//Explosion
pulselight EXPLOSIONFLASH
{
    color 1.0 0.3 0.0
    size 100
    secondarySize 120
    interval 0.1
    offset 0 60 0
}





object SuperBFGBall
{
    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 }
}

flickerlight BFGEXPLO
{
    color 0.1 1.0 0.0
    size 200
	secondarySize 240
	chance 0.99
}


object Candelabra1
{
    frame CBRA { light BIGREDTORCH }
}





object BurningZombie
{
    frame BDT1 { light BIGREDTORCH }
	frame BDT2 { light BIGREDTORCH }
	frame BDT3 { light BIGREDTORCH }
}






object Candlestick1
{
frame CAND { light SMALLREDTORCH }
}


pulselight FSKULL
{
color 1.0 1.0 0.0
size 32
secondarysize 25
interval 3
}

// ------------------
// -- Doom Weapons --
// ------------------

// Bullet puff
flickerlight BPUFF1
{
    color 0.5 0.5 0.0
    size 6
    secondarySize 8
    chance 0.8
}

flickerlight BPUFF2
{
    color 0.5 0.5 0.0
    size 3
    secondarySize 4
    chance 0.8
}

object HitPuff
{
    frame PUFFA { light BPUFF1 }
    frame PUFFB { light BPUFF2 }
}

object MachinegunBulletPuff
{
    frame PUFFA { light BPUFF1 }
    frame PUFFB { light BPUFF2 }
}

// Rocket
pointlight ROCKET
{
    color 1.0 0.7 0.0
    size 56
}

flickerlight ROCKET_X1
{
    color 1.0 0.7 0.0
    size 64
    secondarySize 72
    chance 0.3
}

flickerlight ROCKET_X2
{
    color 0.5 0.1 0.0
    size 80
    secondarySize 88
    chance 0.3
}

flickerlight ROCKET_X3
{
    color 0.3 0.0 0.0
    size 96
    secondarySize 104
    chance 0.3
}



// Plasma
pointlight PLASMABALL
{
    color 0.0 0.0 1.0
    size 128
}

pointlight FireBall
{
    color 0.0 0.0 1.0
    size 128
}


pointlight PLASMABALLSMALL
{
    color 0.0 0.0 1.0
    size 64
}

object PlasmaPuff
{
    frame PLSE { light PLASMABALL }
}

object HotPlasmaGas
{
    frame FIR5 { light PLASMABALL }
}




// ----------------------
// -- Doom Decorations --
// ----------------------

// Barrel

object ExplosiveBarrel1
{
    frame BAR1  { light GREENGOOZ    }
    frame BARB  { light GREENGOOZ    }


    frame BEXPC { light ROCKET_X1 }
    frame BEXPD { light ROCKET_X1 }
    frame BEXPE { light ROCKET_X1 }
    frame BEXPF { light ROCKET_X1 }
    frame BEXPG { light ROCKET_X2 }
    frame BEXPH { light ROCKET_X2 }
    frame BEXPI { light ROCKET_X2 }
    frame BEXPJ { light ROCKET_X2 }
    frame BEXPK { light ROCKET_X2 }
    frame BEXPL { light ROCKET_X3 }
    frame BEXPM { light ROCKET_X3 }
    frame BEXPN { light ROCKET_X3 }
    frame BEXPO { light ROCKET_X3 }
    frame BEXPP { light ROCKET_X3 }
}

// Floor lamp
pointlight LAMP
{
    color 1.0 1.0 1.0
    size 56
    offset 0 44 0
}

pointlight YELLOWLAMP
{
    color 1.0 1.0 0.0
    size 56
    offset 0 44 0
}

object Column1
{
    frame COLUA { light YELLOWLAMP }
}

// Short tech lamp
pulselight SMALLLAMP
{
    color 0.8 0.8 1.0
    size 56
    secondarySize 58
    interval 0.4
    offset 0 44 0
}

object TechLamp21
{
    frame TLP2A { light SMALLLAMP }
    frame TLP2B { light SMALLLAMP }
    frame TLP2C { light SMALLLAMP }
    frame TLP2D { light SMALLLAMP }
}

// Tall tech lamp
pulselight BIGLAMP
{
    color 0.8 0.8 1.0
    size 64
    secondarySize 66
    interval 0.4
    offset 0 72 0
}

object TechLamp1
{
    frame TLMPA { light BIGLAMP }
    frame TLMPB { light BIGLAMP }
    frame TLMPC { light BIGLAMP }
    frame TLMPD { light BIGLAMP }
}

