// ------------------------------------------------------
// ---------------- STRIFE GAME LIGHTS ------------------
// ------------------------------------------------------
// --------------------
// -- Strife Weapons --
// --------------------

// Bullet puff
flickerlight SPUFF1
{
	color 1.0 1.0 0.0
	size 9
	secondarySize 12
	chance 0.8
	attenuate 1
}

flickerlight SPUFF2
{
	color 1.0 0.8 0.0
	size 7
	secondarySize 9
	chance 0.8
	attenuate 1
}

flickerlight SPUFF3
{
	color 1.0 0.6 0.0
	size 12
	secondarySize 15
	chance 0.8
	attenuate 1
}

flickerlight SPUFF4
{
	color 0.8 0.8 1.0
	size 3
	secondarySize 6
	chance 0.8
	attenuate 1
}

flickerlight SPUFF5
{
	color 0.8 0.8 1.0
	size 6
	secondarySize 9
	chance 0.8
	attenuate 1
}

flickerlight SPUFF6
{
	color 0.6 0.6 1.0
	size 9
	secondarySize 12
	chance 0.8
	attenuate 1
}

flickerlight SPUFF7
{
	color 0.4 0.4 0.8
	size 10
	secondarySize 14
	chance 0.8
	attenuate 1
}

flickerlight SPUFF8
{
	color 1.0 1.0 0.0
	size 3
	secondarySize 6
	chance 0.8
	attenuate 1
}

flickerlight SPUFF9
{
	color 1.0 0.8 0.0
	size 4
	secondarySize 6
	chance 0.8
	attenuate 1
}

flickerlight SPUFF10
{
	color 1.0 0.6 0.0
	size 7
	secondarySize 9
	chance 0.8
	attenuate 1
}

flickerlight SPUFF11
{
	color 1.0 0.4 0.0
	size 10
	secondarySize 12
	chance 0.8
	attenuate 1
}

object StrifePuff
{
	frame PUFYA { light SPUFF1  }
	frame PUFYB { light SPUFF2  }
	frame PUFYC { light SPUFF3  }

	frame POW3A { light SPUFF4  }
	frame POW3B { light SPUFF5  }
	frame POW3C { light SPUFF6  }
	frame POW3D { light SPUFF7  }
	frame POW3E { light SPUFF8  }
	frame POW3F { light SPUFF9  }
	frame POW3G { light SPUFF10 }
	frame POW3H { light SPUFF11 }
}

flickerlight SSPARK1
{
	color 0.5 0.5 1.0
	size 6
	secondarySize 9
	chance 0.8
	attenuate 1
}

flickerlight SSPARK2
{
	color 0.5 0.5 1.0
	size 9
	secondarySize 12
	chance 0.8
	attenuate 1
}

flickerlight SSPARK3
{
	color 0.4 0.4 1.0
	size 12
	secondarySize 15
	chance 0.8
	attenuate 1
}

flickerlight SSPARK4
{
	color 0.3 0.3 1.0
	size 9
	secondarySize 12
	chance 0.8
	attenuate 1
}

flickerlight SSPARK5
{
	color 0.2 0.2 1.0
	size 6
	secondarySize 9
	chance 0.8
	attenuate 1
}

object StrifeSpark
{
	frame POW3A { light SPUFF4  }
	frame POW3B { light SPUFF5  }
	frame POW3C { light SPUFF6  }
	frame POW3D { light SPUFF7  }
	frame POW3E { light SPUFF8  }
	frame POW3F { light SPUFF9  }
	frame POW3G { light SPUFF10 }
	frame POW3H { light SPUFF11 }

	frame POW2A { light SSPARK5 }
	frame POW2B { light SSPARK5 }
	frame POW2C { light SSPARK5 }
	frame POW2D { light SSPARK5 }
	frame POW2E { light SSPARK5 }
}

// Arrow
flickerlight ARROWZAP1
{
	color 0.4 0.4 1.0
	size 12
	secondarySize 24
	chance 0.4
	attenuate 1
}

flickerlight ARROWZAP2
{
	color 0.45 0.45 1.0
	size 24
	secondarySize 36
	chance 0.4
	attenuate 1
}

flickerlight ARROWZAP3
{
	color 0.5 0.5 1.0
	size 36
	secondarySize 45
	chance 0.4
	attenuate 1
}

flickerlight ARROWZAP4
{
	color 0.6 0.6 1.0
	size 45
	secondarySize 54
	chance 0.4
	attenuate 1
}

flickerlight ARROWZAP5
{
	color 0.7 0.7 1.0
	size 54
	secondarySize 60
	chance 0.4
	attenuate 1
}

flickerlight ARROWZAP6
{
	color 0.8 0.8 1.0
	size 60
	secondarySize 43
	chance 0.4
	attenuate 1
}

object ElectricBolt
{
	frame ZAP1A { light ARROWZAP1 }
	frame ZAP1B { light ARROWZAP2 }
	frame ZAP1C { light ARROWZAP3 }
	frame ZAP1D { light ARROWZAP4 }
	frame ZAP1E { light ARROWZAP5 }
	frame ZAP1F { light ARROWZAP6 }
}

// Missile
pointlight MISSILE
{
	color 1.0 0.7 0.0
	size 84
	offset -40 0 0
	attenuate 1
}

flickerlight MISSILE_X1
{
	color 1.0 0.7 0.0
	size 84
	secondarySize 90
	chance 0.3
	attenuate 1
}

flickerlight MISSILE_X2
{
	color 1.0 0.65 0.0
	size 90
	secondarySize 96
	chance 0.3
	attenuate 1
}

flickerlight MISSILE_X3
{
	color 1.0 0.6 0.0
	size 96
	secondarySize 102
	chance 0.3
	attenuate 1
}

flickerlight MISSILE_X4
{
	color 1.0 0.6 0.0
	size 102
	secondarySize 108
	chance 0.3
	attenuate 1
}

flickerlight MISSILE_X5
{
	color 1.0 0.6 0.0
	size 108
	secondarySize 114
	chance 0.3
	attenuate 1
}

flickerlight MISSILE_X6
{
	color 1.0 0.6 0.0
	size 114
	secondarySize 120
	chance 0.3
	attenuate 1
}

flickerlight MISSILE_X7
{
	color 1.0 0.6 0.0
	size 120
	secondarySize 132
	chance 0.3
	attenuate 1
}

object MiniMissile
{
	frame MICRA { light MISSILE    }

	frame SMISA { light MISSILE_X1 }
	frame SMISB { light MISSILE_X2 }
	frame SMISC { light MISSILE_X3 }
	frame SMISD { light MISSILE_X4 }
	frame SMISE { light MISSILE_X5 }
	frame SMISF { light MISSILE_X6 }
	frame SMISG { light MISSILE_X7 }
}

// Flame
pointlight FLMMISSILE
{
	color 1.0 0.7 0.0
	size 84
	attenuate 1
}

pointlight FLMMSL_X1
{
	color 1.0 0.7 0.0
	size 78
	attenuate 1
}

pointlight FLMMSL_X2
{
	color 0.8 0.56 0.0
	size 69
	attenuate 1
}

pointlight FLMMSL_X3
{
	color 0.6 0.42 0.0
	size 57
	attenuate 1
}

pointlight FLMMSL_X4
{
	color 0.4 0.28 0.0
	size 36
	attenuate 1
}

pointlight FLMMSL_X5
{
	color 0.2 0.14 0.0
	size 24
	attenuate 1
}

object FlameMissile
{
	frame FRBLA { light FLMMISSILE }
	frame FRBLB { light FLMMISSILE }
	frame FRBLC { light FLMMISSILE }

	frame FRBLD { light FLMMSL_X1  }
	frame FRBLE { light FLMMSL_X2  }
	frame FRBLF { light FLMMSL_X3  }
	frame FRBLG { light FLMMSL_X4  }
	frame FRBLH { light FLMMSL_X5  }
}

