freedoom/lumps/gldefs.lmp
2025-02-09 19:26:24 -03:00

1265 lines
18 KiB
Text

// ------------------------------------------------------
// ------------------ 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 }
}