// Tall red torch
pulselight BIGREDTORCH
{
    color 1.0 0.3 0.0
    size 58
    secondarySize 64
    interval 0.1
    offset 0 60 0
}

pulselight BIGREDTORCH128
{
    color 1.0 0.3 0.0
    size 80
    secondarySize 128
    interval 0.1
    offset 0 0 0
}

object TallTorch_Red
{
    frame TTRB { light BIGREDTORCH }
}

// Tall green torch
pulselight BIGGREENTORCH
{
    color 0.0 1.0 0.0
    size 58
    secondarySize 64
    interval 0.1
    offset 0 60 0
}

object TallTorch_Green
{
    frame TTRB { light BIGGREENTORCH }
}

// Tall blue torch
pulselight BIGBLUETORCH
{
    color 0.0 0.0 1.0
    size 58
    secondarySize 64
    interval 0.1
    offset 0 60 0
}

object TallTorch_Blue
{
    frame TTRB { light BIGBLUETORCH }
}

object Plasma_Ball
{
    frame TNT1 { light PLASMABALL }
    frame PBAL { light PLASMABALLSMALL }
}

object Fire_Ball
{
    frame TNT1 { light SMALLREDTORCH }
    frame PFAL { light SMALLREDTORCHPlayerMenu }
}



object EnemyPlasmaBall
{
    frame TNT1 { light PLASMABALL }
    frame PBAL { light PLASMABALLSMALL }
}

// Small red torch
pulselight SMALLREDTORCH
{
    color 1.0 0.3 0.0
    size 48
    secondarySize 54
    interval 0.1
    offset 0 35 0
}

object ShortTorch_Red
{
    frame STRB { light SMALLREDTORCH }
}


object SmallFireFocus24
{
    frame FLME { light SMALLREDTORCH }
	frame F1RE { light SMALLREDTORCH }
}

// Small green torch
pulselight SMALLGREENTORCH
{
    color 0.0 1.0 0.0
    size 48
    secondarySize 54
    interval 0.1
    offset 0 35 0
}

object ShortTorch_Green
{
    frame STRB { light SMALLGREENTORCH }
}

// Small blue torch
pulselight SMALLBLUETORCH
{
    color 0.0 0.0 1.0
    size 48
    secondarySize 54
    interval 0.1
    offset 0 35 0
}

object ShortTorch_Blue
{
    frame STRB { light SMALLBLUETORCH }
}

// Burning barrel
pulselight FIREBARREL
{
    color 1.0 0.9 0.0
    size 58
    secondarySize 64
    interval 0.1
    offset 0 32 0
}

object BurningBarrel1
{
    frame BURB { light FIREBARREL }
}

//object BigTreeInFlames
//{
//    frame TRE2 { light FIREBARREL }
//}

object TorchTreeInFlames
{
    frame TRE1 { light FIREBARREL }
}


// Skulls w/candles
pulselight SKULLCANDLES
{
    color 1.0 1.0 0.0
    size 32
    secondarySize 44
    interval 0.1
    offset 0 24 0
}

object HeadCandles
{
    frame POL3 { light SKULLCANDLES }
}


pointlight HUEHUE
{
    color 0.5 0.4 0
    size 48
}

pointlight HUEHUEHUEHUE
{
    color 0.5 0.4 0
    size 62
}



object RicoChet
{
    frame IPF2 { light HUEHUE }
}


object YellowFlareSmallB
{
    frame LENY { light HUEHUE }
}




object PlayerMuzzle1
{
    frame PLMZ { light HUEHUE }
}

object PlayerMuzzle2
{
    frame PLMZ { light HUEHUEHUEHUE }
}


object MarineMuzzle1
{
    frame PLMZ { light HUEHUE }
}

object MarineMuzzle2
{
    frame PLMZ { light HUEHUEHUEHUE }
}

object OrangeLensFlareAlt
{
    frame LEYS { light HUEHUE }
}


// ----------------
// -- Doom Items --
// ----------------

// Soul Sphere
pulselight SOULSPHERE
{
    color 0.0 0.0 1.0
    size 40
    secondarySize 42
    interval 2.0
    offset 0 16 0
}

object LifeSphere
{
    frame SOUL { light SOULSPHERE }
}

// Invulnerability Sphere
pulselight INVULN
{
    color 0.0 1.0 0.0
    size 40
    secondarySize 42
    interval 2.0
    offset 0 16 0
}

pulselight HEALTHPOTION
{
    color 0.0 0.0 0.6
    size 16
    secondarySize 18
    interval 2.0
}

object HealthBonus
{
    frame BON1 { light BLUEITEM }
}

// Armour Helmet
pulselight ARMORBONUS
{
    color 0.0 0.6 0.0
    size 14
    secondarySize 16
    interval 1.0
	//dontlightself 1
}

// Yellow Keys
pulselight YELLOWKEY
{
    color 0.6 0.6 0.0
    size 16
    secondarySize 18
    interval 2.0
}

// Red Keys
pulselight REDKEY
{
    color 0.6 0.0 0.0
    size 16
    secondarySize 18
    interval 2.0
}