// Mauler
flickerlight MPUFFG
{
	color 0.0 1.0 0.0
	size 9
	secondarySize 12
	chance 0.8
	attenuate 1
}

flickerlight MPUFF1
{
	color 1.0 1.0 1.0
	size 9
	secondarySize 12
	chance 0.8
	attenuate 1
}

flickerlight MPUFF2
{
	color 1.0 1.0 1.0
	size 12
	secondarySize 15
	chance 0.8
	attenuate 1
}

flickerlight MPUFF3
{
	color 1.0 1.0 1.0
	size 15
	secondarySize 18
	chance 0.8
	attenuate 1
}

flickerlight MPUFF4
{
	color 1.0 1.0 1.0
	size 18
	secondarySize 21
	chance 0.8
	attenuate 1
}

flickerlight MPUFF5
{
	color 1.0 1.0 1.0
	size 21
	secondarySize 24
	chance 0.8
	attenuate 1
}

object MaulerPuff
{
	frame MPUFA { light MPUFFG }
	frame MPUFB { light MPUFFG }
	frame POW1A { light MPUFF1 }
	frame POW1B { light MPUFF2 }
	frame POW1C { light MPUFF3 }
	frame POW1D { light MPUFF4 }
	frame POW1E { light MPUFF5 }
}

pointlight MTORPEDO
{
	color 0.0 1.0 0.0
	size 120
	attenuate 1
}

flickerlight MTORP_X1
{
	color 0.5 1.0 0.5
	size 120
	secondarySize 126
	chance 0.3
	attenuate 1
}

flickerlight MTORP_X2
{
	color 0.4 1.0 0.4
	size 126
	secondarySize 132
	chance 0.3
	attenuate 1
}

flickerlight MTORP_X3
{
	color 0.2 1.0 0.2
	size 132
	secondarySize 138
	chance 0.3
	attenuate 1
}

flickerlight MTORP_X4
{
	color 0.125 0.5 0.125
	size 138
	secondarySize 144
	chance 0.3
	attenuate 1
}

flickerlight MTORP_X5
{
	color 0.0 0.25 0.0
	size 144
	secondarySize 150
	chance 0.3
	attenuate 1
}

object MaulerTorpedo
{
	frame TORP { light MTORPEDO  }

	frame THITA { light MTORP_X1 }
	frame THITB { light MTORP_X2 }
	frame THITC { light MTORP_X3 }
	frame THITD { light MTORP_X4 }
	frame THITE { light MTORP_X5 }
}

flickerlight MWAVE_X1
{
	color 0.0 1.0 0.0
	size 168
	secondarySize 192
	chance 0.3
	attenuate 1
}

flickerlight MWAVE_X2
{
	color 0.0 0.75 0.0
	size 84
	secondarySize 96
	chance 0.3
	attenuate 1
}

flickerlight MWAVE_X3
{
	color 0.0 0.5 0.0
	size 36
	secondarySize 48
	chance 0.3
	attenuate 1
}

object MaulerTorpedoWave
{
	frame TWAVA { light MWAVE_X1 }
	frame TWAVB { light MWAVE_X2 }
	frame TWAVC { light MWAVE_X3 }
}

// High Explosive Grenade
flickerlight HEGRENADE_X1
{
	color 1.0 0.30 0.10
	size 80
	secondarySize 84
	chance 0.3
}

flickerlight HEGRENADE_X2
{
	color 1.0 0.28 0.08
	size 72
	secondarySize 76
	chance 0.3
   offset 0 28 0
}

flickerlight HEGRENADE_X3
{
	color 1.0 0.26 0.10
	size 57
	secondarySize 62
	chance 0.3
   offset 0 40 0
}

flickerlight HEGRENADE_X4
{
	color 1.0 0.24 0.08
	size 28
	secondarySize 32
	chance 0.3
	offset 0 64 0
}

object HEGrenade
{
	frame BNG4A { light POWCRYS_X1   }
	frame BNG4B { light POWCRYS_X2   }
	frame BNG4C { light POWCRYS_X3   }
	frame BNG4D { light POWCRYS_X4   }
	frame BNG4E { light POWCRYS_X5   }
	frame BNG4F { light POWCRYS_X6   }
	frame BNG4G { light POWCRYS_X7   }
	frame BNG4H { light POWCRYS_X8   }
	frame BNG4I { light POWCRYS_X9   }
	frame BNG4J { light POWCRYS_X10  }

	frame BNG4K { light HEGRENADE_X1 }
	frame BNG4L { light HEGRENADE_X2 }
	frame BNG4M { light HEGRENADE_X3 }
	frame BNG4N { light HEGRENADE_X4 }
}

// Phosphorous Fire Grenade
flickerlight PHFIRE_FX1
{
	color 1.0 0.75 0.0
	size 42
	secondarySize 48
	chance 0.3
	attenuate 1
}

flickerlight PHFIRE_FX2
{
	color 1.0 0.7 0.0
	size 60
	secondarySize 72
	chance 0.3
	attenuate 1
}

flickerlight PHFIRE_FX3
{
	color 1.0 0.65 0.0
	size 84
	secondarySize 96
	chance 0.3
	attenuate 1
}

flickerlight PHFIRE_FX4
{
	color 1.0 0.55 0.0
	size 96
	secondarySize 108
	chance 0.3
	attenuate 1
}

flickerlight PHFIRE_FX5
{
	color 1.0 0.5 0.0
	size 99
	secondarySize 108
	chance 0.3
	attenuate 1
}

flickerlight PHFIRE_FX6
{
	color 1.0 0.55 0.0
	size 99
	secondarySize 108
	chance 0.3
	attenuate 1
}

flickerlight PHFIRE_FX7
{
	color 1.0 0.6 0.0
	size 99
	secondarySize 108
	chance 0.3
	attenuate 1
}

flickerlight PHFIRE_FX8
{
	color 1.0 0.5 0.0
	size 90
	secondarySize 102
	chance 0.3
	attenuate 1
}

flickerlight PHFIRE_FX9
{
	color 1.0 0.4 0.0
	size 72
	secondarySize 78
	chance 0.3
	attenuate 1
}

flickerlight PHFIRE_FX10
{
	color 1.0 0.45 0.0
	size 66
	secondarySize 72
	chance 0.3
	attenuate 1
}

flickerlight PHFIRE_FX11
{
	color 1.0 0.3 0.0
	size 54
	secondarySize 60
	chance 0.3
	attenuate 1
}

object PhosphorousFire
{
	frame FLBEA { light PHFIRE_FX1  }
	frame FLBEB { light PHFIRE_FX2  }
	frame FLBEC { light PHFIRE_FX3  }
	frame FLBED { light PHFIRE_FX4  }
	frame FLBEE { light PHFIRE_FX5  }
	frame FLBEF { light PHFIRE_FX6  }
	frame FLBEG { light PHFIRE_FX7  }

	frame FLBEH { light PHFIRE_FX8  }
	frame FLBEI { light PHFIRE_FX9  }
	frame FLBEJ { light PHFIRE_FX10 }
	frame FLBEK { light PHFIRE_FX11 }
}

// ------------------
// -- Strife Items --
// ------------------

// Degnin Ore
flickerlight DEGORE_X1
{
	color 1.0 0.6 0.0
	size 48
	secondarySize 60
	chance 0.3
	attenuate 1
}

flickerlight DEGORE_X2
{
	color 1.0 0.8 0.0
	size 60
	secondarySize 72
	chance 0.3
	attenuate 1
}

flickerlight DEGORE_X3
{
	color 1.0 0.8 0.0
	size 66
	secondarySize 78
	chance 0.3
	attenuate 1
}

flickerlight DEGORE_X4
{
	color 1.0 0.75 0.0
	size 72
	secondarySize 84
	chance 0.3
	attenuate 1
}

flickerlight DEGORE_X5
{
	color 1.0 0.7 0.0
	size 78
	secondarySize 90
	chance 0.3
	attenuate 1
}

flickerlight DEGORE_X6
{
	color 1.0 0.5 0.0
	size 84
	secondarySize 96
	chance 0.3
	attenuate 1
}

flickerlight DEGORE_X7
{
	color 0.5 0.125 0.0
	size 90
	secondarySize 102
	chance 0.3
	attenuate 1
}

flickerlight DEGORE_X8
{
	color 0.25 0.05 0.0
	size 96
	secondarySize 108
	chance 0.3
	attenuate 1
}

object DegninOre
{
	frame BNG3A { light DEGORE_X1 }
	frame BNG3B { light DEGORE_X2 }
	frame BNG3C { light DEGORE_X3 }
	frame BNG3D { light DEGORE_X4 }
	frame BNG3E { light DEGORE_X5 }
	frame BNG3F { light DEGORE_X6 }
	frame BNG3G { light DEGORE_X7 }
	frame BNG3H { light DEGORE_X8 }
}

