// ------------------------------------------------------
// ----------------- HEXEN GAME LIGHTS ------------------
// ------------------------------------------------------

// -------------------
// -- Hexen Weapons --
// -------------------

// Charged Axe Puff
flickerlight CAXEPUFF1
{
	attenuate 1
	color 0.4 0.4 1.0
	size 60
	secondarysize 66
	chance 0.5
}

flickerlight CAXEPUFF2
{
	attenuate 1
	color 0.2 0.2 0.8
	size 72
	secondarysize 78
	chance 0.5
}

flickerlight CAXEPUFF3
{
	attenuate 1
	color 0.0 0.0 0.5
	size 66
	secondarysize 72
	chance 0.5
}

object AxePuffGlow
{
	frame FAXER { light CAXEPUFF1 }
	frame FAXES { light CAXEPUFF1 }
	frame FAXET { light CAXEPUFF2 }
	frame FAXEU { light CAXEPUFF2 }
	frame FAXEV { light CAXEPUFF3 }
	frame FAXEW { light CAXEPUFF3 }
	frame FAXEX { light CAXEPUFF3 }
}

// Flying Hammer
flickerlight THROWHAMMER
{
	attenuate 1
	color 1.0 0.2 0.0
	size 72
	secondarysize 78
	chance 0.4
}

flickerlight THROWHAMMER_X1
{
	attenuate 1
	color 1.0 0.7 0.0
	size 72
	secondarysize 84
	chance 0.4
}

flickerlight THROWHAMMER_X2
{
	attenuate 1
	color 1.0 0.7 0.0
	size 96
	secondarysize 108
	chance 0.4
}

flickerlight THROWHAMMER_X3
{
	attenuate 1
	color 1.0 0.7 0.0
	size 108
	secondarysize 120
	chance 0.4
}

flickerlight THROWHAMMER_X4
{
	attenuate 1
	color 0.8 0.8 0.0
	size 120
	secondarysize 132
	chance 0.4
}

flickerlight THROWHAMMER_X5
{
	attenuate 1
	color 0.5 0.5 0.0
	size 96
	secondarysize 108
	chance 0.4
}

flickerlight THROWHAMMER_X6
{
	attenuate 1
	color 0.2 0.2 0.0
	size 60
	secondarysize 72
	chance 0.4
}

object HammerMissile
{
	frame FHFXA { light THROWHAMMER }
	frame FHFXB { light THROWHAMMER }
	frame FHFXC { light THROWHAMMER }
	frame FHFXD { light THROWHAMMER }
	frame FHFXE { light THROWHAMMER }
	frame FHFXF { light THROWHAMMER }
	frame FHFXG { light THROWHAMMER }
	frame FHFXH { light THROWHAMMER }

	frame FHFXI { light THROWHAMMER_X1 }
	frame FHFXJ { light THROWHAMMER_X2 }
	frame FHFXK { light THROWHAMMER_X3 }
	frame FHFXL { light THROWHAMMER_X4 }
	frame FHFXM { light THROWHAMMER_X4 }
	frame FHFXN { light THROWHAMMER_X4 }
	frame FHFXO { light THROWHAMMER_X4 }
	frame FHFXP { light THROWHAMMER_X4 }
	frame FHFXQ { light THROWHAMMER_X5 }
	frame FHFXR { light THROWHAMMER_X6 }
}

// Fighter sword shot
flickerlight SWORDSHOT
{
	attenuate 1
	color 0.0 1.0 0.0
	size 72
	secondarysize 66
	chance 0.4
}

flickerlight SWORDSHOT_X1
{
	attenuate 1
	color 0.0 1.0 0.0
	size 84
	secondarysize 96
	chance 0.4
}

flickerlight SWORDSHOT_X2
{
	attenuate 1
	color 0.0 1.0 0.0
	size 96
	secondarysize 108
	chance 0.4
}

flickerlight SWORDSHOT_X3
{
	attenuate 1
	color 0.0 0.7 0.0
	size 84
	secondarysize 96
	chance 0.4
}

flickerlight SWORDSHOT_X4
{
	attenuate 1
	color 0.0 0.4 0.0
	size 60
	secondarysize 72
	chance 0.4
}

flickerlight SWORDSHOT_X5
{
	attenuate 1
	color 0.0 0.2 0.0
	size 48
	secondarysize 60
	chance 0.4
}

object FSwordMissile
{
	frame FSFXA { light SWORDSHOT }
	frame FSFXB { light SWORDSHOT }
	frame FSFXC { light SWORDSHOT }

	frame FSFXD { light SWORDSHOT_X1 }
	frame FSFXE { light SWORDSHOT_X2 }
	frame FSFXF { light SWORDSHOT_X2 }
	frame FSFXG { light SWORDSHOT_X2 }
	frame FSFXH { light SWORDSHOT_X3 }
	frame FSFXI { light SWORDSHOT_X3 }
	frame FSFXJ { light SWORDSHOT_X4 }
	frame FSFXK { light SWORDSHOT_X5 }
	frame FSFXL { light SWORDSHOT_X5 }
}

