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GLDEFS.DoxsStuff
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GLDEFS.DoxsStuff
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//ARTIFACTS
object InvulnerabilitySphere_
{
frame PINV { light INVULN }
}
object EnergySphere
{
frame MEGA { light MegaSphereLight }
}
object EnergySphereOneUp
{
frame MEGA { light MegaSphereLight }
}
pulselight MegaSphereLight
{
color 1.0 1.0 1.0
size 40
secondarySize 42
interval 2.0
offset 0 16 0
}
object SuperBlurSphere
{
frame PINS { light BlurSphereLight }
}
pulselight BlurSphereLight
{
color 1.0 0.0 0.0
size 40
secondarySize 42
interval 2.0
offset 0 16 0
}
object NightVision
{
frame SVISC { light NightVisionLight }
frame SVISB { light NightVisionLight }
frame SVISA { light NightVisionLight }
}
pulselight NightVisionLight
{
color 1.0 0.0 0.0
size 24
secondarySize 22
interval 2.0
offset 0 16 0
}
object DemonStrengthSigil
{
frame DPRF { light StrengthSigilLight }
}
pulselight StrengthsigilLight
{
color 1.0 0.0 0.0
size 26
secondarySize 28
interval 2.0
offset 0 16 0
}
object DemonBioSigil
{
frame SIG3 { light BioSigilLight }
}
pulselight BiosigilLight
{
color 0.0 1.0 0.0
size 26
secondarySize 28
interval 2.0
offset 0 16 0
}
object DemonQuakeSigil
{
frame SIG2 { light QuakeSigilLight }
}
pulselight QuakesigilLight
{
color 1.0 0.0 1.0
size 26
secondarySize 28
interval 2.0
offset 0 16 0
}
object DemonHasteSigil
{
frame SIG4 { light HasteSigilLight }
}
pulselight hastesigilLight
{
color 1.0 1.0 0.0
size 26
secondarySize 28
interval 2.0
offset 0 16 0
}
object DemonProtectionSigil
{
frame SIG5 { light ProtectionSigilLight }
}
pulselight protectionsigilLight
{
color 0.0 0.0 1.0
size 26
secondarySize 28
interval 2.0
offset 0 16 0
}
pulselight CHronosigilLight
{
color 1.0 0.5 0.0
size 26
secondarySize 28
interval 2.0
offset 0 16 0
}
//MONSTERZ
flickerlight2 ZOMBIEATK
{
color 1.0 0.8 0.2
size 36
secondarySize 48
interval 1
dontlightself 1
offset 0 40 0
}
object RifleZombie
{
frame POSRF { light ZOMBIEATK }
frame ZRO1Z { light ZOMBIEATK }
}
object HelmetRifleZombie
{
frame ZMV1F { light ZOMBIEATK }
frame ZRO2[ { light ZOMBIEATK }
}
object PistolZombie
{
frame PSPOF { light ZOMBIEATK }
}
object PistolZombieHelmet
{
frame 9OS2F { light ZOMBIEATK }
}
object ShotgunGuy1
{
frame SPOSF { light ZOMBIEATK }
frame ZRO1] { light ZOMBIEATK }
}
object ShotgunGuyHelmet
{
frame SP1SF { light ZOMBIEATK }
frame ZRO3[ { light ZOMBIEATK }
}
object SMGGuy
{
frame PSS3F { light ZOMBIEATK }
frame ZRO1] { light ZOMBIEATK }
}
object DualPistolZombie
{
frame DSPOF { light ZOMBIEATK }
frame DSPOH { light ZOMBIEATK }
}
object DualPistolZombieHelmet
{
frame DPZHF { light ZOMBIEATK }
frame DPZHH { light ZOMBIEATK }
}
object ImpFireBallWeak
{
frame BLHD { light IMPBALLsmol }
frame FRFXA { light IMPBALLsmol }
frame FRFXB { light IMPBALLsmol }
frame FRFXC { light IMPBALLsmol }
frame FRFXD { light IMPBALLsmol }
frame FRFXE { light IMPBALL_X1 }
frame FRFXF { light IMPBALL_X1 }
frame FRFXG { light IMPBALL_X1 }
frame FRFXH { light IMPBALL_X2 }
frame FRFXI { light IMPBALL_X2 }
}
pointlight IMPBALLsmol
{
color 1.0 0.5 0.0
size 32
}
//ITEMZ
pulselight ArmorBonusGlow
{
color 0.3 1.0 0.0
size 12
secondarySize 14
interval 0.1
offset 0 5 0
dontlightself 1
}
