNail
{
	frame AMM4 { light WHITEITEM }
}

object AmmoSoul
{
	frame AMM3 { light WHITEITEM }
}

object LargeAmmoSoul
{
	frame AMM3 { light WHITEITEM }
}

object GreenSkull
{
	frame GSKU { light GREENITEM }
}

object WhiteSkull
{
	frame WSKU { light WHITEITEM }
}

object BlackSkull
{
	frame BSKU { light WHITEITEM }
}

object HFMegaSphere
{
	frame MEGA { light MEGASPHERE }
}

object HFSoulSphere
{
	frame SOUL { light SOULSPHERE }
}

object HFGodmodeSphere
{
	frame PINV { light INVULN }
}

object HFBlurSphere
{
	frame PINS { light BLURSPHERE1 }

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

object HFArmorBonus
{
	frame BON2 { light ARMORBONUS }
}

object HFHealthBonus
{
	frame BON1 { light ARMORBONUS }
}

object HFYellowSkull
{
	frame YSKU { light YELLOWKEY }
}

object HFBlueSkull
{
	frame BSKU { light HEALTHPOTION }
}

object HFRedSkull
{
	frame RSKU { light REDKEY }
}

object TemplarSword
{
	frame WTSW { light LARGEWHITEITEM }
}

object VorpalBlade1
{
	frame WVRP { light LARGEWHITEITEM }
}

object Immolator
{
	frame WIMM { light LARGEWHITEITEM }
}

object WheelOfPain
{
	frame WWOP { light LARGEWHITEITEM }
}

object Nailgun
{
	frame WNAI { light LARGEWHITEITEM }
}

object Hellbolt
{
	frame WHEL { light LARGEWHITEITEM }
}

object Mauler
{
	frame WMAU { light LARGEWHITEITEM }
}

object Basilisk
{
	frame WBAS { light LARGEWHITEITEM }
}

object Soultaker
{
	frame WTAK { light LARGEWHITEITEM }
}