// Cleric Serpent Staff ball
pointlight CSTAFFBALL
{
	attenuate 1
	color 0.0 1.0 0.0
	size 60
}

flickerlight CSTAFFBALL_X1
{
	attenuate 1
	color 0.0 1.0 0.0
	size 84
	secondarysize 96
	chance 0.3
}

flickerlight CSTAFFBALL_X2
{
	attenuate 1
	color 0.0 0.7 0.0
	size 90
	secondarysize 104
	chance 0.3
}

flickerlight CSTAFFBALL_X3
{
	attenuate 1
	color 0.0 0.5 0.0
	size 96
	secondarysize 108
	chance 0.3
}

flickerlight CSTAFFBALL_X4
{
	attenuate 1
	color 0.0 0.3 0.0
	size 108
	secondarysize 120
	chance 0.3
}

object CStaffMissile
{
	frame CSSFD { light CSTAFFBALL }
	frame CSSFE { light CSTAFFBALL }

	frame CSSFF { light CSTAFFBALL_X1 }
	frame CSSFG { light CSTAFFBALL_X2 }
	frame CSSFH { light CSTAFFBALL_X3 }
	frame CSSFI { light CSTAFFBALL_X4 }
}

// Cleric fire hands
flickerlight CFLAMETRAIL
{
	attenuate 1
	color 1.0 0.8 0.0
	size 60
	secondarysize 66
	chance 0.5
}

flickerlight CFLAME1
{
	attenuate 1
	color 1.0 0.8 0.0
	size 72
	secondarysize 84
	chance 0.4
}

flickerlight CFLAME2
{
	attenuate 1
	color 1.0 0.8 0.0
	size 96
	secondarysize 108
	chance 0.4
}

flickerlight CFLAME3
{
	attenuate 1
	color 0.7 0.4 0.0
	size 72
	secondarysize 84
	chance 0.4
}

flickerlight CFLAME4
{
	attenuate 1
	color 0.5 0.2 0.0
	size 48
	secondarysize 60
	chance 0.4
}

flickerlight CFLAME5
{
	attenuate 1
	color 0.2 0.2 0.0
	size 36
	secondarysize 48
	chance 0.4
}

object FlamePuff2
{
	frame CFFXB { light CFLAME1 }
	frame CFFXC { light CFLAME2 }
	frame CFFXD { light CFLAME2 }
	frame CFFXE { light CFLAME2 }
	frame CFFXF { light CFLAME2 }
	frame CFFXG { light CFLAME2 }
	frame CFFXH { light CFLAME2 }
	frame CFFXI { light CFLAME2 }
	frame CFFXJ { light CFLAME3 }
	frame CFFXK { light CFLAME4 }
	frame CFFXL { light CFLAME5 }
}

object CFlameFloor
{
	frame CFFX { light CFLAMETRAIL }
}

// Wraithverge
flickerlight GHOST
{
	color 1.0 1.0 1.0
	size 84
	secondarysize 78
	chance 0.7
	subtractive 1
}

object HolyMissile
{
	//frame SPIRP { light GHOST }
}

object HolySpirit
{
	//frame SPIRA { light GHOST }
	//frame SPIRB { light GHOST }
}

// Mage wand
pointlight MWAND_X1
{
	attenuate 1
	color 0.3 0.3 1.0
	size 48
}

pointlight MWAND_X2
{
	attenuate 1
	color 0.2 0.2 0.8
	size 60
}

pointlight MWAND_X3
{
	attenuate 1
	color 0.1 0.1 0.6
	size 72
}

pointlight MWAND_X4
{
	attenuate 1
	color 0.0 0.0 0.4
	size 84
}

object MageWandMissile
{
	frame MWNDE { light MWAND_X1 }
	frame MWNDF { light MWAND_X2 }
	frame MWNDG { light MWAND_X3 }
	frame MWNDH { light MWAND_X4 }
}

