// ------------------------------------------------------ // ------------------ DOOM GAME LIGHTS ------------------ // ------------------------------------------------------ // ------------------ // -- Doom Weapons -- // ------------------ // 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 } } // Rocket pointlight ROCKET { color 1.0 1.0 0.0 size 56 attenuate 1 } flickerlight ROCKET_X1 { color 1.0 1.0 0.5 size 96 secondarySize 108 chance 0.3 attenuate 1 } flickerlight ROCKET_X2 { color 0.5 0.5 0.2 size 120 secondarySize 132 chance 0.3 attenuate 1 } flickerlight ROCKET_X3 { color 0.3 0.3 0.1 size 144 secondarySize 156 chance 0.3 attenuate 1 } object Rocket { frame MISLA { light ROCKET } frame MISLB { light ROCKET_X1 } frame MISLC { light ROCKET_X2 } frame MISLD { light ROCKET_X3 } } // Plasma pointlight PLASMABALL { color 0.5 0.5 1.0 size 84 attenuate 1 } flickerlight PLASMA_X1 { color 0.5 0.5 1.0 size 96 secondarySize 108 chance 0.4 attenuate 1 } flickerlight PLASMA_X2 { color 0.4 0.4 0.8 size 120 secondarySize 132 chance 0.4 attenuate 1 } flickerlight PLASMA_X3 { color 0.25 0.25 0.5 size 96 secondarySize 108 chance 0.4 attenuate 1 } flickerlight PLASMA_X4 { color 0.1 0.1 0.2 size 12 secondarySize 24 chance 0.4 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 } } // Beta Plasma 1 pointlight PLASMABALL1 { color 0.1 1.0 0.0 size 84 attenuate 1 } flickerlight PLASMA1_X1 { color 0.2 1.0 0.2 size 96 secondarySize 108 chance 0.4 attenuate 1 } flickerlight PLASMA1_X2 { color 0.2 0.8 0.2 size 120 secondarySize 132 chance 0.4 attenuate 1 } flickerlight PLASMA1_X3 { color 0.1 0.5 0.1 size 96 secondarySize 108 chance 0.4 attenuate 1 } flickerlight PLASMA1_X4 { color 0.0 0.2 0.0 size 12 secondarySize 24 chance 0.4 attenuate 1 } 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 84 attenuate 1 } flickerlight PLASMA1_X1 { color 0.9 0.2 0.2 size 96 secondarySize 108 chance 0.4 attenuate 1 } flickerlight PLASMA1_X2 { color 0.6 0.2 0.2 size 120 secondarySize 132 chance 0.4 attenuate 1 } flickerlight PLASMA1_X3 { color 0.2 0.0 0.0 size 12 secondarySize 24 chance 0.4 attenuate 1 } 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 0.5 0.5 1.0 size 120 attenuate 1 } flickerlight BFGBALL_X1 { color 0.5 0.5 1.0 size 120 secondarySize 132 chance 0.3 attenuate 1 } flickerlight BFGBALL_X2 { color 0.6 0.6 1.0 size 156 secondarySize 168 chance 0.3 attenuate 1 } flickerlight BFGBALL_X3 { color 0.7 0.7 1.0 size 180 secondarySize 192 chance 0.3 attenuate 1 } flickerlight BFGBALL_X4 { color 0.4 0.4 0.7 size 84 secondarySize 96 chance 0.3 attenuate 1 } flickerlight BFGBALL_X5 { color 0.1 0.1 0.3 size 72 secondarySize 84 chance 0.3 attenuate 1 } object BFGBall { frame BFS1A { light BFGBALL } frame BFS1B { light BFGBALL } 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 } } // ---------------------- // -- Doom Decorations -- // ---------------------- // Barrel pulselight BARREL { color 0.0 0.3 0.0 size 20 secondarySize 21 interval 0.5 offset 0 36 0 dontlightself 1 attenuate 1 } object ExplosiveBarrel { frame BAR1 { light BARREL } frame BEXPC { light ROCKET_X1 } frame BEXPD { light ROCKET_X2 } frame BEXPE { light ROCKET_X3 } } // Floor lamp pointlight LAMP { color 1.0 1.0 0.6 size 84 offset 0 44 0 attenuate 1 } object Column { frame