// Bullet puff
flickerlight BPUFF1
{
    color 0.5 0.5 0.0
    size 9
    secondarySize 12
    chance 0.8
	attenuate 1
}

flickerlight BPUFF2
{
    color 0.5 0.5 0.0
    size 4
    secondarySize 6
    chance 0.8
	attenuate 1
}

object BulletPuff
{
    frame PUFFA { light BPUFF1 }
    frame PUFFB { light BPUFF2 }
}


// Doom Teleport fog
flickerlight DTFOG1
{
    color 0.2 0.2 1.0
    size 84
    secondarySize 96
    chance 0.4
	attenuate 1
}

flickerlight DTFOG2
{
    color 0.2 0.2 1.0
    size 60
    secondarySize 72
    chance 0.4
	attenuate 1
}

flickerlight DTFOG3
{
    color 0.2 0.2 1.0
    size 36
    secondarySize 48
    chance 0.4
	attenuate 1
}

flickerlight DTFOG4
{
    color 0.2 0.2 1.0
    size 15
    secondarySize 24
    chance 0.4
	attenuate 1
}

object TeleportFog
{
    frame TFOGA { light DTFOG1 }
    frame TFOGB { light DTFOG2 }
    frame TFOGC { light DTFOG2 }
    frame TFOGD { light DTFOG2 }
    frame TFOGE { light DTFOG3 }
    frame TFOGF { light DTFOG4 }
    frame TFOGI { light DTFOG4 }
    frame TFOGJ { light DTFOG3 }
}



// Zombies
flickerlight2 ZOMBIEATK
{
    color 1.0 0.8 0.2
    size 72
    secondarySize 84
    interval 1
    offset 0 40 0
	attenuate 1
}

// Zombies
flickerlight2 ANDYATTACK
{
    color 0.4 0.8 0.4
    size 72
    secondarySize 84
    interval 1
    offset 0 40 0
	attenuate 1
}

// Thug ---------------------------------------------------------------------

object HacxThug
{
    frame POSSF { light ZOMBIEATK }
}

// Android ------------------------------------------------------------------
object HacxAndroid
{
    frame SPOSF { light ANDYATTACK }
}

// Player ------------------------------------------------------------------
object HacxPlayer
{
    frame PLAYF { light ZOMBIEATK }
}

// Reznator -----------------------------------------------------------------

flickerlight REZ_1
{
    color 0.4 0.4 0.8
    size 64
    secondarySize 66
    chance 0.4
	attenuate 1
}

flickerlight REZ_2
{
    color 0.4 0.4 0.8
    size 80
    secondarySize 83
    chance 0.4
	attenuate 1
}

flickerlight REZ_3
{
    color 0.3 0.3 0.6
    size 80
    secondarySize 83
    chance 0.4
	attenuate 1
}

flickerlight REZ_4
{
    color 0.2 0.2 0.4
    size 80
    secondarySize 83
    chance 0.4
	attenuate 1
}

object ReznatorPuff
{
    frame RZAPA { light REZ_1 }
    frame RZAPC { light REZ_2 }
    frame RZAPE { light REZ_2 }
    frame RZAPG { light REZ_3 }
    frame RZAPH { light REZ_4 }
}

// Tazer --------------------------------------------------------------------

flickerlight TAZ_1
{
    color 0.4 0.8 0.4
    size 32
    secondarySize 33
    chance 0.4
	attenuate 1
}

flickerlight TAZ_2
{
    color 0.4 0.8 0.4
    size 40
    secondarySize 42
    chance 0.4
	attenuate 1
}

flickerlight TAZ_3
{
    color 0.3 0.6 0.3
    size 40
    secondarySize 42
    chance 0.4
	attenuate 1
}

flickerlight TAZ_4
{
    color 0.2 0.4 0.2
    size 40
    secondarySize 42
    chance 0.4
	attenuate 1
}

object TazerPuff
{
    frame TPUFA { light TAZ_1 }
    frame TPUFB { light TAZ_2 }
    frame TPUFC { light TAZ_2 }
    frame TPUFD { light TAZ_3 }
    frame TPUFE { light TAZ_4 }
}

// Cryogun ------------------------------------------------------------------

object CryoPuff
{
    frame CPUFA { light REZ_1 }
    frame CPUFB { light REZ_1 }
    frame CPUFC { light REZ_2 }
    frame CPUFD { light REZ_3 }
    frame CPUFE { light REZ_4 }
}

// Photon 'Zooka ------------------------------------------------------------

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

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

flickerlight ROCKET_X3
{
    color 0.1 0.25 0.1
    size 144
    secondarySize 156
    chance 0.3
	attenuate 1
}

object HacxPhoton
{
    frame BEXPA { light ROCKET_X2 }
    frame BEXPB { light ROCKET_X2 }
    frame BEXPC { light ROCKET_X1 }
    frame BEXPD { light ROCKET_X2 }
    frame BEXPE { light ROCKET_X3 }
}