// Frost shards
flickerlight MFROSTSHARD
{
	attenuate 1
	color 0.3 0.3 1.0
	size 48
	secondarysize 60
	chance 0.3
}

flickerlight MFROSTSHARD_X1
{
	attenuate 1
	color 0.3 0.3 1.0
	size 60
	secondarysize 72
	chance 0.3
}

flickerlight MFROSTSHARD_X2
{
	attenuate 1
	color 0.2 0.2 0.8
	size 72
	secondarysize 84
	chance 0.3
}

flickerlight MFROSTSHARD_X3
{
	attenuate 1
	color 0.1 0.1 0.5
	size 84
	secondarysize 96
	chance 0.3
}

flickerlight MFROSTSHARD_X4
{
	attenuate 1
	color 0.0 0.0 0.2
	size 96
	secondarysize 104
	chance 0.3
}

object FrostMissile
{
	frame SHRD { light MFROSTSHARD }

	frame SHEXA { light MFROSTSHARD_X1 }
	frame SHEXB { light MFROSTSHARD_X2 }
	frame SHEXC { light MFROSTSHARD_X3 }
	frame SHEXD { light MFROSTSHARD_X4 }
}

// Mage lightning
flickerlight MAGELIGHT
{
	attenuate 1
	color 0.4 0.4 1.0
	size 72
	secondarysize 78
	chance 0.7
}

object LightningCeiling
{
	frame MLFX { light MAGELIGHT }
	frame MLF2 { light MAGELIGHT }
}

object LightningFloor
{
	frame MLFX { light MAGELIGHT }
	frame MLF2 { light MAGELIGHT }
}

object LightningZap
{
	frame MLFX { light MAGELIGHT }
	frame MLF2 { light MAGELIGHT }
}

// BloodScourge
flickerlight BSBALL
{
	attenuate 1
	color 1.0 0.2 0.0
	size 72
	secondarysize 84
	chance 0.3
}

flickerlight BSBALL_X1
{
	attenuate 1
	color 1.0 0.4 0.0
	size 36
	secondarysize 42
	chance 0.3
}

flickerlight BSBALL_X2
{
	attenuate 1
	color 0.7 0.3 0.0
	size 72
	secondarysize 84
	chance 0.3
}

flickerlight BSBALL_X3
{
	attenuate 1
	color 0.5 0.2 0.0
	size 96
	secondarysize 108
	chance 0.3
}

flickerlight BSBALL_X4
{
	attenuate 1
	color 0.3 0.1 0.0
	size 60
	secondarysize 72
	chance 0.3
}

object MageStaffFX2
{
	frame MSP2A { light BSBALL }
	frame MSP2B { light BSBALL }
	frame MSP2C { light BSBALL }
	frame MSP2D { light BSBALL }

	frame MSP2E { light BSBALL_X1 }
	frame MSP2F { light BSBALL_X2 }
	frame MSP2G { light BSBALL_X3 }
	frame MSP2H { light BSBALL_X4 }
}

// -------------------
// -- Hexen Weapons --
// -------------------

// Stalker slimeball
pointlight STALKERSLIME
{
	attenuate 1
	color 0.0 1.0 0.0
	size 60
}

flickerlight STALKERSLIME_X1
{
	attenuate 1
	color 0.0 1.0 0.0
	size 72
	secondarysize 84
	chance 0.4
}

flickerlight STALKERSLIME_X2
{
	attenuate 1
	color 0.0 0.7 0.0
	size 84
	secondarysize 96
	chance 0.4
}

flickerlight STALKERSLIME_X3
{
	attenuate 1
	color 0.0 0.5 0.0
	size 96
	secondarysize 108
	chance 0.4
}

flickerlight STALKERSLIME_X4
{
	attenuate 1
	color 0.0 0.2 0.0
	size 104
	secondarysize 114
	chance 0.4
}

object SerpentFX
{
	frame SSFXA { light STALKERSLIME }
	frame SSFXB { light STALKERSLIME }

	frame SSFXC { light STALKERSLIME_X1 }
	frame SSFXD { light STALKERSLIME_X2 }
	frame SSFXE { light STALKERSLIME_X3 }
	frame SSFXF { light STALKERSLIME_X3 }
	frame SSFXG { light STALKERSLIME_X4 }
	frame SSFXH { light STALKERSLIME_X4 }
}

// Centaur fireball
pointlight TAURBALL
{
	attenuate 1
	color 0.2 0.2 1.0
	size 72
}

flickerlight TAURBALL_X1
{
	attenuate 1
	color 0.2 0.2 1.0
	size 84
	secondarysize 96
	chance 0.4
}

flickerlight TAURBALL_X2
{
	attenuate 1
	color 0.2 0.2 0.7
	size 96
	secondarysize 108
	chance 0.4
}

flickerlight TAURBALL_X3
{
	attenuate 1
	color 0.1 0.1 0.5
	size 108
	secondarysize 120
	chance 0.4
}

flickerlight TAURBALL_X4
{
	attenuate 1
	color 0.0 0.0 0.3
	size 120
	secondarysize 132
	chance 0.4
}

object CentaurFX
{
	frame CTFXA { light TAURBALL }

	frame CTFXB { light TAURBALL_X1 }
	frame CTFXC { light TAURBALL_X2 }
	frame CTFXD { light TAURBALL_X3 }
	frame CTFXE { light TAURBALL_X4 }
	frame CTFXF { light TAURBALL_X4 }
}