// Power Coupling
pointlight POWCOUP1
{
	color 0.5 0.5 1.0
	size 36
	attenuate 1
}

pointlight POWCOUP2
{
	color 0.7 0.7 1.0
	size 48
	attenuate 1
}

object PowerCoupling
{
	frame COUPA { light POWCOUP1 }
	frame COUPB { light POWCOUP2 }
}

// Energy Ammo
pointlight ENERGY1
{
	color 0.4 1.0 0.4
	size 24
	attenuate 1
}

pointlight ENERGY2
{
	color 0.4 1.0 0.4
	size 48
	attenuate 1
}

object EnergyPod
{
	frame BRY1B { light ENERGY1 }
}

object EnergyPack
{
	frame CPACB { light ENERGY2 }
}

// -----------------------
// -- Strife Characters --
// -----------------------

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

object Acolyte
{
	frame AGRDF { light HUMNDATK }
}

object AcolyteTan
{
	frame AGRDF { light HUMNDATK }
}

object AcolyteRed
{
	frame AGRDF { light HUMNDATK }
}

object AcolyteRust
{
	frame AGRDF { light HUMNDATK }
}

object AcolyteGray
{
	frame AGRDF { light HUMNDATK }
}

object AcolyteDGreen
{
	frame AGRDF { light HUMNDATK }
}

object AcolyteGold
{
	frame AGRDF { light HUMNDATK }
}

object AcolyteLGreen
{
	frame AGRDF { light HUMNDATK }
}

object AcolyteBlue
{
	frame AGRDF { light HUMNDATK }
}

object AcolyteShadow
{
	frame AGRDF { light HUMNDATK }
}

object Rebel
{
	frame HMN1F { light HUMNDATK }
}

object Rebel1
{
	frame HMN1F { light HUMNDATK }
}

object Rebel2
{
	frame HMN1F { light HUMNDATK }
}

object Rebel3
{
	frame HMN1F { light HUMNDATK }
}

object Rebel4
{
	frame HMN1F { light HUMNDATK }
}

object Rebel5
{
	frame HMN1F { light HUMNDATK }
}

object Rebel6
{
	frame HMN1F { light HUMNDATK }
}

object Macil1
{
	frame LEADF { light HUMNDATK }
}

object Macil2
{
	frame LEADF { light HUMNDATK }
}

object StrifePlayer
{
  //frame PLAYF { light HUMNDATK    }

	frame BURNA { light PHFIRE_FX1  }
	frame BURNB { light PHFIRE_FX2  }
	frame BURNC { light PHFIRE_FX3  }
	frame BURND { light PHFIRE_FX4  }
	frame BURNE { light PHFIRE_FX5  }
	frame BURNF { light PHFIRE_FX6  }
	frame BURNG { light PHFIRE_FX7  }
	frame BURNH { light PHFIRE_FX6  }
	frame BURNI { light PHFIRE_FX5  }
	frame BURNJ { light PHFIRE_FX4  }
	frame BURNK { light PHFIRE_FX3  }
	frame BURNL { light PHFIRE_FX2  }
	frame BURNM { light PHFIRE_FX1  }
	frame BURNN { light PHFIRE_FX2  }
	frame BURNO { light PHFIRE_FX3  }
	frame BURNP { light PHFIRE_FX4  }
	frame BURNQ { light PHFIRE_FX5  }

	frame BURNR { light PHFIRE_FX8  }
	frame BURNS { light PHFIRE_FX9  }
	frame BURNT { light PHFIRE_FX10 }
	frame BURNU { light PHFIRE_FX11 }
}

// Turret
flickerlight2 CTURRETATK1
{
	color 1.0 0.8 0.2
	size 60
	secondarySize 72
	interval 1
	offset 0 0 0
	attenuate 1
}

flickerlight2 CTURRETATK2
{
	color 1.0 0.8 0.2
	size 72
	secondarySize 84
	interval 1
	offset 0 0 0
	attenuate 1
}

flickerlight2 CTURRETDTH1
{
	color 1.0 1.0 1.0
	size 48
	secondarySize 54
	interval 1
	offset 0 0 0
	attenuate 1
}

flickerlight2 CTURRETDTH2
{
	color 0.9 0.9 0.9
	size 54
	secondarySize 60
	interval 1
	offset 0 0 0
	attenuate 1
}

flickerlight2 CTURRETDTH3
{
	color 0.7 0.7 0.7
	size 63
	secondarySize 69
	interval 1
	offset 0 0 0
	attenuate 1
}

flickerlight2 CTURRETDTH4
{
	color 0.5 0.5 0.5
	size 72
	secondarySize 78
	interval 1
	offset 0 0 0
	attenuate 1
}

flickerlight2 CTURRETDTH5
{
	color 0.3 0.3 0.3
	size 78
	secondarySize 84
	interval 1
	offset 0 0 0
	attenuate 1
}

object CeilingTurret
{
	frame TURTB { light CTURRETATK1 }
	frame TURTD { light CTURRETATK2 }

	frame BALLA { light CTURRETDTH1 }
	frame BALLB { light CTURRETDTH2 }
	frame BALLC { light CTURRETDTH3 }
	frame BALLD { light CTURRETDTH4 }
	frame BALLE { light CTURRETDTH5 }
}

// Stalker
flickerlight2 STLKATK
{
	color 1.0 0.8 0.2
	size 73
	secondarySize 84
	interval 1
	offset 0 10 0
	attenuate 1
}

flickerlight STLKDTH1
{
	color 0.2 1.0 0.2
	size 48
	secondarySize 54
	chance 0.3
	offset 0 15 0
	attenuate 1
}

flickerlight STLKDTH2
{
	color 0.3 1.0 0.3
	size 54
	secondarySize 60
	chance 0.3
	offset 0 15 0
	attenuate 1
}

flickerlight STLKDTH3
{
	color 0.2 1.0 0.2
	size 60
	secondarySize 72
	chance 0.3
	offset 0 15 0
	attenuate 1
}

flickerlight STLKDTH4
{
	color 0.35 1.0 0.35
	size 66
	secondarySize 78
	chance 0.3
	offset 0 15 0
	attenuate 1
}

flickerlight STLKDTH5
{
	color 0.5 1.0 0.2
	size 60
	secondarySize 66
	chance 0.3
	offset 0 15 0
	attenuate 1
}

flickerlight STLKDTH6
{
	color 1.0 0.2 0.0
	size 48
	secondarySize 60
	chance 0.3
	offset 0 15 0
	attenuate 1
}

flickerlight STLKDTH7
{
	color 0.7 0.3 0.0
	size 60
	secondarySize 72
	chance 0.3
	offset 0 15 0
	attenuate 1
}

flickerlight STLKDTH8
{
	color 0.5 0.15 0.0
	size 54
	secondarySize 66
	chance 0.3
	offset 0 15 0
	attenuate 1
}

flickerlight STLKDTH9
{
	color 0.35 0.05 0.0
	size 48
	secondarySize 54
	chance 0.3
	offset 0 15 0
	attenuate 1
}

object Stalker
{
	frame STLKM { light STLKATK  } // Not used in Strife

	frame STLKQ { light STLKDTH1 }
	frame STLKR { light STLKDTH1 }
	frame STLKS { light STLKDTH1 }
	frame STLKT { light STLKDTH2 }
	frame STLKU { light STLKDTH3 }
	frame STLKV { light STLKDTH4 }
	frame STLKW { light STLKDTH5 }
	frame STLKX { light STLKDTH6 }
	frame STLKY { light STLKDTH7 }
	frame STLKZ { light STLKDTH8 }
	frame STLK[ { light STLKDTH9 }
}