// Green armour
pointlight GREENARMOR1
{
    color 0.0 0.6 0.0
    size 48
}

pointlight GREENARMOR2
{
    color 0.0 0.6 0.0
    size 32
}



// Blue armour
pointlight BLUEARMOR1
{
    color 0.0 0.0 0.6
    size 48
}

pointlight BLUEARMOR2
{
    color 0.0 0.0 0.6
    size 32
}



// ------------------
// -- Doom Enemies --
// ------------------

// Zombies
flickerlight2 ZOMBIEATK
{
    color 1.0 0.8 0.2
    size 48
    secondarySize 56
    interval 1
    offset 0 40 0
}

object Zombie_Man
{
    frame POSSF { light ZOMBIEATK }
}

object ShotgunGuy1
{
    frame SPOSF { light ZOMBIEATK }
}



// Doom Imp Fireball
pointlight IMPBALL
{
    color 1.0 0.5 0.0
    size 64
}

// Doom imp fireball explosion
flickerlight IMPBALL_X1
{
    color 0.7 0.2 0.0
    size 80
    secondarySize 88
    chance 0.25
}

flickerlight IMPBALL_X2
{
    color 0.4 0.0 0.0
    size 96
    secondarySize 104
    chance 0.25
}

flickerlight IMPBALL_X3
{
    color 0.2 0.0 0.0
    size 112
    secondarySize 120
    chance 0.25
}

object FireBall_
{
    frame FR7X { light IMPBALL    }
    frame FRFXA { light IMPBALL    }
    frame FRFXB { light IMPBALL    }
    frame FRFXC { light IMPBALL    }
    frame FRFXD { light IMPBALL    }
    frame FRFXE { light IMPBALL_X2    }
    frame FRFXF { light IMPBALL_X2    }
    frame FRFXG { light IMPBALL_X2    }
    frame FRFXH { light IMPBALL_X3    }
    frame FRFXI { light IMPBALL_X3    }

}

// Cacodemon fireball
flickerlight CACOBALL
{
    color 0.1 0.1 1.0 
    size 56
    secondarySize 64
    chance 0.5
}

flickerlight CACOBALL_X1
{
    color 0.1 0.4 0.9
    size 72
    secondarySize 80
    chance 0.25
}

flickerlight CACOBALL_X2
{
    color 0.0 0.1 0.6
    size 88
    secondarySize 96
    chance 0.25
}

flickerlight CACOBALL_X3
{
    color 0.0 0.0 0.3
    size 104
    secondarySize 112
    chance 0.25
}

object CacodemonBall_
{
    frame BAL2A { light CACOBALL }
    frame BAL2B { light CACOBALL }

    frame BAL2C { light CACOBALL_X1 }
    frame BAL2D { light CACOBALL_X2 }
	frame BAL2E { light CACOBALL_X2 }
    frame BAL2F { light CACOBALL_X3 }
}

// Baron / Hell Knight fireball
pointlight BARONBALL
{
    color 0.0 1.0 0.0
    size 64
}

flickerlight BARONBALL_X1
{
    color 0.0 0.7 0.0
    size 80
    secondarySize 88
    chance 0.25
}

flickerlight BARONBALL_X2
{
    color 0.0 0.4 0.0
    size 96
    secondarySize 104
    chance 0.25
}

flickerlight BARONBALL_X3
{
    color 0.0 0.2 0.0
    size 112
    secondarySize 120
    chance 0.25
}

object GreenPlasmaBall
{
    frame FRPGJ { light BARONBALL    }
    frame FRPGK { light BARONBALL    }

    frame FRPGC { light BARONBALL_X1 }
    frame FRPGD { light BARONBALL_X1 }
    frame FRPGE { light BARONBALL_X2 }
    frame FRPGF { light BARONBALL_X2 }
    frame FRPGG { light BARONBALL_X3 }
    frame FRPGH { light BARONBALL_X3 }
}

// Lost Soul
flickerlight LOSTSOUL
{
    color 1.0 0.3 0.0
    size 56
    secondarysize 64
    chance 0.5
}


flickerlight LOSTSOUL_X1
{
    color 0.8 0.3 0.0
    size 32
    secondarySize 46
    chance 0.25
}

flickerlight LOSTSOUL_X2
{
    color 0.6 0.2 0.0
    size 88
    secondarySize 96
    chance 0.25
}

flickerlight LOSTSOUL_X3
{
    color 0.4 0.1 0.0
    size 104
    secondarySize 112
    chance 0.25
}

flickerlight LOSTSOUL_X4
{
    color 0.2 0.0 0.0
    size 112
    secondarySize 120
    chance 0.25
}

object TehLostSoul
{
    frame LSOL { light LOSTSOUL_X1 }
}





// Mancubus Fireball
object BigFireBall
{
    frame MANFA { light IMPBALL   }
    frame MANFB { light IMPBALL   }
	frame FLME { light IMPBALL   }
	frame F1RE { light IMPBALL   }
	frame F2RE { light IMPBALL   }
	frame FRFX { light ROCKETLIGHT }
	
	
	
	

    frame MISLB { light ROCKET_X1 }
    frame MISLC { light ROCKET_X2 }
    frame MISLD { light ROCKET_X3 }
}

// Arachnotron Fireball
pointlight ARACHPLAS
{
    color 0.6 1.0 0.0
    size 56
}

flickerlight ARACHPLAS_X1
{
    color 0.4 0.8 0.0
    size 72
    secondarySize 80
    chance 0.3
}

flickerlight ARACHPLAS_X2
{
    color 0.6 0.6 0.0
    size 88
    secondarySize 96
    chance 0.3
}

flickerlight ARACHPLAS_X3
{
    color 0.4 0.4 0.0
    size 48
    secondarySize 32
    chance 0.3
}

flickerlight ARACHPLAS_X4
{
    color 0.2 0.2 0.0
    size 24
    secondarySize 16
    chance 0.3
}