// Green Chaos Serpent fireball
flickerlight SERPENTBALL
{
	attenuate 1
	color 1.0 0.95 0.0
	size 84
	secondarysize 96
	chance 0.5
}

flickerlight SERPENTBALL_X1
{
	attenuate 1
	color 1.0 0.95 0.0
	size 96
	secondarysize 108
	chance 0.5
}

flickerlight SERPENTBALL_X2
{
	attenuate 1
	color 0.8 0.8 0.0
	size 108
	secondarysize 120
	chance 0.5
}

flickerlight SERPENTBALL_X3
{
	attenuate 1
	color 0.5 0.5 0.0
	size 132
	secondarysize 144
	chance 0.5
}

flickerlight SERPENTBALL_X4
{
	attenuate 1
	color 0.2 0.2 0.0
	size 144
	secondarysize 156
	chance 0.5
}

object Demon1FX1
{
	frame DMFXA { light SERPENTBALL }
	frame DMFXB { light SERPENTBALL }
	frame DMFXC { light SERPENTBALL }

	frame DMFXD { light SERPENTBALL_X1 }
	frame DMFXE { light SERPENTBALL_X2 }
	frame DMFXF { light SERPENTBALL_X3 }
	frame DMFXG { light SERPENTBALL_X4 }
	frame DMFXH { light SERPENTBALL_X4 }
}

// Brown Chaos Serpent gasball
pointlight CSGASBALL
{
	attenuate 1
	color 0.0 1.0 0.0
	size 72
}

flickerlight CSGASBALL_X1
{
	attenuate 1
	color 0.0 1.0 0.0
	size 96
	secondarysize 108
	chance 0.5
}

flickerlight CSGASBALL_X2
{
	attenuate 1
	color 0.0 0.8 0.0
	size 108
	secondarysize 120
	chance 0.5
}

flickerlight CSGASBALL_X3
{
	attenuate 1
	color 0.0 0.5 0.0
	size 132
	secondarysize 144
	chance 0.5
}

flickerlight CSGASBALL_X4
{
	attenuate 1
	color 0.0 0.2 0.0
	size 144
	secondarysize 156
	chance 0.5
}

object Demon2FX1
{
	frame D2FXA { light CSGASBALL }
	frame D2FXB { light CSGASBALL }
	frame D2FXC { light CSGASBALL }
	frame D2FXD { light CSGASBALL }
	frame D2FXE { light CSGASBALL }
	frame D2FXF { light CSGASBALL }

	frame D2FXG { light CSGASBALL_X1 }
	frame D2FXH { light CSGASBALL_X2 }
	frame D2FXI { light CSGASBALL_X2 }
	frame D2FXJ { light CSGASBALL_X3 }
	frame D2FXK { light CSGASBALL_X4 }
	frame D2FXL { light CSGASBALL_X4 }
}

// Reaver fireball
pointlight REAVERBALL
{
	attenuate 1
	color 1.0 0.5 0.0
	size 72
}

flickerlight REAVERBALL_X1
{
	attenuate 1
	color 1.0 0.7 0.0
	size 96
	secondarysize 108
}

flickerlight REAVERBALL_X2
{
	attenuate 1
	color 0.6 0.2 0.0
	size 90
	secondarysize 104
}

flickerlight REAVERBALL_X3
{
	attenuate 1
	color 0.2 0.0 0.0
	size 84
	secondarysize 96
}

object WraithFX1
{
	frame WRBLA { light REAVERBALL }
	frame WRBLB { light REAVERBALL }
	frame WRBLC { light REAVERBALL }

	frame WRBLD { light REAVERBALL_X1 }
	frame WRBLE { light REAVERBALL_X2 }
	frame WRBLF { light REAVERBALL_X3 }
}