// Sentinel
flickerlight SNTNLDTH1
{
	color 1.0 0.4 0.0
	size 36
	secondarySize 54
	chance 0.3
	offset 0 12 0
	attenuate 1
}

flickerlight SNTNLDTH2
{
	color 1.0 0.6 0.0
	size 72
	secondarySize 84
	chance 0.3
	offset 0 12 0
	attenuate 1
}

object Sentinel
{
	frame SEWRG { light SNTNLDTH1 }
	frame SEWRH { light SNTNLDTH2 }
}

pointlight SNTNL_FX1
{
	color 1.0 0.0 0.0
	size 24
	attenuate 1
}

pointlight SNTNL_FX2
{
	color 0.5 0.0 0.0
	size 24
	attenuate 1
}

pointlight SNTNL_FX3
{
	color 1.0 0.0 0.0
	size 27
	attenuate 1
}

pointlight SNTNL_FX4
{
	color 0.8 0.0 0.0
	size 30
	attenuate 1
}

pointlight SNTNL_FX5
{
	color 0.6 0.0 0.0
	size 33
	attenuate 1
}

pointlight SNTNL_FX6
{
	color 0.4 0.0 0.0
	size 36
	attenuate 1
}

pointlight SNTNL_FX7
{
	color 0.2 0.0 0.0
	size 42
	attenuate 1
}

object SentinelFX1
{
	frame SHT1A { light SNTNL_FX1 }
	frame SHT1B { light SNTNL_FX2 }

	frame POW1F { light SNTNL_FX3 }
	frame POW1G { light SNTNL_FX4 }
	frame POW1H { light SNTNL_FX5 }
	frame POW1I { light SNTNL_FX6 }
	frame POW1J { light SNTNL_FX7 }
}

object SentinelFX2
{
	frame SHT1A { light SNTNL_FX1 }
	frame SHT1B { light SNTNL_FX2 }

	frame POW1F { light SNTNL_FX3 }
	frame POW1G { light SNTNL_FX4 }
	frame POW1H { light SNTNL_FX5 }
	frame POW1I { light SNTNL_FX6 }
	frame POW1J { light SNTNL_FX7 }
}

// Crusader
flickerlight CRSDRDTH1
{
	color 1.0 0.5 0.0
	size 96
	secondarySize 108
	chance 0.3
	offset 0 80 0
	attenuate 1
}

flickerlight CRSDRDTH2
{
	color 1.0 0.8 0.0
	size 102
	secondarySize 111
	chance 0.3
	offset 0 40 0
	attenuate 1
}

flickerlight CRSDRDTH3
{
	color 1.0 0.8 0.0
	size 108
	secondarySize 114
	chance 0.3
	offset 0 40 0
	attenuate 1
}

flickerlight CRSDRDTH4
{
	color 1.0 0.9 0.0
	size 114
	secondarySize 120
	chance 0.3
	offset 0 40 0
	attenuate 1
}

flickerlight CRSDRDTH5
{
	color 1.0 0.6 0.0
	size 120
	secondarySize 126
	chance 0.3
	offset 0 40 0
	attenuate 1
}

object Crusader
{
	frame ROB2H { light CRSDRDTH1 }
	frame ROB2I { light CRSDRDTH2 }
	frame ROB2J { light CRSDRDTH3 }
	frame ROB2K { light CRSDRDTH4 }
	frame ROB2L { light CRSDRDTH5 }
	frame ROB2M { light CRSDRDTH4 }
	frame ROB2N { light CRSDRDTH3 }
	frame ROB2O { light CRSDRDTH2 }
}

object FastFlameMissile
{
	frame FRBLA { light FLMMISSILE }
	frame FRBLB { light FLMMISSILE }
	frame FRBLC { light FLMMISSILE }

	frame FRBLD { light FLMMSL_X1  }
	frame FRBLE { light FLMMSL_X2  }
	frame FRBLF { light FLMMSL_X3  }
	frame FRBLG { light FLMMSL_X4  }
	frame FRBLH { light FLMMSL_X5  }
}

object CrusaderMissile
{
	frame MICRA { light MISSILE    }

	frame SMISA { light MISSILE_X1 }
	frame SMISB { light MISSILE_X2 }
	frame SMISC { light MISSILE_X3 }
	frame SMISD { light MISSILE_X4 }
	frame SMISE { light MISSILE_X5 }
	frame SMISF { light MISSILE_X6 }
	frame SMISG { light MISSILE_X7 }
}

// Reaver
flickerlight REAV_X1
{
	color 1.0 0.3 0.0
	size 24
	secondarySize 30
	chance 0.3
	offset 0 16 16
	attenuate 1
}

flickerlight REAV_X2
{
	color 1.0 0.2 0.0
	size 48
	secondarySize 60
	chance 0.3
	offset 0 32 -16
	attenuate 1
}

flickerlight REAV_X3
{
	color 1.0 0.6 0.0
	size 60
	secondarySize 66
	chance 0.3
	offset 0 12 16
	attenuate 1
}

flickerlight REAV_X4
{
	color 1.0 0.5 0.0
	size 30
	secondarySize 36
	chance 0.3
	offset 0 10 0
	attenuate 1
}

flickerlight REAV_X5
{
	color 1.0 0.8 0.0
	size 42
	secondarySize 48
	chance 0.3
	offset 0 18 0
	attenuate 1
}

flickerlight REAV_X6
{
	color 1.0 0.7 0.0
	size 84
	secondarySize 96
	chance 0.3
	offset 0 20 0
	attenuate 1
}

flickerlight REAV_X7
{
	color 0.5 0.05 0.0
	size 78
	secondarySize 84
	chance 0.3
	offset 0 20 0
	attenuate 1
}

object Reaver
{
	frame ROB1F { light HUMNDATK }

	frame ROB1K { light REAV_X1  }
	frame ROB1L { light REAV_X2  }
	frame ROB1M { light REAV_X3  }
	frame ROB1N { light REAV_X4  }
	frame ROB1O { light REAV_X5  }
	frame ROB1P { light REAV_X6  }
	frame ROB1Q { light REAV_X7  }
}

// Templar
flickerlight2 TEMPATK
{
	color 0.2 1.0 0.2
	size 72
	secondarySize 84
	interval 1
	offset 20 40 0
	attenuate 1
}

flickerlight TEMP_X1
{
	color 1.0 0.8 0.2
	size 12
	secondarySize 18
	chance 0.3
	offset 0 20 32
	attenuate 1
}

flickerlight TEMP_X2
{
	color 1.0 0.5 0.0
	size 48
	secondarySize 54
	chance 0.3
	offset 0 20 24
	attenuate 1
}

flickerlight TEMP_X3
{
	color 1.0 0.75 0.1
	size 36
	secondarySize 42
	chance 0.3
	offset 0 20 24
	attenuate 1
}

flickerlight TEMP_X4
{
	color 1.0 0.65 0.1
	size 42
	secondarySize 48
	chance 0.3
	offset 0 20 16
	attenuate 1
}

flickerlight TEMP_X5
{
	color 1.0 0.6 0.0
	size 45
	secondarySize 51
	chance 0.3
	offset 0 20 8
	attenuate 1
}

flickerlight TEMP_X6
{
	color 1.0 0.5 0.0
	size 48
	secondarySize 54
	chance 0.3
	offset 0 20 0
	attenuate 1
}

object Templar
{
	frame PGRDG { light TEMPATK }

	frame PGRDI { light TEMP_X1 }
	frame PGRDJ { light TEMP_X2 }
	frame PGRDK { light TEMP_X3 }
	frame PGRDL { light TEMP_X4 }
	frame PGRDM { light TEMP_X5 }
	frame PGRDN { light TEMP_X6 }
}