// Revenant tracer
pointlight TRACER
{
    color 1.0 0.3 0.0
    size 48
}

flickerlight TRACER_X1
{
    color 1.0 0.2 0.0
    size 64
    secondarySize 72
    chance 0.25
}

flickerlight TRACER_X2
{
    color 0.6 0.0 0.0
    size 80
    secondarySize 88
    chance 0.25
}

flickerlight TRACER_X3
{
    color 0.3 0.0 0.0
    size 96
    secondarySize 104
    chance 0.25
}



// Shadows


pointlight GUNSHADOW
{
    color 0.2 0.2 0.2
    size 10
    subtractive 1
    dontlightself 1

}


pointlight 2SHADOW
{
    color 0.4 0.4 0.4
    size 6
    subtractive 1
    dontlightself 1

}

pointlight 1SHADOW
{
    color 0.5 0.5 0.5
    size 6
    subtractive 1
    dontlightself 1

}


pointlight 24SHADOW
{
    color 0.3 0.3 0.3
    size 14
    subtractive 1
    dontlightself 1

}

pointlight 32SHADOW
{
    color 0.3 0.3 0.3
    size 20
    subtractive 1
    dontlightself 1

}

pointlight 64SHADOW
{
    color 0.3 0.3 0.3
    size 35
    subtractive 1
    dontlightself 1

}

pointlight FATSHADOW
{
    color 0.3 0.3 0.3
    size 45
    subtractive 1
    dontlightself 1

}

pointlight CYBERSHADOW
{
    color 0.3 0.3 0.3
    size 50
    subtractive 1
    dontlightself 1

}

pointlight SPIDERSHADOW
{
    color 0.3 0.3 0.3
    size 70
    subtractive 1
    dontlightself 1

}


object Doomer
{
    frame PLAYA { light 24SHADOW  }
	frame PLAYB { light 24SHADOW  }
	frame PLAYC { light 24SHADOW  }
	frame PLAYD { light 24SHADOW  }
	frame PLAYE { light 24SHADOW  }
	frame PLAYF { light 24SHADOW  }
	frame PLAYG { light 24SHADOW  }
	frame MARJ { light 24SHADOW  }
    frame PKIK { light 24SHADOW  }
    frame PLAI { light 24SHADOW  }
    frame PLAYG { light 24SHADOW  }
    frame MARN { light 24SHADOW  }
    frame WOUN { light 24SHADOW  }
	frame PBAR { light 24SHADOW  }
	frame PLA1 { light 24SHADOW  }
	frame MWAV { light 24SHADOW  }
	frame MAR1 { light 24SHADOW  }
	frame MAR2 { light 24SHADOW  }
	frame MAR3 { light 24SHADOW  }
	frame MAR4 { light 24SHADOW  }
	frame MAR5 { light 24SHADOW  }
	frame MAR6 { light 24SHADOW  }
	frame MAR7 { light 24SHADOW  }
	frame MSSG { light 24SHADOW  }
	frame MAR2 { light 24SHADOW  }
	frame MRGL { light 24SHADOW  }
	frame MRRG { light 24SHADOW  }
	frame M10K { light 24SHADOW  }
	frame MMFC { light 24SHADOW  }
	frame MHML { light 24SHADOW  }
	frame MAR2 { light 24SHADOW  }
	frame MRMP { light 24SHADOW  }
}

object Zombie_Man
{
    frame POSSA { light 24SHADOW  }
    frame POSSB { light 24SHADOW  }
    frame POSSC { light 24SHADOW  }
    frame POSSD { light 24SHADOW  }
    frame POSSE { light 24SHADOW  }
    frame POSSF { light 24SHADOW  }
    frame POSSG { light 24SHADOW  }
    frame POSSH { light 24SHADOW  }
    frame POSSZ { light 24SHADOW  }
	frame PSSS { light 24SHADOW  }
    frame ID11 { light 24SHADOW  }
	frame ID12 { light 24SHADOW  }
}


object Shotgunguy1
{
    frame SPOSA { light 24SHADOW  }
    frame SPOSB { light 24SHADOW  }
    frame SPOSC { light 24SHADOW  }
    frame SPOSD { light 24SHADOW  }
    frame SPOSE { light 24SHADOW  }
    frame SPOSF { light 24SHADOW  }
    frame SPOSG { light 24SHADOW  }
    frame SPOSH { light 24SHADOW  }
    frame SPSS { light 24SHADOW  }
	frame SHID { light 24SHADOW  }
    frame ID11 { light 24SHADOW  }
	frame ID12 { light 24SHADOW  }
	frame SPSR { light 24SHADOW  }
}