// Dragon Fireball
flickerlight DRAGONBALL
{
	attenuate 1
	color 1.0 1.0 0.0
	size 96
	secondarysize 108
	chance 0.3
}

object DragonFireball
{
	frame DRFXA { light DRAGONBALL }
	frame DRFXB { light DRAGONBALL }
	frame DRFXC { light DRAGONBALL }
	frame DRFXD { light DRAGONBALL }
	frame DRFXE { light DRAGONBALL }
	frame DRFXF { light DRAGONBALL }

	frame DRFXG { light DRAGONBALL_X1 }
	frame DRFXH { light DRAGONBALL_X2 }
	frame DRFXI { light DRAGONBALL_X2 }
	frame DRFXJ { light DRAGONBALL_X3 }
	frame DRFXK { light DRAGONBALL_X4 }
}

flickerlight DRAGONBALL_X1
{
	attenuate 1
	color 0.8 0.8 0.0
	size 108
	secondarysize 120
	chance 0.3
}

flickerlight DRAGONBALL_X2
{
	attenuate 1
	color 0.6 0.6 0.0
	size 144
	secondarysize 156
	chance 0.3
}

flickerlight DRAGONBALL_X3
{
	attenuate 1
	color 0.4 0.4 0.0
	size 132
	secondarysize 144
	chance 0.3
}

flickerlight DRAGONBALL_X4
{
	attenuate 1
	color 0.2 0.2 0.0
	size 96
	secondarysize 108
	chance 0.3
}

object DragonExplosion
{
	frame CFCFQ { light DRAGONBALL_X1 }
	frame CFCFR { light DRAGONBALL_X2 }
	frame CFCFS { light DRAGONBALL_X2 }
	frame CFCFT { light DRAGONBALL_X2 }
	frame CFCFU { light DRAGONBALL_X3 }
	frame CFCFV { light DRAGONBALL_X3 }
	frame CFCFW { light DRAGONBALL_X4 }
}

// Bishop fireball
pointlight BISHOPBALL
{
	attenuate 1
	color 0.6 1.0 0.0
	size 72
}

flickerlight BISHOPBALL_X1
{
	attenuate 1
	color 0.6 1.0 0.0
	size 84
	secondarysize 96
	chance 0.3
}

flickerlight BISHOPBALL_X2
{
	attenuate 1
	color 0.2 0.8 0.0
	size 96
	secondarysize 108
	chance 0.3
}

flickerlight BISHOPBALL_X3
{
	attenuate 1
	color 0.1 0.5 0.0
	size 108
	secondarysize 120
	chance 0.3
}

flickerlight BISHOPBALL_X4
{
	attenuate 1
	color 0.0 0.3 0.0
	size 84
	secondarysize 96
	chance 0.3
}

object BishopFX
{
	frame BPFXA { light BISHOPBALL }
	frame BPFXB { light BISHOPBALL }

	frame BPFXC { light BISHOPBALL_X1 }
	frame BPFXD { light BISHOPBALL_X2 }
	frame BPFXE { light BISHOPBALL_X2 }
	frame BPFXF { light BISHOPBALL_X3 }
	frame BPFXG { light BISHOPBALL_X3 }
	frame BPFXH { light BISHOPBALL_X4 }
}

// Fire gargoyle
flickerlight FGARG
{
	attenuate 1
	color 1.0 1.0 0.0
	size 60
	secondarysize 72
	chance 0.4
}

flickerlight FGARGATK
{
	attenuate 1
	color 1.0 1.0 0.0
	size 84
	secondarysize 96
	chance 0.4
}

flickerlight FGARGBALL_X1
{
	attenuate 1
	color 0.8 0.8 0.0
	size 84
	secondarysize 96
	chance 0.4
}

flickerlight FGARGBALL_X2
{
	attenuate 1
	color 0.5 0.5 0.0
	size 75
	secondarysize 81
	chance 0.4
}

flickerlight FGARGBALL_X3
{
	attenuate 1
	color 0.2 0.2 0.0
	size 66
	secondarysize 72
	chance 0.4
}

object FireDemon
{
	frame FDMNA { light FGARG }
	frame FDMNB { light FGARG }
	frame FDMNC { light FGARG }
	frame FDMND { light FGARG }
	frame FDMNH { light FGARG }
	frame FDMNI { light FGARG }
	frame FDMNJ { light FGARG }

	frame FDMNK { light FGARGATK }
}

object FireDemonMissile
{
	frame FDMBA { light FGARG }

	frame FDMBB { light FGARGBALL_X1 }
	frame FDMBC { light FGARGBALL_X2 }
	frame FDMBD { light FGARGBALL_X3 }
}