// Anti-Gun -----------------------------------------------------------------

pointlight PLASMABALL
{
    color 1.0 0.5 0.5
    size 84
	attenuate 1
}

flickerlight PLASMA_X1
{
    color 1.0 0.5 0.5
    size 96
    secondarySize 108
    chance 0.4
	attenuate 1
}

flickerlight PLASMA_X2
{
    color 0.8 0.4 0.4
    size 120
    secondarySize 132
    chance 0.4
	attenuate 1
}

flickerlight PLASMA_X3
{
    color 0.5 0.25 0.25
    size 96
    secondarySize 108
    chance 0.4
	attenuate 1
}

flickerlight PLASMA_X4
{
    color 0.2 0.1 0.1
    size 12
    secondarySize 24
    chance 0.4
	attenuate 1
}

object HacxMolecule
{
    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 }
}


// Nuker --------------------------------------------------------------------

flickerlight BFGBALL_X1
{
    color 1.0 0.8 0.4
    size 120
    secondarySize 132
    chance 0.3
	attenuate 1
}

flickerlight BFGBALL_X2
{
    color 0.8 0.64 0.32
    size 156
    secondarySize 168
    chance 0.3
	attenuate 1
}

flickerlight BFGBALL_X3
{
    color 0.7 0.56 0.28
    size 180
    secondarySize 192
    chance 0.3
	attenuate 1
}

flickerlight BFGBALL_X4
{
    color 0.5 0.4 0.2
    size 84
    secondarySize 96
    chance 0.3
	attenuate 1
	attenuate 1
}

flickerlight BFGBALL_X5
{
    color 0.3 0.2 0.1
    size 72
    secondarySize 84
    chance 0.3
	attenuate 1
}

object HacxNukeShot
{
    frame BFE1A { light BFGBALL_X1 }
    frame BFE1B { light BFGBALL_X2 }
    frame BFE1C { light BFGBALL_X3 }
    frame BFE1D { light BFGBALL_X1 }
    frame BFE1E { light BFGBALL_X4 }
    frame BFE1F { light BFGBALL_X5 }
}


object BFGExtra
{
    frame BFE2A { light BFGBALL    }
    frame BFE2B { light BFGBALL_X1 }
    frame BFE2C { light BFGBALL_X4 }
    frame BFE2D { light BFGBALL_X5 }
}

// Phage --------------------------------------------------------------------

pointlight ARACHPLAS
{
    color 0.7 1.0 0.2
    size 84
	attenuate 1
}

flickerlight ARACHPLAS_X1
{
    color 0.56 0.8 0.16
    size 108
    secondarySize 120
    chance 0.3
	attenuate 1
}

flickerlight ARACHPLAS_X2
{
    color 0.6 0.42 0.12
    size 132
    secondarySize 144
    chance 0.3
	attenuate 1
}

flickerlight ARACHPLAS_X3
{
    color 0.4 0.28 0.1
    size 72
    secondarySize 48
    chance 0.3
	attenuate 1
}

flickerlight ARACHPLAS_X4
{
    color 0.2 0.14 0.05
    size 36
    secondarySize 24
    chance 0.3
	attenuate 1
}

object HacxPhageBall
{
    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 }
}


// Buzzer -------------------------------------------------------------------

flickerlight BUZZ_X1
{
    color 0.6 0.6 0.2
    size 64
    secondarySize 70
    chance 0.3
	attenuate 1
    offset 0 48 0
}

flickerlight BUZZ_X2
{
    color 0.8 0.5 0.2
    size 80
    secondarySize 87
    chance 0.3
	attenuate 1
    offset 0 48 0
}

flickerlight BUZZ_X3
{
    color 0.9 0.3 0.2
    size 80
    secondarySize 90
    chance 0.3
	attenuate 1
    offset 0 48 0
}

flickerlight BUZZ_X4
{
    color 0.4 0.2 0.2
    size 64
    secondarySize 70
    chance 0.3
	attenuate 1
    offset 0 48 0
}

object HacxBuzzer
{
    frame SARGJ { light BUZZ_X1 }
    frame SARGK { light BUZZ_X2 }
    frame SARGL { light BUZZ_X3 }
    frame SARGM { light BUZZ_X4 }
}

// Monstruct -------------------------------------------------------------------

pointlight MSHOT
{
    color 0.5 1.0 0.5
    size 84
	attenuate 1
}

object HacxMonstructShot
{
    frame MANF { light MSHOT }
    frame BEXPA { light ROCKET_X2 }
    frame BEXPB { light ROCKET_X2 }
    frame BEXPC { light ROCKET_X1 }
    frame BEXPD { light ROCKET_X2 }
    frame BEXPE { light ROCKET_X3 }
}


// Terminatrix --------------------------------------------------------------

pulselight ARCHRES
{
    color 0.6 0.3 0.3
    size 96
    secondarySize 105
    interval 0.5
    offset 0 36 0
	attenuate 1
}