object Chaingunguy1
{
    frame MPOS { light 24SHADOW  }
    frame CPOSA { light 24SHADOW  }
    frame CPOSB { light 24SHADOW  }
    frame CPOSC { light 24SHADOW  }
    frame CPOSD { light 24SHADOW  }
    frame CPOSE { light 24SHADOW  }
    frame CPOSF { light 24SHADOW  }
    frame CPOSG { light 24SHADOW  }
    frame CPOSH { light 24SHADOW  }
    frame CPOSZ { light 24SHADOW  }
	frame CPBK { light 24SHADOW  }
	frame CPOSF { light ZOMBIEATK }
	frame CPDRB { light ZOMBIEATK }
	frame CPDRD { light ZOMBIEATK }
	frame CPDRF { light ZOMBIEATK }
	frame CPDRH { light ZOMBIEATK }
	frame CPDRJ { light ZOMBIEATK }
	frame CPDRL { light ZOMBIEATK }
	frame CPDRN { light ZOMBIEATK }
	frame CPOP { light 24SHADOW  }
	frame CPOW { light 24SHADOW  }
}

object Imp
{
    frame TROOA { light 24SHADOW  }
    frame TROOB { light 24SHADOW  }
    frame TROOC { light 24SHADOW  }
    frame TROOD { light 24SHADOW  }
    frame TROOE { light 24SHADOW  }
    frame TROOF { light 24SHADOW  }
    frame TROOG { light 24SHADOW  }
    frame TROOH { light 24SHADOW  }
    frame TROOZ { light 24SHADOW  }
    frame TROS { light 24SHADOW  }
    frame WOUI { light 24SHADOW  }
    frame ID11 { light 24SHADOW  }
	frame TROT { light 24SHADOW  }
}

object BullDemon
{
    frame SARGA { light 32SHADOW  }
    frame SARGB { light 32SHADOW  }
    frame SARGC { light 32SHADOW  }
    frame SARGD { light 32SHADOW  }
    frame SARGE { light 32SHADOW  }
    frame SARGF { light 32SHADOW  }
    frame SARGG { light 32SHADOW  }
    frame SARGH { light 32SHADOW  }
    frame SARGZ { light 32SHADOW  }
	frame SARGY { light 32SHADOW  }
    frame SARW { light 32SHADOW  }
}

object HellKnight2
{
    frame BOS2A { light 32SHADOW  }
    frame BOS2B { light 32SHADOW  }
    frame BOS2C { light 32SHADOW  }
    frame BOS2D { light 32SHADOW  }
    frame BOS2E { light 32SHADOW  }
    frame BOS2F { light 32SHADOW  }
    frame BOS2G { light 32SHADOW  }
    frame BOS2H { light 32SHADOW  }
    frame BOS2Z { light 32SHADOW  }
	frame KNRJ { light 32SHADOW  }
	frame BTS2 { light 32SHADOW  }
	frame BTS3 { light 32SHADOW  }
	
}

object BaronOfHell2
{
    frame BOSSA { light 32SHADOW  }
    frame BOSSB { light 32SHADOW  }
    frame BOSSC { light 32SHADOW  }
    frame BOSSD { light 32SHADOW  }
    frame BOSSE { light 32SHADOW  }
    frame BOSSF { light 32SHADOW  }
    frame BOSSG { light 32SHADOW  }
    frame BOSSH { light 32SHADOW  }
    frame BOSSZ { light 32SHADOW  }
	frame BNRJ { light 32SHADOW  }
	frame BTS3 { light 32SHADOW  }
}

object Arachnotron1
{
    frame BSPIA { light FATSHADOW  }
    frame BSPIB { light FATSHADOW  }
    frame BSPIC { light FATSHADOW  }
    frame BSPID { light FATSHADOW  }
    frame BSPIE { light FATSHADOW  }
    frame BSPIF { light FATSHADOW  }
    frame BSPIG { light FATSHADOW  }
    frame BSPIH { light FATSHADOW  }
    frame BSPII { light FATSHADOW  }
    frame BSPIZ { light FATSHADOW  }
}

object Mancubus
{
    frame FATTA { light FATSHADOW  }
    frame FATTB { light FATSHADOW  }
    frame FATTC { light FATSHADOW  }
    frame FATTD { light FATSHADOW  }
    frame FATTE { light FATSHADOW  }
    frame FATTF { light FATSHADOW  }
    frame FATTG { light FATSHADOW  }
    frame FATTH { light FATSHADOW  }
    frame FATTI { light FATSHADOW  }
    frame FATTJ { light FATSHADOW  }
    frame FATTZ { light FATSHADOW  }
	frame FATR { light FATSHADOW  }
	frame FAT4 { light FATSHADOW  }
}

object Revenant1
{
    frame SKELA { light 32SHADOW  }
    frame SKELB { light 32SHADOW  }
    frame SKELC { light 32SHADOW  }
    frame SKELD { light 32SHADOW  }
    frame SKELE { light 32SHADOW  }
    frame SKELF { light 32SHADOW  }
    frame SKELG { light 32SHADOW  }
    frame SKELH { light 32SHADOW  }
	frame SKELJ { light 32SHADOW  }
	frame SKELK { light 32SHADOW  }
    frame SKELI { light 32SHADOW  }
	frame SKELL { light 32SHADOW  }
	frame SKELM { light 32SHADOW  }
    frame SKELZ { light 32SHADOW  }
}



object TehArchvile
{
    frame DIAB { light 32SHADOW  }
}

object TheCyberdemon
{
    frame CYBR { light CYBERSHADOW  }
	frame CYMA { light CYBERSHADOW  }
	frame CYBT { light CYBERSHADOW  }
}