// Wendigo
pointlight ICEGUYATK
{
	attenuate 1
	color 0.3 0.3 1.0
	size 96
}

pointlight ICEBALL
{
	attenuate 1
	color 0.3 0.3 1.0
	size 84
}

flickerlight ICEBALL_X1
{
	attenuate 1
	color 0.3 0.3 1.0
	size 84
	secondarysize 96
	chance 0.3
}

flickerlight ICEBALL_X2
{
	attenuate 1
	color 0.3 0.3 0.7
	size 96
	secondarysize 108
	chance 0.3
}

flickerlight ICEBALL_X3
{
	attenuate 1
	color 0.2 0.2 0.4
	size 108
	secondarysize 111
	chance 0.3
}

flickerlight ICEBALL_X4
{
	attenuate 1
	color 0.0 0.0 0.2
	size 111
	secondarysize 120
	chance 0.3
}

pointlight ICESHARD
{
	attenuate 1
	color 0.3 0.3 1.0
	size 60
}

object IceGuyFX
{
	frame ICPRA { light ICEBALL }
	frame ICPRB { light ICEBALL }
	frame ICPRC { light ICEBALL }

	frame ICPRD { light ICEBALL_X1 }
	frame ICPRE { light ICEBALL_X2 }
	frame ICPRF { light ICEBALL_X3 }
	frame ICPRG { light ICEBALL_X4 }
}

object IceGuyFX2
{
	frame ICPRN { light ICESHARD }
	frame ICPRO { light ICESHARD }
	frame ICPRP { light ICESHARD }
}

object IceGuy
{
	frame ICEYG { light ICEGUYATK }
}

// Heresiarch
flickerlight HARCHATK
{
	attenuate 1
	color 1.0 0.0 1.0
	size 96
	secondarysize 108
	chance 0.4
}

pointlight HARCHBLUCUBE
{
	attenuate 1
	color 0.0 0.0 1.0
	size 48
}

pointlight HARCHGRNCUBE
{
	attenuate 1
	color 0.0 1.0 0.0
	size 48
}

pointlight HARCHPURCUBE
{
	attenuate 1
	color 1.0 0.0 1.0
	size 48
}

flickerlight HARCHBALL_X1
{
	attenuate 1
	color 0.8 0.0 0.8
	size 72
	secondarysize 84
	chance 0.4
}

flickerlight HARCHBALL_X2
{
	attenuate 1
	color 0.5 0.0 0.5
	size 96
	secondarysize 108
	chance 0.4
}

flickerlight HARCHBALL_X3
{
	attenuate 1
	color 0.2 0.0 0.2
	size 108
	secondarysize 114
	chance 0.4
}

flickerlight HARCHBALL2_X1
{
	attenuate 1
	color 0.0 0.8 0.0
	size 72
	secondarysize 84
	chance 0.4
}

flickerlight HARCHBALL2_X2
{
	attenuate 1
	color 0.0 0.5 0.0
	size 96
	secondarysize 108
	chance 0.4
}

flickerlight HARCHBALL2_X3
{
	attenuate 1
	color 0.0 0.2 0.0
	size 108
	secondarysize 114
	chance 0.4
}

flickerlight HARCHHEAD
{
	attenuate 1
	color 1.0 0.5 0.0
	size 72
	secondarysize 84
	chance 0.4
}

object SorcFX1
{
	frame SBS1 { light HARCHHEAD }
}

object SorcFX2
{
	frame SBS2 { light HARCHPURCUBE }
}

object SorcFX3
{
	frame SBS3A { light HARCHGRNCUBE }
	frame SBS3B { light HARCHGRNCUBE }

	frame SBS3C { light HARCHBALL2_X1 }
	frame SBS3D { light HARCHBALL2_X2 }
	frame SBS3E { light HARCHBALL2_X3 }
}

object SorcFX4
{
	frame SBS4A { light HARCHPURCUBE }
	frame SBS4B { light HARCHPURCUBE }

	frame SBS4C { light HARCHBALL_X1 }
	frame SBS4D { light HARCHBALL_X2 }
	frame SBS4E { light HARCHBALL_X3 }
}

object SorcBall1
{
	frame SBMP { light HARCHPURCUBE }
}

object SorcBall2
{
	frame SBMB { light HARCHBLUCUBE }
}

object SorcBall3
{
	frame SBMG { light HARCHGRNCUBE }
}

object Heresiarch
{
	frame SORCE { light HARCHATK }
	frame SORCF { light HARCHATK }
}

// Korax
object Korax
{
	frame KORXF { light HARCHATK }
	frame KORXG { light HARCHATK }
}