// Inquisitor
flickerlight2 INQATK1
{
	color 1.0 0.6 0.0
	size 132
	secondarySize 144
	interval 1
	offset 20 72 -40
	attenuate 1
}

flickerlight2 INQATK2
{
	color 1.0 0.6 0.0
	size 132
	secondarySize 144
	interval 1
	offset 20 96 0
	attenuate 1
}

flickerlight2 INQFLY1
{
	color 0.5 0.5 1.0
	size 120
	secondarySize 126
	interval 1
	offset -40 36 0
	attenuate 1
}

flickerlight2 INQFLY2
{
	color 0.33 0.33 1.0
	size 96
	secondarySize 108
	interval 1
	offset -40 36 0
	attenuate 1
}

flickerlight INQDTH1
{
	color 1.0 0.4 0.0
	size 84
	secondarySize 96
	chance 0.3
	offset 0 72 0
	attenuate 1
}

flickerlight INQDTH2
{
	color 1.0 0.7 0.0
	size 126
	secondarySize 144
	chance 0.3
	offset 0 64 0
	attenuate 1
}

flickerlight INQDTH3
{
	color 1.0 0.6 0.0
	size 138
	secondarySize 150
	chance 0.3
	offset 0 56 0
	attenuate 1
}

flickerlight INQDTH4
{
	color 0.7 0.07 0.0
	size 108
	secondarySize 120
	chance 0.3
	offset 0 40 0
	attenuate 1
}

flickerlight INQDTH5
{
	color 0.3 0.0 0.0
	size 84
	secondarySize 96
	chance 0.3
	offset 0 40 0
	attenuate 1
}

flickerlight INQDTH6
{
	color 0.5 0.3 0.0
	size 48
	secondarySize 60
	chance 0.3
	offset 0 32 0
	attenuate 1
}

flickerlight INQDTH7
{
	color 1.0 0.6 0.0
	size 84
	secondarySize 96
	chance 0.3
	offset 0 32 0
	attenuate 1
}

flickerlight INQDTH8
{
	color 1.0 0.7 0.0
	size 96
	secondarySize 108
	chance 0.3
	offset 0 32 0
	attenuate 1
}

flickerlight INQDTH9
{
	color 1.0 0.7 0.0
	size 84
	secondarySize 96
	chance 0.3
	offset 0 56 0
	attenuate 1
}

flickerlight INQDTH10
{
	color 1.0 0.6 0.0
	size 96
	secondarySize 108
	chance 0.3
	offset 0 56 0
	attenuate 1
}

flickerlight INQDTH11
{
	color 1.0 0.5 0.0
	size 150
	secondarySize 192
	chance 0.3
	offset 0 32 0
	attenuate 1
}

flickerlight INQDTH12
{
	color 1.0 0.4 0.0
	size 120
	secondarySize 144
	chance 0.3
	offset 0 32 0
	attenuate 1
}

flickerlight INQDTH13
{
	color 1.0 0.3 0.0
	size 90
	secondarySize 108
	chance 0.3
	offset 0 24 0
	attenuate 1
}

flickerlight INQDTH14
{
	color 0.5 0.15 0.0
	size 84
	secondarySize 96
	chance 0.3
	offset 0 18 0
	attenuate 1
}

object Inquisitor
{
	frame ROB3F { light INQATK1  }
	frame ROB3J { light INQATK2  }

	frame ROB3H { light INQFLY1  }
	frame ROB3I { light INQFLY2  }

	frame ROB3M { light INQDTH1  }
	frame ROB3N { light INQDTH2  }
	frame ROB3O { light INQDTH3  }
	frame ROB3P { light INQDTH4  }
	frame ROB3Q { light INQDTH5  }
	frame ROB3R { light INQDTH6  }
	frame ROB3S { light INQDTH6  }
	frame ROB3T { light INQDTH6  }
	frame ROB3U { light INQDTH7  }
	frame ROB3V { light INQDTH8  }
	frame ROB3W { light INQDTH6  }
	frame ROB3X { light INQDTH6  }
	frame ROB3Y { light INQDTH9  }
	frame ROB3Z { light INQDTH10 }
	frame ROB3[ { light INQDTH11 }
	frame ROB3\ { light INQDTH12 }
	frame RBB3] { light INQDTH13 }
	frame RBB3A { light INQDTH12 }
	frame RBB3B { light INQDTH13 }
	frame RBB3C { light INQDTH14 }
}

flickerlight INQSHOT_X1
{
	color 1.0 0.8 0.0
	size 84
	secondarySize 96
	chance 0.3
	attenuate 1
}

flickerlight INQSHOT_X2
{
	color 1.0 0.7 0.0
	size 96
	secondarySize 108
	chance 0.3
	attenuate 1
}

flickerlight INQSHOT_X3
{
	color 0.8 0.45 0.0
	size 108
	secondarySize 120
	chance 0.3
	attenuate 1
}

flickerlight INQSHOT_X4
{
	color 0.5 0.3 0.0
	size 120
	secondarySize 126
	chance 0.3
	attenuate 1
}

flickerlight INQSHOT_X5
{
	color 1.0 0.6 0.0
	size 84
	secondarySize 90
	chance 0.3
	attenuate 1
}

flickerlight INQSHOT_X6
{
	color 1.0 0.7 0.0
	size 90
	secondarySize 96
	chance 0.3
	attenuate 1
}

flickerlight INQSHOT_X7
{
	color 1.0 0.7 0.0
	size 96
	secondarySize 102
	chance 0.3
	attenuate 1
}

flickerlight INQSHOT_X8
{
	color 1.0 0.6 0.0
	size 60
	secondarySize 72
	chance 0.3
	attenuate 1
}

flickerlight INQSHOT_X9
{
	color 1.0 0.4 0.0
	size 36
	secondarySize 48
	chance 0.3
	attenuate 1
}

object InquisitorShot
{
	frame BNG2A { light INQSHOT_X1 }
	frame BNG2B { light INQSHOT_X2 }
	frame BNG2C { light INQSHOT_X3 }
	frame BNG2D { light INQSHOT_X4 }
	frame BNG2E { light INQSHOT_X5 }
	frame BNG2F { light INQSHOT_X6 }
	frame BNG2G { light INQSHOT_X7 }
	frame BNG2H { light INQSHOT_X8 }
	frame BNG2I { light INQSHOT_X9 }
}

// Programmer
flickerlight PROGATK1
{
	color 0.5 0.5 1.0
	size 84
	secondarySize 96
	chance 0.3
	offset 0 60 0
	attenuate 1
}

flickerlight PROGATK2
{
	color 0.6 0.6 1.0
	size 96
	secondarySize 108
	chance 0.3
	offset 0 60 0
	attenuate 1
}

flickerlight PROGATK3
{
	color 0.8 0.8 1.0
	size 120
	secondarySize 144
	chance 0.3
	offset 0 60 0
	attenuate 1
}

flickerlight PROGDTH1
{
	color 1.0 0.4 0.0
	size 168
	secondarySize 192
	chance 0.3
	offset 0 40 0
	attenuate 1
}

flickerlight PROGDTH2
{
	color 1.0 0.6 0.0
	size 192
	secondarySize 210
	chance 0.3
	offset 0 40 0
	attenuate 1
}

object Programmer
{
	frame PRGRH { light PROGATK1 }
	frame PRGRI { light PROGATK2 }
	frame PRGRJ { light PROGATK3 }

	frame PRGRN { light PROGDTH1 }
	frame PRGRO { light PROGDTH2 }
}

flickerlight BASE_X1
{
	color 1.0 0.55 0.0
	size 144
	secondarySize 168
	chance 0.3
	offset 0 40 0
	attenuate 1
}

flickerlight BASE_X2
{
	color 1.0 0.50 0.0
	size 120
	secondarySize 144
	chance 0.3
	offset 0 40 0
	attenuate 1
}

flickerlight BASE_X3
{
	color 0.5 0.2 0.0
	size 96
	secondarySize 108
	chance 0.3
	offset 0 32 0
	attenuate 1
}

object ProgrammerBase
{
	frame BASEA { light BASE_X1 }
	frame BASEB { light BASE_X2 }
	frame BASEC { light BASE_X3 }
}