object ArmorShard
{
frame BON2B { light ArmorBonusGlow }
frame BON2C { light ArmorBonusGlow }
frame BON2D { light ArmorBonusGlow }
frame BON2J { light ArmorBonusGlow }
frame BON2K { light ArmorBonusGlow }
frame BON2L { light ArmorBonusGlow }
frame BON2N { light ArmorBonusGlow }
frame BON2O { light ArmorBonusGlow }
frame BON2P { light ArmorBonusGlow }
}
pulselight FatalityArmorBonusGlow
{
color 1.0 0.0 0.0
size 12
secondarySize 14
interval 0.1
offset 0 5 0
dontlightself 1
}
object ArmorShardFatalityBonus
{
frame BON2F { light FatalityArmorBonusGlow }
frame BON2G { light FatalityArmorBonusGlow }
frame BON2H { light FatalityArmorBonusGlow }
}
object ArmorShardFatalityBonus2
{
frame BON2F { light FatalityArmorBonusGlow }
frame BON2G { light FatalityArmorBonusGlow }
frame BON2H { light FatalityArmorBonusGlow }
}
object Helmet1Armor
{
frame BON2B { light ArmorBonusGlow }
frame BON2C { light ArmorBonusGlow }
frame BON2D { light ArmorBonusGlow }
}
object Helmet1ArmorB
{
frame BON2N { light ArmorBonusGlow }
frame BON2O { light ArmorBonusGlow }
frame BON2P { light ArmorBonusGlow }
}
//Frozen railgun stuff
pointlight IceShards
{
color 0.8 0.9 1.0
size 18
offset 0 16 0
}
object IceShardsSpawner
{
frame ISHT { light IceShards }
}
object IceShardsCeiling
{
frame ISHC { light IceShards }
}
pointlight PLASMABALLSMALLer
{
color 0.6 0.6 1.0
size 46
}
//GUN PROJECTILES
object Plasma_Ball
{
frame PLSS { light PLASMABALLSMALLer }
frame PBAL { light PLASMABALLSMALLer }
}
object PlasmaBall75
{
frame PLSS { light PLASMABALLSMALLer }
frame PBAL { light PLASMABALLSMALLer }
}
object PlasmaBall99
{
frame PLSS { light PLASMABALLSMALLer }
frame PBAL { light PLASMABALLSMALLer }
}
//
flickerlight BFG10kLight
{
color 0.1 1.0 0.0
size 50
secondarySize 60
chance 0.99
}
flickerlight BFG10kRedLight
{
color 1.0 0.3 0.3
size 50
secondarySize 60
chance 0.99
}
flickerlight BFGEXPLOsmaller
{
color 0.1 1.0 0.0
size 60
secondarySize 80
chance 0.99
}
flickerlight BFGEXPLOred
{
color 1.0 0.6 0.6
size 140
secondarySize 180
chance 0.99
}
object BFGBallWithTracers
{
frame BFS1A { light BFGBALL }
frame BFS1B { light BFGBALL }
frame BFE1A { light BFGEXPLO }
frame BFE1B { light BFGEXPLO }
frame BFE1C { light BFGEXPLO }
frame BFE1D { light BFGEXPLO }
frame BFE1E { light BFGEXPLO }
}
object BFG10K_Ball
{
frame BFS1A { light BFG10kLight }
frame BFS1B { light BFG10kLight }
frame BFE1A { light BFGEXPLO }
frame BFE1B { light BFGEXPLO }
frame BFE1C { light BFGEXPLO }
frame BFE1D { light BFGEXPLO }
frame BFE1E { light BFGEXPLO }
}
/*
object AlphaBFGBAll
{
frame BFS1A { light BFG10kLight }
frame BFS1B { light BFG10kLight }
frame BFGBA { light BFGEXPLO }
frame BFGBB { light BFGEXPLO }
frame BFGBC { light BFGEXPLO }
frame BFGBD { light BFGEXPLO }
frame BFGBE { light BFGEXPLO }
}
object AlphaBFGBAll_RED
{
frame BFS1C { light BFG10kRedLight }
frame BFS1D { light BFG10kRedLight }
frame BFGBA { light BFGEXPLOred }
frame BFGBB { light BFGEXPLOred }
frame BFGBC { light BFGEXPLOred }
frame BFGBD { light BFGEXPLOred }
frame BFGBE { light BFGEXPLOred }
}
*/
Pulselight voidlight
{
subtractive 1
dontlightself 1
color 0.7 0.01 0.7
size 1
dontlightactors 1
secondarySize 30
interval 2
}
object bigblacksmokevoid
{
frame SMK1K { light VoidLight }
//frame BHOLC { light VoidLight2 }
}