object Juggernaut
{
    frame BS1W { light CYBERSHADOW  }
	frame BS1W { light CYBERSHADOW  }
}

object TheSpiderMastermind
{
    frame SPID { light SPIDERSHADOW  }
    frame DEMO { light SPIDERSHADOW  }
}


object Nightvision
{
    frame PVIS { light 2SHADOW  }
}




object HealthPlus
{
    frame BON1 { light BLUEITEM  }
}

object ArmorShard
{
    frame BON2 { light GREENITEM  }
}

object LightArmor
{
    frame ARM1 { light GUNSHADOW  }
}

object HeavyArmor
{
    frame ARM2 { light GUNSHADOW  }
}

object Rifle
{
    frame RIFL { light GUNSHADOW  }
}

object Shot_Gun
{
    frame SHTC { light GUNSHADOW  }
}

object BIG_FUCKING_GUN
{
    frame BFUG { light GUNSHADOW  }
}

object Plasma_Gun
{
    frame PLAS { light GUNSHADOW  }
}

object Rocket_Launcher
{
    frame LAUN { light GUNSHADOW  }
}

object Mini_Gun
{
    frame MNGN { light GUNSHADOW  }
}

object SSG
{
    frame SGN2 { light GUNSHADOW  }
}

object Chain_Saw
{
    frame CSAW { light GUNSHADOW  }
}

object Stimpack2
{
    frame STIM { light 1SHADOW  }
}

object Medikit2
{
    frame MEDI { light GUNSHADOW  }
}

object Clip2
{
    frame CLIP { light 2SHADOW  }
}

object RocketAmmo
{
    frame ROCK { light 2SHADOW  }
}

object Cell
{
    frame CELL { light 2SHADOW  }
}


object Shell
{
    frame SHEL { light 1SHADOW  }
}

object AmmoSuply
{
    frame BPAK { light 1SHADOW  }
}

object Big_Tree
{
    frame TREE { light FATSHADOW  }
	frame TRE2N { light FIREBARREL }
}

object Big_Tree2
{
    frame TREE { light FATSHADOW  }
	frame TRE2N { light FIREBARREL }

}

object Big_Tree3
{
    frame TREE { light FATSHADOW  }
	frame TRE2N { light FIREBARREL }

}

object Big_Tree4
{
    frame TREE { light FATSHADOW  }
	frame TRE2N { light FIREBARREL }

}

object ShellBox
{
    frame SBOX { light 1SHADOW  }
}

object CellPack
{
    frame CELP { light 1SHADOW  }
}

object RocketBox
{
    frame BROK { light 1SHADOW  }
}

object ClipBox
{
    frame AMMO { light 1SHADOW  }
}

object Column
{
    frame COLU { light 24SHADOW  }
}

object TallGreenColumn
{
    frame COL1 { light 24SHADOW  }
}

object ShortGreenColumn
{
    frame COL2 { light 24SHADOW  }
}

object TallRedColumn
{
    frame COL3 { light 24SHADOW  }
}

object ShortRedColumn
{
    frame COL4 { light 24SHADOW  }
}

object SkullColumn
{
    frame COL6 { light 24SHADOW  }
}

object HeartColumn
{
    frame COL5 { light 24SHADOW  }
}

object TorchTree2
{
    frame TRE1 { light 32SHADOW  }
}

object BigTree2
{
    frame TRE2 { light 64SHADOW  }
}




object BurningImp
{
 frame IZD4 { light BIGREDTORCH }
}

object GenericBurningGuy
{
 frame BUR2 { light BIGREDTORCH }
 frame BURNF0 { light BIGREDTORCH }
 frame BURNG0 { light BIGREDTORCH }
 frame BURNH0 { light BIGREDTORCH }
 frame BURNI0 { light BIGREDTORCH }
 frame BURNJ0 { light BIGREDTORCH }
 frame BURNK0 { light BIGREDTORCH }
 frame BURNL0 { light BIGREDTORCH }
 frame BURNM0 { light BIGREDTORCH }
 frame BURNN0 { light BIGREDTORCH }
 frame BURNO0 { light BIGREDTORCH }
 frame BURNP0 { light BIGREDTORCH }
 frame BURNQ0 { light BIGREDTORCH }
 frame BURNR0 { light BIGREDTORCH }
 frame BURNS0 { light BIGREDTORCH }
 frame BURNT0 { light SMALLREDTORCH }
 frame BURNU0 { light SMALLREDTORCH }
}

object Marine_Rifle
{
    frame PLAY { light 24SHADOW  }
	frame MARN { light 24SHADOW  }
	frame MR7S { light 24SHADOW  }
}


pulselight ROCKETLIGHT
{
    color 1.0 0.3 0.0
    size 48
    secondarySize 54
    interval 0.1
    offset 0 0 0
}



object ExplosionFlareSpawner
{
    frame L2NR { light EXPLOSIONFLASH }
}

object ROCKET2
{
    frame MISL { light ROCKETLIGHT }
}

object CyberBalls
{
    frame WIVB { light ROCKETLIGHT }
}

object BigFireBallWithGravity
{
    frame MANFA { light IMPBALL   }
    frame MANFB { light IMPBALL   }
	frame FLME { light IMPBALL   }
	frame F1RE { light IMPBALL   }
	frame F2RE { light IMPBALL   }
	frame FRFX { light ROCKETLIGHT }
}
object RevenantBalls
{
    frame FATB { light ROCKETLIGHT }
}
object RevenantBalls66
{
    frame FATB { light ROCKETLIGHT }
}