COLU { light LAMP } } // Short tech lamp pulselight SMALLLAMP { color 1.0 1.0 0.7 size 84 secondarySize 87 interval 0.4 offset 0 44 0 attenuate 1 } object TechLamp2 { frame TLP2 { light SMALLLAMP } } // Tall tech lamp pointlight BIGLAMP1 { color 1.0 0.9 0.4 size 100 offset 0 72 0 attenuate 1 } pointlight BIGLAMP2 { color 0.97 0.87 0.37 size 99 offset 0 72 0 attenuate 1 } pointlight BIGLAMP3 { color 0.94 0.84 0.34 size 98 offset 0 72 0 attenuate 1 } object TechLamp { frame TLMPA { light BIGLAMP1 } frame TLMPB { light BIGLAMP2 } frame TLMPC { light BIGLAMP3 } frame TLMPD { light BIGLAMP2 } } // Tall red torch flickerlight2 BIGREDTORCH { color 1.0 0.9 0.2 size 90 secondarySize 99 interval 0.1 offset 0 60 0 attenuate 1 } object RedTorch { frame TRED { light BIGREDTORCH } } // Tall green torch flickerlight2 BIGGREENTORCH { color 0.3 1.0 0.3 size 90 secondarySize 99 interval 0.1 offset 0 60 0 attenuate 1 } object GreenTorch { frame TGRN { light BIGGREENTORCH } } // Tall blue torch flickerlight2 BIGBLUETORCH { color 0.3 0.3 1.0 size 90 secondarySize 99 interval 0.1 offset 0 50 0 attenuate 1 } object BlueTorch { frame TBLU { light BIGBLUETORCH } } // Small red torch flickerlight2 SMALLREDTORCH { color 1.0 0.5 0.2 size 72 secondarySize 81 interval 0.1 offset 0 35 0 attenuate 1 } object ShortRedTorch { frame SMRT { light SMALLREDTORCH } } // Small green torch flickerlight2 SMALLGREENTORCH { color 0.3 1.0 0.3 size 72 secondarySize 81 interval 0.1 offset 0 35 0 attenuate 1 } object ShortGreenTorch { frame SMGT { light SMALLGREENTORCH } } // Small blue torch flickerlight2 SMALLBLUETORCH { color 0.3 0.3 1.0 size 72 secondarySize 81 interval 0.1 offset 0 35 0 attenuate 1 } object ShortBlueTorch { frame SMBT { light SMALLBLUETORCH } } // Burning barrel flickerlight2 FIREBARREL { color 1.0 0.9 0.4 size 72 secondarySize 81 interval 0.1 offset 0 32 0 attenuate 1 } object BurningBarrel { frame FCAN { light FIREBARREL } } // Skulls w/candles flickerlight2 SKULLCANDLES { color 1.0 1.0 0.3 size 48 secondarySize 51 interval 0.1 offset 0 24 0 attenuate 1 } object HeadCandles { frame POL3 { light SKULLCANDLES } } // Candle pointlight CANDLE { color 1.0 1.0 0.3 size 24 offset 0 16 0 attenuate 1 } object Candlestick { frame CAND { light CANDLE } } // Floating Skull Rock pulselight SKULLROCK { color 0.5 0.4 0.1 offset 0 5 0 size 60 secondarysize 40 interval 0.6 attenuate 1 } object FloatingSkull { frame FSKU { light SKULLROCK } } // ---------------- // -- Doom Items -- // ---------------- // Soul Sphere pulselight SOULSPHERE { color 1.0 1.0 0.3 size 60 secondarySize 63 interval 2.0 offset 0 16 0 attenuate 1 } object SoulSphere { frame SOUL { light SOULSPHERE } } // Soul Sphere pulselight MEGASPHERE { color 1.0 0.8 0.4 size 60 secondarySize 63 interval 2.0 offset 0 16 0 attenuate 1 } object MegaSphere { frame MEGA { light MEGASPHERE } } // Invulnerability Sphere pulselight INVULN { color 0.6 1.0 0.6 size 60 secondarySize 63 interval 2.0 offset 0 16 0 attenuate 1 } object InvulnerabilitySphere { frame PINV { light INVULN } } // Blur Sphere pulselight BLURSPHERE1 { color 0.6 0.6 0.6 size 40 secondarysize 35 offset 0 16 0 subtractive 1 attenuate 1 interval 0.3 } object BlurSphere { frame PINS { light BLURSPHERE1 } } // Armour Shield pulselight