// Bishop
flickerlight BISHOP
{
	color 1.0 1.0 1.0
	size 144
	secondarySize 162
	chance 0.3
	offset 0 120 0
	attenuate 1
}

object StrifeBishop
{
	frame MLDRE { light BISHOP }
}

object BishopMissile
{
	frame MISS  { light MISSILE   }

	frame SMISA { light MISSILE_X1}
	frame SMISB { light MISSILE_X2}
	frame SMISC { light MISSILE_X3}
	frame SMISD { light MISSILE_X4}
	frame SMISE { light MISSILE_X5}
	frame SMISF { light MISSILE_X6}
	frame SMISG { light MISSILE_X7}
}

// ------------------
// - Strife Objects -
// ------------------

// Lights
pointlight LIGHT1
{
	color 1.0 1.0 1.0
	size 84
	offset 0 30 0
	attenuate 1
}

pointlight LIGHT2
{
	color 1.0 1.0 1.0
	size 60
	offset 0 72 0
	attenuate 1
}

pointlight LIGHT3
{
	color 1.0 1.0 1.0
	size 96
	attenuate 1
}

pointlight LIGHT4
{
	color 1.0 1.0 1.0
	size 96
	offset 0 80 0
	attenuate 1
}

pointlight LIGHT5
{
	color 1.0 1.0 1.0
	size 84
	offset 0 72 0
	attenuate 1
}

pointlight CLIGHT1
{
	color 1.0 1.0 0.0
	size 24
	offset 0 12 0
	attenuate 1
}

pulselight CLIGHT2
{
	color 1.0 1.0 0.0
	size 72
	secondarySize 75
	interval 8.0
	offset 0 64 0
	attenuate 1
}

pulselight LLIGHT
{
	color 1.0 0.5 0.0
	size 42
	secondarySize 54
	interval 12.0
	offset 0 76 0
	attenuate 1
}

pulselight TLLIGHT1
{
	color 0.9 0.9 1.0
	size 84
	secondarySize 96
	interval 3.0
	offset 0 48 0
	attenuate 1
}

pointlight TLLIGHT2
{
	color 1.0 1.0 0.5
	size 120
	offset 0 40 0
	attenuate 1
}

flickerlight HTECH
{
	color 0.3 1.0 0.3
	size 144
	secondarySize 156
	chance 0.5
	offset 0 80 0
	attenuate 1
}

pulselight BCOLUMN
{
	color 0.5 1.0 0.5
	size 180
	secondarySize 192
	interval 10.0
	offset 0 64 0
	attenuate 1
}

pulselight FBUBBLE
{
	color 0.5 1.0 0.5
	size 90
	secondarySize 96
	interval 10.0
	offset 0 32 0
	attenuate 1
}

pulselight CBUBBLE
{
	color 0.5 1.0 0.5
	size 90
	secondarySize 96
	interval 10.0
	attenuate 1
}

pointlight SPIDLGHT1
{
	color 0.5 1.0 0.5
	size 96
	offset 0 10 0
	attenuate 1
}

pointlight SPIDLGHT2
{
	color 0.2 0.75 0.2
	size 84
	offset 0 10 0
	attenuate 1
}

pointlight SPIDLGHT3
{
	color 0.0 0.25 0.0
	size 72
	offset 0 10 0
	attenuate 1
}

object LightSilverFluorescent
{
	frame LITS { light LIGHT1 }
}

object LightBrownFluorescent
{
	frame LITB { light LIGHT1 }
}

object LightGoldFluorescent
{
	frame LITG { light LIGHT1 }
}

object LightGlobe
{
	frame LITE { light LIGHT5 }
}

object PillarHugeTech
{
	frame HUGE { light HTECH }
}

object Candle
{
	frame KNDL { light CLIGHT1 }
}

object StrifeCandelabra
{
	frame CLBR { light CLIGHT2 }
}

object CageLight
{
	frame CAGE { light LIGHT3 }
}

object OutsideLamp
{
	frame LAMP { light LIGHT4 }
}

object PoleLantern
{
	frame LANT { light LLIGHT }
}

object TechLampSilver
{
	frame TECHA { light TLLIGHT1 }
}

object TechLampBrass
{
	frame TECHB { light TLLIGHT2 }
}

object AlienBubbleColumn
{
	frame BUBB { light BCOLUMN }
}

object AlienFloorBubble
{
	frame BUBF { light FBUBBLE }
}

object AlienCeilingBubble
{
	frame BUBC { light CBUBBLE }
}

object AlienSpiderLight
{
	frame SPDLA { light SPIDLGHT1 }
	frame SPDLB { light SPIDLGHT2 }
	frame SPDLC { light SPIDLGHT3 }
}

// Burning Things
flickerlight BBARREL
{
	color 1.0 0.6 0.0
	size 48
	secondarySize 60
	chance 0.8
	offset 0 32 0
	attenuate 1
}

flickerlight BBOWL
{
	color 1.0 0.7 0.0
	size 36
	secondarySize 48
	chance 0.5
	offset 0 10 0
	attenuate 1
}

flickerlight BBRAZIER
{
	color 1.0 0.8 0.0
	size 60
	secondarySize 66
	chance 0.2
	offset 0 32 0
	attenuate 1
}

pulselight STORCH
{
	color 1.0 0.6 0.0
	size 48
	secondarySize 54
	interval 5.0
	offset 0 56 0
	attenuate 1
}

pulselight MTORCH
{
	color 1.0 0.6 0.0
	size 84
	secondarySize 96
	interval 5.0
	offset 0 64 0
	attenuate 1
}

pulselight LTORCH
{
	color 1.0 0.8 0.0
	size 96
	secondarySize 108
	interval 2.0
	offset 0 64 0
	attenuate 1
}

pulselight HTORCH
{
	color 1.0 0.6 0.0
	size 108
	secondarySize 114
	interval 3.0
	offset 0 72 0
	attenuate 1
}

object StrifeBurningBarrel
{
	frame BBAR { light BBARREL }
}

object BurningBowl
{
	frame BOWL { light BBOWL }
}

object BurningBrazier
{
	frame BRAZ { light BBRAZIER }
}

object SmallTorchLit
{
	frame TRHL { light STORCH }
}

object MediumTorch
{
	frame LTRH { light MTORCH }
}

object LargeTorch
{
	frame LMPC { light LTORCH }
}

object HugeTorch
{
	frame LOGS { light HTORCH }
}

// Power Crystal
pointlight PCRYSTAL
{
	color 1.0 1.0 0.0
	size 40
	offset 0 16 0
}

pointlight PCRYSTAL1
{
	color 0.4 0.4 1.0
	size 24
	offset 0 12 0
}

pointlight PCRYSTAL2
{
	color 0.5 0.5 1.0
	size 30
	offset 0 18 0
}

pointlight PCRYSTAL3
{
	color 0.45 0.45 1.0
	size 32
	offset 0 24 0
}

pointlight PCRYSTAL4
{
	color 0.35 0.35 1.0
	size 28
	offset 0 32 0
}

pointlight PCRYSTAL5
{
	color 0.1 0.1 1.0
	size 18
	offset 0 40 0
}

flickerlight POWCRYS_X1
{
	color 1.0 0.7 0.1
	size 108
	secondarySize 112
	chance 0.3
}

flickerlight POWCRYS_X2
{
	color 1.0 0.75 0.2
	size 112
	secondarySize 116
	chance 0.3
}

flickerlight POWCRYS_X3
{
	color 1.0 0.8 0.4
	size 116
	secondarySize 120
	chance 0.3
}