// -----------------------
// -- Hexen Decorations --
// -----------------------

// Candles
flickerlight2 HCANDLES
{
	attenuate 1
	color 1.0 1.0 0.0
	size 24
	secondarysize 30
	interval 0.1
}

object ZCandle
{
	frame CNDL { light HCANDLES }
}

// Twined torch
flickerlight2 TWINETORCH
{
	attenuate 1
	color 1.0 0.7 0.0
	size 69
	secondarysize 78
	interval 0.1
	offset 0 64 0
}

object ZTwinedTorch
{
	frame TWTRA { light TWINETORCH }
	frame TWTRB { light TWINETORCH }
	frame TWTRC { light TWINETORCH }
	frame TWTRD { light TWINETORCH }
	frame TWTRE { light TWINETORCH }
	frame TWTRF { light TWINETORCH }
	frame TWTRG { light TWINETORCH }
	frame TWTRH { light TWINETORCH }
}

object ZTwinedTorchUnlit
{
	frame TWTRA { light TWINETORCH }
	frame TWTRB { light TWINETORCH }
	frame TWTRC { light TWINETORCH }
	frame TWTRD { light TWINETORCH }
	frame TWTRE { light TWINETORCH }
	frame TWTRF { light TWINETORCH }
	frame TWTRG { light TWINETORCH }
	frame TWTRH { light TWINETORCH }
}


// Wall torch
flickerlight2 WALLTORCH2
{
	attenuate 1
	color 1.0 0.7 0.0
	size 36
	secondarysize 42
	interval 0.1
	offset 0 24 0
}

object ZWallTorch
{
	frame WLTRA { light WALLTORCH2 }
	frame WLTRB { light WALLTORCH2 }
	frame WLTRC { light WALLTORCH2 }
	frame WLTRD { light WALLTORCH2 }
	frame WLTRE { light WALLTORCH2 }
	frame WLTRF { light WALLTORCH2 }
	frame WLTRG { light WALLTORCH2 }
	frame WLTRH { light WALLTORCH2 }
}


object ZWallTorchUnlit
{
	frame WLTRA { light WALLTORCH2 }
	frame WLTRB { light WALLTORCH2 }
	frame WLTRC { light WALLTORCH2 }
	frame WLTRD { light WALLTORCH2 }
	frame WLTRE { light WALLTORCH2 }
	frame WLTRF { light WALLTORCH2 }
	frame WLTRG { light WALLTORCH2 }
	frame WLTRH { light WALLTORCH2 }
}


// 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
}

object ZFireBull
{
	frame FBULA { light FIREBULL }
	frame FBULB { light FIREBULL }
	frame FBULC { light FIREBULL }
	frame FBULD { light FIREBULL }
	frame FBULE { light FIREBULL }
	frame FBULF { light FIREBULL }
	frame FBULG { light FIREBULL }
	frame FBULI { light FIREBULL2 }
	frame FBULJ { light FIREBULL }
}

object ZFireBullUnlit
{
	frame FBULA { light FIREBULL }
	frame FBULB { light FIREBULL }
	frame FBULC { light FIREBULL }
	frame FBULD { light FIREBULL }
	frame FBULE { light FIREBULL }
	frame FBULF { light FIREBULL }
	frame FBULG { light FIREBULL }
	frame FBULI { light FIREBULL2 }
	frame FBULJ { light FIREBULL }
}


// Cauldron
flickerlight2 CAULFLAME
{
	attenuate 1
	color 1.0 0.9 0.0
	size 36
	secondarysize 39
	interval 0.1
}

object ZCauldron
{
	frame CDRNB { light CAULFLAME }
	frame CDRNC { light CAULFLAME }
	frame CDRND { light CAULFLAME }
	frame CDRNE { light CAULFLAME }
	frame CDRNF { light CAULFLAME }
	frame CDRNG { light CAULFLAME }
	frame CDRNH { light CAULFLAME }
}

object ZCauldronUnlit
{
	frame CDRNB { light CAULFLAME }
	frame CDRNC { light CAULFLAME }
	frame CDRND { light CAULFLAME }
	frame CDRNE { light CAULFLAME }
	frame CDRNF { light CAULFLAME }
	frame CDRNG { light CAULFLAME }
	frame CDRNH { light CAULFLAME }
}

// Blue candle
flickerlight2 BCANDLE
{
	attenuate 1
	color 0.3 0.3 1.0
	size 21
	secondarysize 24
	interval 0.1
}

object ZBlueCandle
{
	frame BCAN { light BCANDLE }
}

// Small flame
object FlameSmall
{
	frame FFSM { light HCANDLES }
}

object FlameSmallTemp
{
	frame FFSM { light HCANDLES }
}

// Large flame
flickerlight2 LARGEFLAME
{
	attenuate 1
	color 1.0 0.7 0.0
	size 60
	secondarysize 72
	interval 0.1
}