Glow
{
	Flats
	{
	    BLOOD1
		BLOOD2
		//BLOOD3
		
		FLAT17
		FLAT2
		FLAT22
		FLOOR1_7
		RROCK01
		RROCK02
		
		
		RROCK05
		RROCK06
		RROCK07
		RROCK08

		
		tlite6_1
		tlite6_4
		grnlite1
		ceil3_4
		ceil3_3
		floor1_7
		gate4
		gate1
		gate3
		TLITE6_6
		
		NUKAGE1
		NUKAGE2
		NUKAGE3
		LAVA1
		LAVA2
		LAVA3
		LAVA4
		DOORBLU
		DOORBLU2
		DOORRED
		DOORRED2
		DOORYEL
		DOORYEL2
		
		SLIME03
		SLIME02
		SLIME01
		
		}
}





pointlight SpecialLightz
{
    color 0.6 0.6 0.6
    size 24
	offset 0 32 0
	dontlightself 1
}

//object Doomer
//{
 //   frame MARN { light SpecialLightz }
//}




pulselight GREENGOOZ
{
    color 0.3 1.0 0.0
    size 32
    secondarySize 34
    interval 0.1
    offset 0 40 0
	dontlightself 1
}



pulselight GREENITEM
{
    color 0.3 1.0 0.0
    size 14
    secondarySize 16
    interval 0.1
    offset 0 5 0
}


pulselight BLUEITEM
{
    color 0.1 0.1 1.0
    size 14
    secondarySize 16
    interval 0.1
    offset 0 5 0
}





object FlyingBurningFuel
{
    frame F1RE{ light SMALLREDTORCH }
	 frame F2RE{ light SMALLREDTORCH }
}


object FlyingBurningFuelSmall
{
    frame F1RE{ light SMALLREDTORCH }
	 frame F2RE{ light SMALLREDTORCH }
}


object FlyingBurningFuelTiny
{
    frame F1RE{ light SMALLREDTORCH }
	 frame F2RE{ light SMALLREDTORCH }
}




object FlamethrowerMissile
{
    frame FIR3 { light BIGREDTORCH128 }
	frame TNT1 { light BIGREDTORCH }
	frame EXPL { light BIGREDTORCH }
}

//object FlamethrowerFireParticles
//{
//    frame FIR3 { light BIGREDTORCH }
	
//}

//object FireballExplosionFlamesDamaging
//{
//    frame FIR3 { light BIGREDTORCH }
//	frame TNT1 { light BIGREDTORCH }
//}


object FireballExplosionFlamesDamaging2
{
    frame FIR3 { light BIGREDTORCH }
	frame TNT1 { light BIGREDTORCH }
}




object BurningGroundHighDamage
{
    frame TNT1A { light BIGREDTORCH }
}


object BurnParticles
{
frame TNT1 { light BIGREDTORCH }
}



object FlashlightProjectile
{
frame TNT2 { light Flashlight2 }
frame TNT2 { light Flashlight3 }
}



object FlashlightProjectile2
{
frame TNT2 { light Flashlight1 }
}

object FlashlightProjectile3
{
frame TNT2 { light Flashlight3 }
}

object FlashlightSource
{
frame TNT1 { light Flashlight3 }
}



pointlight Flashlight1
{
    color 1.0 1.0 1.0
    size 32
    offset 0 0 0
}


pointlight Flashlight2
{
    color 0.6 0.6 0.6
    size 16
    offset 0 0 0
}


pointlight Flashlight3
{
    color 0.2 0.2 0.2
    size 64
    offset 0 0 0
}


//Dark Imp (Nami Fuckers)
Pointlight DarkBallSeeker1
{
Color 0.5 0.2 0.8
Size 48
}

Pointlight DarkBallSeeker2
{
Color 0.4 0.2 0.8
Size 64
}

Pointlight DarkBallSeeker3
{
Color 0.2 0.2 0.8
Size 56
}

Pointlight DarkBallSeeker4
{
Color 0.0 0.0 0.5
Size 32
}


Object DarkSeeker
{
Frame DKB1A { Light DarkBallSeeker1 }
Frame DKB1B { Light DarkBallSeeker1 }
Frame DKB1C { Light DarkBallSeeker2 }
Frame DKB1D { Light DarkBallSeeker3 }
Frame DKB1E { Light DarkBallSeeker4 }
}

Flickerlight2 NamiDarkImpFire
{
Color 0.5 0.2 0.8
Size 48
SecondarySize 56
Interval 0.8
Offset 0 28 0
}

Object NamiDarkImp
{
Frame DRKIE { Light NamiDarkImpFire }
Frame DRKIF { Light NamiDarkImpFire }
Frame DRKIG { Light NamiDarkImpFire }
}
/*
BrightMap Sprite DRKIA1
{
Map BMDRKIA1
DisableFullBright
}