flickerlight POWCRYS_X4
{
	color 1.0 0.75 0.3
	size 115
	secondarySize 117
	chance 0.3
}

flickerlight POWCRYS_X5
{
	color 1.0 0.7 0.27
	size 114
	secondarySize 116
	chance 0.3
}

flickerlight POWCRYS_X6
{
	color 1.0 0.62 0.22
	size 112
	secondarySize 114
	chance 0.3
}

flickerlight POWCRYS_X7
{
	color 1.0 0.6 0.20
	size 111
	secondarySize 113
	chance 0.3
}

flickerlight POWCRYS_X8
{
	color 1.0 0.58 0.18
	size 110
	secondarySize 112
	chance 0.3
}

flickerlight POWCRYS_X9
{
	color 1.0 0.56 0.16
	size 109
	secondarySize 111
	chance 0.3
}

flickerlight POWCRYS_X10
{
	color 1.0 0.54 0.14
	size 108
	secondarySize 110
	chance 0.3
}

flickerlight POWCRYS_X11
{
	color 1.0 0.52 0.12
	size 107
	secondarySize 109
	chance 0.3
}

flickerlight POWCRYS_X12
{
	color 1.0 0.5 0.10
	size 106
	secondarySize 108
	chance 0.3
}

flickerlight POWCRYS_X13
{
	color 1.0 0.48 0.10
	size 105
	secondarySize 107
	chance 0.3
}

flickerlight POWCRYS_X14
{
	color 1.0 0.46 0.08
	size 103
	secondarySize 105
	chance 0.3
}

flickerlight POWCRYS_X15
{
	color 1.0 0.44 0.06
	size 101
	secondarySize 103
	chance 0.3
}

flickerlight POWCRYS_X16
{
	color 1.0 0.42 0.04
	size 99
	secondarySize 101
	chance 0.3
}

flickerlight POWCRYS_X17
{
	color 1.0 0.40 0.02
	size 98
	secondarySize 100
	chance 0.3
}

flickerlight POWCRYS_X18
{
	color 1.0 0.38 0.0
	size 97
	secondarySize 99
	chance 0.3
}

flickerlight POWCRYS_X19
{
	color 1.0 0.36 0.0
	size 96
	secondarySize 98
	chance 0.3
}

flickerlight POWCRYS_X20
{
	color 1.0 0.34 0.0
	size 95
	secondarySize 97
	chance 0.3
}

flickerlight POWCRYS_X21
{
	color 1.0 0.32 0.0
	size 94
	secondarySize 96
	chance 0.3
}

flickerlight POWCRYS_X22
{
	color 1.0 0.3 0.0
	size 93
	secondarySize 95
	chance 0.3
}

flickerlight POWCRYS_X23
{
	color 1.0 0.28 0.0
	size 92
	secondarySize 94
	chance 0.3
}

flickerlight POWCRYS_X24
{
	color 1.0 0.26 0.0
	size 89
	secondarySize 92
	chance 0.3
}

flickerlight POWCRYS_X25
{
	color 1.0 0.24 0.0
	size 86
	secondarySize 89
	chance 0.3
}

object PowerCrystal
{
	frame CRYS  { light PCRYSTAL    }

	frame CRYSB { light PCRYSTAL1   }
	frame CRYSC { light PCRYSTAL2   }
	frame CRYSD { light PCRYSTAL3   }
	frame CRYSE { light PCRYSTAL4   }
	frame CRYSF { light PCRYSTAL5   }

	frame BOOMA { light POWCRYS_X1  }
	frame BOOMB { light POWCRYS_X2  }
	frame BOOMC { light POWCRYS_X3  }
	frame BOOMD { light POWCRYS_X4  }
	frame BOOME { light POWCRYS_X5  }
	frame BOOMF { light POWCRYS_X6  }
	frame BOOMG { light POWCRYS_X7  }
	frame BOOMH { light POWCRYS_X8  }
	frame BOOMI { light POWCRYS_X9  }
	frame BOOMJ { light POWCRYS_X10 }
	frame BOOMK { light POWCRYS_X11 }
	frame BOOML { light POWCRYS_X12 }
	frame BOOMM { light POWCRYS_X13 }
	frame BOOMN { light POWCRYS_X14 }
	frame BOOMO { light POWCRYS_X15 }
	frame BOOMP { light POWCRYS_X16 }
	frame BOOMQ { light POWCRYS_X17 }
	frame BOOMR { light POWCRYS_X18 }
	frame BOOMS { light POWCRYS_X19 }
	frame BOOMT { light POWCRYS_X20 }
	frame BOOMU { light POWCRYS_X21 }
	frame BOOMV { light POWCRYS_X22 }
	frame BOOMW { light POWCRYS_X23 }
	frame BOOMX { light POWCRYS_X24 }
	frame BOOMY { light POWCRYS_X25 }
}

// Computer
pulselight COMPUTER
{
	color 0.25 1.0 0.25
	size 168
	secondarySize 192
	interval 0.25
	offset 0 64 0
	attenuate 1
}

object Computer
{
	frame SECRA { light COMPUTER }
	frame SECRB { light COMPUTER }
	frame SECRC { light COMPUTER }
	frame SECRD { light COMPUTER }
}

// Strife Explosive Barrel
flickerlight BARREL_X1
{
	color 1.0 0.6 0.1
	size 72
	secondarySize 84
	chance 0.3
	attenuate 1
}

flickerlight BARREL_X2
{
	color 1.0 0.8 0.0
	size 84
	secondarySize 96
	chance 0.3
	attenuate 1
}

flickerlight BARREL_X3
{
	color 1.0 0.7 0.0
	size 108
	secondarySize 120
	chance 0.3
	attenuate 1
}

flickerlight BARREL_X4
{
	color 1.0 0.6 0.0
	size 120
	secondarySize 132
	chance 0.3
	attenuate 1
}

flickerlight BARREL_X5
{
	color 1.0 0.5 0.0
	size 108
	secondarySize 114
	chance 0.3
	attenuate 1
}

flickerlight BARREL_X6
{
	color 1.0 0.45 0.0
	size 84
	secondarySize 90
	chance 0.3
	attenuate 1
}

flickerlight BARREL_X7
{
	color 1.0 0.4 0.0
	size 78
	secondarySize 84
	chance 0.3
	offset 0 24 0
	attenuate 1
}

flickerlight BARREL_X8
{
	color 1.0 0.35 0.0
	size 54
	secondarySize 60
	chance 0.3
	offset 0 40 0
	attenuate 1
}

flickerlight BARREL_X9
{
	color 1.0 0.3 0.0
	size 24
	secondarySize 36
	chance 0.3
	offset 0 56 0
	attenuate 1
}

object ExplosiveBarrel2
{
	frame BARTC { light BARREL_X1 }
	frame BARTD { light BARREL_X2 }
	frame BARTE { light BARREL_X3 }
	frame BARTF { light BARREL_X4 }
	frame BARTG { light BARREL_X5 }
	frame BARTH { light BARREL_X6 }
	frame BARTI { light BARREL_X7 }
	frame BARTJ { light BARREL_X8 }
	frame BARTK { light BARREL_X9 }
}

// Alarm
pointlight KLAXON
{
	color 1.0 0.0 0.0
	size 36
	attenuate 1
}

object KlaxonWarningLight
{
	frame KLAXC { light KLAXON }
}

// ------------------
// - Strife Effects -
// ------------------

// Bang Cloud
object Bang4Cloud
{
	frame BNG4B { light POWCRYS_X2   }
	frame BNG4C { light POWCRYS_X3   }
	frame BNG4D { light POWCRYS_X4   }
	frame BNG4E { light POWCRYS_X5   }
	frame BNG4F { light POWCRYS_X6   }
	frame BNG4G { light POWCRYS_X7   }
	frame BNG4H { light POWCRYS_X8   }
	frame BNG4I { light POWCRYS_X9   }
	frame BNG4J { light POWCRYS_X10  }

	frame BNG4K { light HEGRENADE_X1 }
	frame BNG4L { light HEGRENADE_X2 }
	frame BNG4M { light HEGRENADE_X3 }
	frame BNG4N { light HEGRENADE_X4 }
}