object FlameLarge
{
	frame FFLG { light LARGEFLAME }
}

object FlameLargeTemp
{
	frame FFLG { light LARGEFLAME }
}

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

object ZChandelier
{
	frame CDLR { light CHANDELIER }
}

// Brass torch
flickerlight2 BRASSTORCH
{
	attenuate 1
	color 1.0 0.7 0.0
	size 60
	secondarysize 72
	interval 0.1
	offset 0 32 0
}

object BrassTorch
{
	frame BRTR { light BRASSTORCH }
}

// Skull flame
object FireThing
{
	frame FSKL { light BRASSTORCH }
}

// Teleport smoke
flickerlight2 TELESMOKE
{
	attenuate 1
	color 1.0 0.0 0.0
	size 96
	secondarysize 108
	interval 0.1
	offset 0 44 0
}

object TeleSmoke
{
	frame TSMK { light TELESMOKE }
}

// Fireball
pointlight HFIREBALL
{
	attenuate 1
	color 1.0 0.4 0.0
	size 72
}

object FireBall
{
	frame FBL1A { light HFIREBALL }
	frame FBL1B { light HFIREBALL }
}

// -----------------
// -- Hexen Items --
// -----------------

// Blue mana
pointlight MANA1
{
	attenuate 1
	color 0.0 0.0 0.7
	size 36
	offset 0 36 0
}

// Green mana
pointlight MANA2
{
	attenuate 1
	color 0.0 0.6 0.0
	size 36
	offset 0 36 0
}

// Combined mana
pointlight MANA3
{
	attenuate 1
	color 0.7 0.0 0.0
	size 36
	offset 0 36 0
}

object Mana3
{
	frame MAN3 { light MANA3 }
}

// ZXmasTree
flickerlight2 XMASFIRE1
{
	attenuate 1
	color 1.0 0.7 0.0
	size 24
	secondarysize 36
	interval 0.1
	offset 0 48 0
}


flickerlight2 XMASFIRE2
{
	attenuate 1
	color 1.0 0.8 0.0
	size 48
	secondarysize 72
	interval 0.1
	offset 0 48 0
}


flickerlight2 XMASFIRE3
{
	attenuate 1
	color 1.0 0.9 0.0
	size 72
	secondarysize 96
	interval 0.1
	offset 0 32 0
}


flickerlight2 XMASFIRE4
{
	attenuate 1
	color 1.0 0.8 0.0
	size 48
	secondarysize 60
	interval 0.1
	offset 0 120 0
}


flickerlight2 XMASFIRE5
{
	attenuate 1
	color 1.0 0.7 0.0
	size 18
	secondarysize 30
	interval 0.1
	offset 0 140 0
}


flickerlight2 XMASFIRE6
{
	attenuate 1
	color 1.0 0.8 0.0
	size 15
	secondarysize 21
	interval 0.1
	offset 0 148 0
}


object ZXmasTree
{
	frame XMASB { light XMASFIRE1 }
	frame XMASC { light XMASFIRE2 }
	frame XMASD { light XMASFIRE3 }
	frame XMASE { light XMASFIRE3 }
	frame XMASF { light XMASFIRE4 }
	frame XMASG { light XMASFIRE5 }
	frame XMASH { light XMASFIRE6 }
}




// TreeDestructible
flickerlight2 TDESTRUCT1
{
	attenuate 1
	color 1.0 0.8 0.0
	size 72
	secondarysize 84
	interval 0.1
	offset 0 32 0
}


flickerlight2 TDESTRUCT2
{
	attenuate 1
	color 1.0 0.9 0.0
	size 84
	secondarysize 108
	interval 0.1
	offset 0 32 0
}


flickerlight2 TDESTRUCT3
{
	attenuate 1
	color 1.0 0.8 0.0
	size 60
	secondarysize 72
	interval 0.1
	offset 0 20 0
}


flickerlight2 TDESTRUCT4
{
	attenuate 1
	color 1.0 0.7 0.0
	size 24
	secondarysize 36
	interval 0.1
	offset 0 12 0
}

flickerlight2 TDESTRUCT5
{
	attenuate 1
	color 1.0 0.7 0.0
	size 12
	secondarysize 18
	interval 0.1
	offset 0 4 0
}




object TreeDestructible
{
	frame TRDTH { light TDESTRUCT1 }
	frame TRDTI { light TDESTRUCT2 }
	frame TRDTJ { light TDESTRUCT2 }
	frame TRDTK { light TDESTRUCT2 }
	frame TRDTL { light TDESTRUCT2 }
	frame TRDTM { light TDESTRUCT3 }
	frame TRDTN { light TDESTRUCT4 }
	frame TRDTO { light TDESTRUCT4 }
	frame TRDTP { light TDESTRUCT5 }
}