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

object HacxTerminatrixBall
{
    frame FATBA { light ARACHPLAS }
    frame FATBB { 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 }
}


// Thorn Thing --------------------------------------------------------------

object HacxThornThingBall
{
    frame BAL7A { light PLASMABALL }
    frame BAL7B { light PLASMABALL }

    frame BAL7C { light ARACHPLAS_X1 }
    frame BAL7D { light ARACHPLAS_X2 }
    frame BAL7E { light ARACHPLAS_X3 }
}

// Centrophenoxine ---------------------------------------------------------

pulselight SOULSPHERE
{
    color 1.0 0.7 0.2
    size 60
    secondarySize 63
    interval 2.0
    offset 0 16 0
	attenuate 1
}

object HacxCentrophenoxine
{
    frame SOUL { light SOULSPHERE }
}

// HacxLavaBall ------------------------------------------------------------

flickerlight LAVA_X1
{
    color 1.0 0.7 0.2
    size 60
    secondarySize 63
    offset 0 8 0
	attenuate 1
	chance 0.5
}

flickerlight LAVA_X2
{
    color 1.0 0.7 0.2
    size 60
    secondarySize 63
    offset 0 33 0
	attenuate 1
	chance 0.5
}
flickerlight LAVA_X3
{
    color 1.0 0.7 0.2
    size 60
    secondarySize 63
    offset 0 89 0
	attenuate 1
	chance 0.5
}
flickerlight LAVA_X4
{
    color 1.0 0.7 0.2
    size 60
    secondarySize 63
    offset 0 111 0
	attenuate 1
	chance 0.5
}
flickerlight LAVA_X5
{
    color 1.0 0.7 0.2
    size 60
    secondarySize 63
    offset 0 91 0
	attenuate 1
	chance 0.5
}
flickerlight LAVA_X6
{
    color 1.0 0.7 0.2
    size 60
    secondarySize 63
    offset 0 59 0
	attenuate 1
	chance 0.5
}
flickerlight LAVA_X7
{
    color 1.0 0.7 0.2
    size 60
    secondarySize 63
    offset 0 10 0
	attenuate 1
	chance 0.5
}
flickerlight LAVA_X8
{
    color 0.7 0.42 0.1
    size 60
    secondarySize 63
    offset 0 8 0
	attenuate 1
	chance 0.5
}

object HacxLavaBall
{
    frame COL4A { light LAVA_X1 }
    frame TBLUB { light LAVA_X2 }
    frame TBLUC { light LAVA_X3 }
    frame TBLUD { light LAVA_X4 }
    frame FIREE { light LAVA_X5 }
    frame FIREF { light LAVA_X6 }
    frame FIREG { light LAVA_X7 }
    frame FIREH { light LAVA_X8 }
}

object HacxLavaBall2
{
    frame COL4A { light LAVA_X1 }
    frame TBLUB { light LAVA_X2 }
    frame TBLUC { light LAVA_X3 }
    frame TBLUD { light LAVA_X4 }
    frame FIREE { light LAVA_X5 }
    frame FIREF { light LAVA_X6 }
    frame FIREG { light LAVA_X7 }
    frame FIREH { light LAVA_X8 }
}

// Ceiling Light -----------------------------------------------------------

pointlight LAMP
{
    color 0.7 0.7 0.7
    size 64
    offset 0 8 0
	attenuate 1
}

object HacxCeilingLight
{
    frame TBLUA { light LAMP }
}

// Long Ceiling Lamp ------------------------------------------------------

pointlight LLAMP
{
    color 0.7 0.7 0.7
    size 64
    offset 0 -28 0
	attenuate 1
}

object HacxLongCeilingLamp
{
    frame TREDA { light LLAMP }
}


// Desk Lamp ---------------------------------------------------------------

pointlight DLAMP
{
    color 0.7 0.7 0.7
    size 32
    offset 0 8 0
	attenuate 1
}

object HacxDeskLamp
{
    frame SMBTA { light DLAMP }
}

// Hacx Wall Torch ---------------------------------------------------------

flickerlight TORCH
{
    color 0.8 0.8 0.5
    size 64
    secondarySize 75
    chance 0.4
    offset 0 70 0
	// not attenuated!
}

object HacxWallTorch
{
    frame SMGT { light TORCH }
}

// Floor Lamp --------------------------------------------------------------

pointlight FLAMP
{
    color 0.7 0.7 0.7
    size 32
    offset 0 54 0
	attenuate 1
}

object HacxFloorLamp
{
    frame SMRTA { light FLAMP }
}

// Nitro --------------------------------------------------------------

object ExplosiveBarrel
{
    frame BFE1A { light BFGBALL_X1 }
    frame BFE1B { light BFGBALL_X2 }
    frame BFE1C { light BFGBALL_X3 }
    frame BFE1D { light BFGBALL_X1 }
    frame BFE1E { light BFGBALL_X4 }
    frame BFE1F { light BFGBALL_X5 }
}