// Fire Droplet
object FireDroplet
{
	frame FFOTA { light PHFIRE_FX8  }
	frame FFOTB { light PHFIRE_FX9  }
	frame FFOTC { light PHFIRE_FX10 }
	frame FFOTD { light PHFIRE_FX11 }
}

// Lighning
flickerlight ZAPBALL1
{
	color 0.8 0.8 1.0
	size 96
	secondarySize 108
	chance 0.3
	attenuate 1
}

flickerlight ZAPBALL2
{
	color 0.8 0.8 1.0
	size 192
	secondarySize 216
	chance 0.5
	attenuate 1
}

flickerlight LIGHTNING1
{
	color 0.8 0.8 1.0
	size 108
	secondarySize 120
	chance 0.8
	attenuate 1
}

flickerlight LIGHTNING2
{
	color 0.8 0.8 1.0
	size 120
	secondarySize 144
	chance 0.8
	attenuate 1
}

flickerlight LIGHT_SPT
{
	color 0.8 0.8 1.0
	size 36
	secondarySize 48
	chance 0.8
	attenuate 1
}

flickerlight LGNTAIL
{
	color 0.4 0.4 0.5
	size 108
	secondarySize 120
	chance 0.8
	attenuate 1
}

object SpectralLightningBase
{
	frame ZAP1A { light ARROWZAP1 }
	frame ZAP1B { light ARROWZAP2 }
	frame ZAP1C { light ARROWZAP3 }
	frame ZAP1D { light ARROWZAP4 }
	frame ZAP1E { light ARROWZAP5 }
	frame ZAP1F { light ARROWZAP6 }
}

object SpectralLightningBall1
{
	frame ZOT3  { light ZAPBALL1  }

	frame ZAP1A { light ARROWZAP1 }
	frame ZAP1B { light ARROWZAP2 }
	frame ZAP1C { light ARROWZAP3 }
	frame ZAP1D { light ARROWZAP4 }
	frame ZAP1E { light ARROWZAP5 }
	frame ZAP1F { light ARROWZAP6 }
}

object SpectralLightningBall2
{
	frame ZOT3  { light ZAPBALL1  }

	frame ZAP1A { light ARROWZAP1 }
	frame ZAP1B { light ARROWZAP2 }
	frame ZAP1C { light ARROWZAP3 }
	frame ZAP1D { light ARROWZAP4 }
	frame ZAP1E { light ARROWZAP5 }
	frame ZAP1F { light ARROWZAP6 }
}

object SpectralLightningBigBall1
{
	frame ZOT7  { light ZAPBALL2  }

	frame ZAP1A { light ARROWZAP1 }
	frame ZAP1B { light ARROWZAP2 }
	frame ZAP1C { light ARROWZAP3 }
	frame ZAP1D { light ARROWZAP4 }
	frame ZAP1E { light ARROWZAP5 }
	frame ZAP1F { light ARROWZAP6 }
}

object SpectralLightningBigBall2
{
	frame ZOT7  { light ZAPBALL2  }

	frame ZAP1A { light ARROWZAP1 }
	frame ZAP1B { light ARROWZAP2 }
	frame ZAP1C { light ARROWZAP3 }
	frame ZAP1D { light ARROWZAP4 }
	frame ZAP1E { light ARROWZAP5 }
	frame ZAP1F { light ARROWZAP6 }
}

object SpectralLightningH1
{
	frame ZAP6  { light LIGHTNING1 }

	frame ZAP1A { light ARROWZAP1  }
	frame ZAP1B { light ARROWZAP2  }
	frame ZAP1C { light ARROWZAP3  }
	frame ZAP1D { light ARROWZAP4  }
	frame ZAP1E { light ARROWZAP5  }
	frame ZAP1F { light ARROWZAP6  }
}

object SpectralLightningH2
{
	frame ZAP6  { light LIGHTNING1 }

	frame ZAP1A { light ARROWZAP1  }
	frame ZAP1B { light ARROWZAP2  }
	frame ZAP1C { light ARROWZAP3  }
	frame ZAP1D { light ARROWZAP4  }
	frame ZAP1E { light ARROWZAP5  }
	frame ZAP1F { light ARROWZAP6  }
}

object SpectralLightningH3
{
	frame ZAP6  { light LIGHTNING1 }

	frame ZAP1A { light ARROWZAP1  }
	frame ZAP1B { light ARROWZAP2  }
	frame ZAP1C { light ARROWZAP3  }
	frame ZAP1D { light ARROWZAP4  }
	frame ZAP1E { light ARROWZAP5  }
	frame ZAP1F { light ARROWZAP6  }
}

object SpectralLightningHTail
{
	frame ZAP6  { light LGNTAIL   }

	frame ZAP1A { light ARROWZAP1 }
	frame ZAP1B { light ARROWZAP2 }
	frame ZAP1C { light ARROWZAP3 }
	frame ZAP1D { light ARROWZAP4 }
	frame ZAP1E { light ARROWZAP5 }
	frame ZAP1F { light ARROWZAP6 }
}

object SpectralLightningV1
{
	frame ZOT1  { light LIGHTNING1 }

	frame ZAP1A { light ARROWZAP1  }
	frame ZAP1B { light ARROWZAP2  }
	frame ZAP1C { light ARROWZAP3  }
	frame ZAP1D { light ARROWZAP4  }
	frame ZAP1E { light ARROWZAP5  }
	frame ZAP1F { light ARROWZAP6  }
}

object SpectralLightningV2
{
	frame ZOT1  { light LIGHTNING1 }

	frame ZAP1A { light ARROWZAP1  }
	frame ZAP1B { light ARROWZAP2  }
	frame ZAP1C { light ARROWZAP3  }
	frame ZAP1D { light ARROWZAP4  }
	frame ZAP1E { light ARROWZAP5  }
	frame ZAP1F { light ARROWZAP6  }
}

object SpectralLightningSpot
{
	frame ZAP5 { light LIGHT_SPT }
}

object SpectralLightningBigV1
{
	frame ZOT2  { light LIGHTNING2 }

	frame ZAP1A { light ARROWZAP1  }
	frame ZAP1B { light ARROWZAP2  }
	frame ZAP1C { light ARROWZAP3  }
	frame ZAP1D { light ARROWZAP4  }
	frame ZAP1E { light ARROWZAP5  }
	frame ZAP1F { light ARROWZAP6  }
}

object SpectralLightningBigV2
{
	frame ZOT2  { light LIGHTNING2 }

	frame ZAP1A { light ARROWZAP1  }
	frame ZAP1B { light ARROWZAP2  }
	frame ZAP1C { light ARROWZAP3  }
	frame ZAP1D { light ARROWZAP4  }
	frame ZAP1E { light ARROWZAP5  }
	frame ZAP1F { light ARROWZAP6  }
}

// Teleport
pointlight TFOG1
{
	color 0.5 0.5 0.25
	size 48
	offset 0 40 0
	attenuate 1
}

pointlight TFOG2
{
	color 0.5 0.5 0.25
	size 60
	offset 0 40 0
	attenuate 1
}

pointlight TFOG3
{
	color 0.5 0.5 0.25
	size 72
	offset 0 40 0
	attenuate 1
}

pointlight TFOG4
{
	color 0.5 0.5 0.25
	size 84
	offset 0 40 0
	attenuate 1
}

pointlight TFOG5
{
	color 0.5 0.5 0.25
	size 96
	offset 0 40 0
	attenuate 1
}

pointlight TFOG6
{
	color 0.5 0.5 0.25
	size 108
	offset 0 40 0
	attenuate 1
}

object TeleportFog
{
	frame TFOGA { light TFOG1 }
	frame TFOGB { light TFOG2 }
	frame TFOGC { light TFOG3 }
	frame TFOGD { light TFOG4 }
	frame TFOGE { light TFOG5 }
	frame TFOGF { light TFOG6 }
}