ARMORBONUS { color 0.3 0.1 0.1 size 16 secondarySize 20 interval 1.0 attenuate 1 offset 0 10 0 } object ArmorBonus { frame BON2 { light ARMORBONUS } } // Blue Keys pulselight BLUEKEY { color 0.2 0.2 0.8 size 15 secondarySize 27 interval 2.0 attenuate 1 offset 0 10 0 } object BlueCard { frame BKEY { light BLUEKEY } } object BlueSkull { frame BSKU { light BLUEKEY } } // Yellow Keys pulselight YELLOWKEY { color 0.6 0.6 0.0 size 15 secondarySize 27 interval 2.0 attenuate 1 offset 0 10 0 } object YellowCard { frame YKEY { light YELLOWKEY } } object YellowSkull { frame YSKU { light YELLOWKEY } } // Red Keys pulselight REDKEY { color 0.6 0.0 0.0 size 24 secondarySize 27 interval 2.0 attenuate 1 offset 0 10 0 } object RedCard { frame RKEY { light REDKEY } } object RedSkull { frame RSKU { light REDKEY } } // Both armor pickups have a big red blinking light in the middle pointlight GREENARMOR2 { color 0.1 0.2 0.0 size 40 attenuate 1 offset 0 10 0 } pointlight REDARMOR { color 0.2 0.0 0.0 size 40 attenuate 1 offset 0 10 0 } pointlight ARMORLITE { color 0.4 0.0 0.0 size 10 attenuate 1 offset 0 20 0 } object GreenArmor { frame ARM1 { light GREENARMOR2 } frame ARM1B { light ARMORLITE } } object BlueArmor { frame ARM2 { light REDARMOR } frame ARM2B { light ARMORLITE } } // ------------------ // -- Doom Enemies -- // ------------------ // Zombies flickerlight2 ZOMBIEATK { color 1.0 0.8 0.2 size 72 secondarySize 84 interval 1 offset 0 40 0 attenuate 1 } object ZombieMan { frame POSSF { light ZOMBIEATK } } object ShotgunGuy { frame SPOSF { light ZOMBIEATK } } object ChaingunGuy { frame CPOSE { light ZOMBIEATK } frame CPOSF { light ZOMBIEATK } } object DoomPlayer { frame PLAYF { light ZOMBIEATK } } // Doom Imp Fireball pointlight IMPBALL { color 0.8 0.7 0.4 size 96 attenuate 1 } // Doom imp fireball explosion flickerlight IMPBALL_X1 { color 0.9 0.7 0.25 size 120 secondarySize 132 chance 0.25 attenuate 1 } flickerlight IMPBALL_X2 { color 0.5 0.4 0.1 size 144 secondarySize 156 chance 0.25 attenuate 1 } flickerlight IMPBALL_X3 { color 0.3 0.2 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 } } pointlight SPECTRE { color 0.5 0.5 0.5 size 72 offset 0 24 0 subtractive 1 attenuate 1 } /* object Spectre { frame SARG { light SPECTRE } } */ // Cacodemon fireball flickerlight CACOBALL { color 1.0 0.5 0.8 size 84 secondarySize 96 chance 0.5 attenuate 1 } flickerlight CACOBALL_X1 { color 0.7 0.4 0.9 size 108 secondarySize 120 chance 0.25 attenuate 1 } flickerlight CACOBALL_X2 { color 0.5 0.3 0.6 size 132 secondarySize 144 chance 0.25 attenuate 1 } flickerlight CACOBALL_X3 { color 0.1 0.1 0.3 size 156 secondarySize 168 chance 0.25 attenuate 1 } 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 } } // Baron / Hell Knight fireball pointlight BARONBALL { color 0.0 1.0 0.0 size 96 attenuate 1 } flickerlight BARONBALL_X1 { color 0.6 0.9 0.6 size 120 secondarySize 132 chance 0.25 attenuate 1 } flickerlight BARONBALL_X2 { color 0.45 0.6 0.45 size 144 secondarySize 156 chance 0.25 attenuate 1 } flickerlight BARONBALL_X3 { color 0.2 0.3 0.2 size 168 secondarySize 180 chance 0.25 attenuate 1 } 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 } } // Lost Soul pulselight LOSTSOUL { color 0.4 0.4 0.2 size 64 secondarysize 44 interval 0.9 attenuate 1 } flickerlight HATCHLING_ATK { color 0.8 0.8 0.5 size 84 secondarysize 64 chance 0.3 attenuate 1 } flickerlight LOSTSOUL_X1 { color 0.8 0.5 0.3 size 108 secondarySize 120 chance 0.25 attenuate 1 } flickerlight LOSTSOUL_X2 { color 0.6 0.3 0.2 size 132 secondarySize 144 chance 0.25 attenuate 1 } flickerlight LOSTSOUL_X3 { color 0.4 0.1 0.0 size 156 secondarySize 168 chance 0.25 attenuate 1 } flickerlight LOSTSOUL_X4 { color 0.2 0.0 0.0 size 168 secondarySize 180 chance 0.25 attenuate 1 } object LostSoul { frame SKULA { light LOSTSOUL } frame SKULB { light LOSTSOUL } frame SKULC { light HATCHLING_ATK } frame SKULD { light HATCHLING_ATK } 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 pointlight MANCBALL { color 0.8 0.4 0.4 size 64 } object FatShot { frame MANFA { light MANCBALL } frame MANFB { light MANCBALL } frame MISLB { light ROCKET_X1 } frame MISLC { light ROCKET_X2 } frame MISLD { light ROCKET_X3 } } // Arachnotron Fireball pointlight ARACHPLAS { color 0.4 1.0 0.4 size 84 attenuate 1 } flickerlight ARACHPLAS_X1 { color 0.3 0.8 0.3 size 108 secondarySize 120 chance 0.3 attenuate 1 } flickerlight ARACHPLAS_X2 { color 0.3 0.6 0.3 size 132 secondarySize 144 chance 0.3 attenuate 1 } flickerlight ARACHPLAS_X3 { color 0.2 0.4 0.2 size 72 secondarySize 48 chance 0.3 attenuate 1 } flickerlight ARACHPLAS_X4 { color 0.1 0.2 0.1 size 36 secondarySize 24 chance 0.3 attenuate 1 } 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 } } // Revenant tracer pointlight TRACER { color 1.0 0.5 0.3 size 72 attenuate 1 } flickerlight TRACER_X1 { color 1.0 0.7 0.2 size 96 secondarySize 108 chance 0.25 attenuate 1 } flickerlight TRACER_X2 { color 0.6 0.4 0.1 size 120 secondarySize 132 chance 0.25 attenuate 1 } flickerlight TRACER_X3 { color 0.3 0.2 0.0 size 144 secondarySize 156 chance 0.25 attenuate 1 } object RevenantTracer { 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 Fire flickerlight ARCHFIRE1 { color 1.0 1.0 0.5 size 36 secondarySize 48 chance 0.3 offset 0 8 0 attenuate 1 } flickerlight ARCHFIRE2 { color 1.0 1.0 0.5 size 60 secondarySize 72 chance 0.3 offset 0 24 0 attenuate 1 } flickerlight ARCHFIRE3 { color 1.0 1.0 0.5 size 96 secondarySize 108 chance 0.3 offset 0 32 0 attenuate 1 } flickerlight ARCHFIRE4 { color 0.8 0.8 0.4 size 96 secondarySize 108 chance 0.3 offset 0 40 0 attenuate 1 } flickerlight ARCHFIRE5 { color 0.8 0.8 0.4 size 96 secondarySize 108 chance 0.3 offset 0 48 0 attenuate 1 } flickerlight ARCHFIRE6 { color 0.6 0.6 0.3 size 72 secondarySize 84 chance 0.3 offset 0 64 0 attenuate 1 } flickerlight ARCHFIRE7 { color 0.4 0.4 0.2 size 48 secondarySize 60 chance 0.3 offset 0 72 0 attenuate 1 } flickerlight ARCHFIRE8 { color 0.2 0.2 0.1 size 24 secondarySize 36 chance 0.3 offset 0 80 0 attenuate 1 } 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 } } // ------------------ // -- Doom Effects -- // ------------------ // Doom Teleport fog flickerlight DTFOG1 { color 0.4 1.0 0.4 size 84 secondarySize 96 chance 0.4 attenuate 1 } flickerlight DTFOG2 { color 0.4 1.0 0.4 size 60 secondarySize 72 chance 0.4 attenuate 1 } flickerlight DTFOG3 { color 0.4 1.0 0.4 size 36 secondarySize 48 chance 0.4 attenuate 1 } flickerlight DTFOG4 { color 0.4 1.0 0.4 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 } }