BrightMap Sprite DRKIA2A8
{
Map BMDRKIA2
DisableFullBright
}

BrightMap Sprite DRKIA3A7
{
Map BMDRKIA3
DisableFullBright
}

BrightMap Sprite DRKIB1
{
Map BMDRKIB1
DisableFullBright
}

BrightMap Sprite DRKIB2B8
{
Map BMDRKIB2
DisableFullBright
}

BrightMap Sprite DRKIB3B7
{
Map BMDRKIB3
DisableFullBright
}

BrightMap Sprite DRKIC1
{
Map BMDRKIC1
DisableFullBright
}

BrightMap Sprite DRKIC2C8
{
Map BMDRKIC2
DisableFullBright
}

BrightMap Sprite DRKIC3C7
{
Map BMDRKIC3
DisableFullBright
}

BrightMap Sprite DRKID1
{
Map BMDRKID1
DisableFullBright
}

BrightMap Sprite DRKID2D8
{
Map BMDRKID2
DisableFullBright
}

BrightMap Sprite DRKID3D7
{
Map BMDRKID3
DisableFullBright
}

BrightMap Sprite DRKIE1
{
Map BMDRKIE1
DisableFullBright
}

BrightMap Sprite DRKIE2E8
{
Map BMDRKIE2
DisableFullBright
}

BrightMap Sprite DRKIE3E7
{
Map BMDRKIE3
DisableFullBright
}

BrightMap Sprite DRKIE4E6
{
Map BMDRKIE4
DisableFullBright
}

BrightMap Sprite DRKIE5
{
Map BMDRKIE5
DisableFullBright
}

BrightMap Sprite DRKIF1
{
Map BMDRKIF1
DisableFullBright
}

BrightMap Sprite DRKIF2F8
{
Map BMDRKIF2
DisableFullBright
}

BrightMap Sprite DRKIF3F7
{
Map BMDRKIF3
DisableFullBright
}

BrightMap Sprite DRKIF4F6
{
Map BMDRKIF4
DisableFullBright
}

BrightMap Sprite DRKIF5
{
Map BMDRKIF5
DisableFullBright
}

BrightMap Sprite DRKIG1
{
Map BMDRKIG1
DisableFullBright
}

BrightMap Sprite DRKIG2G8
{
Map BMDRKIG2
DisableFullBright
}

BrightMap Sprite DRKIG3G7
{
Map BMDRKIG3
DisableFullBright
}

BrightMap Sprite DRKIG4G6
{
Map BMDRKIG4
DisableFullBright
}

BrightMap Sprite DRKIG5
{
Map BMDRKIG5
DisableFullBright
}

BrightMap Sprite DRKIH1
{
Map BMDRKIH1
DisableFullBright
}

BrightMap Sprite DRKIH2H8
{
Map BMDRKIH2
DisableFullBright
}

BrightMap Sprite DRKIH3H7
{
Map BMDRKIH3
DisableFullBright
}
*/
//Dark Imp Nether
Pointlight InfernoBall
{
Color 0.0 0.8 0.0
Size 24
}

Pointlight InfernoBall2
{
Color 0.0 0.8 0.0
Size 32
}

Pointlight InfernoBall3
{
Color 0.0 0.8 0.0
Size 28
}

Pointlight InfernoBall4
{
Color 0.0 0.8 0.0
Size 16
}


Object InfernoBall
{
Frame IBALA { Light InfernoBall }
Frame IBALB { Light InfernoBall }
Frame IBALC { Light InfernoBall2 }
Frame IBALD { Light InfernoBall3 }
Frame IBALE { Light InfernoBall4 }
}

Object InfernoBallTrail
{
Frame ITRLA { Light InfernoBall }
Frame ITRLB { Light InfernoBall3 }
Frame ITRLC { Light InfernoBall2 }
Frame ITRLD { Light InfernoBall2 }
Frame ITRLE { Light InfernoBall2 }
Frame ITRLF { Light InfernoBall2 }
Frame ITRLG { Light InfernoBall2 }
Frame ITRLH { Light InfernoBall2 }
Frame ITRLI { Light InfernoBall2 }
Frame ITRLJ { Light InfernoBall2 }
Frame ITRLK { Light InfernoBall2 }
Frame ITRLL { Light InfernoBall }
Frame ITRLM { Light InfernoBall3 }
Frame ITRLN { Light InfernoBall4 }
}

Pointlight NetherLightning
{
Color 0.8 0.8 0.0
Size 20
}

Object NetherLightning
{
Frame NLITA { Light NetherLightning }
}

//Dark Imp Skulltag

Pointlight DarkBallFast1
{
Color 0.5 0.2 0.8
Size 48
}

Pointlight DarkBallFast2
{
Color 0.4 0.2 0.8
Size 64
}

Pointlight DarkBallFast3
{
Color 0.2 0.2 0.8
Size 56
}

Pointlight DarkBallFast4
{
Color 0.0 0.0 0.5
Size 32
}


Object DarkFast
{
Frame DKB1A { Light DarkBallFast1 }
Frame DKB1B { Light DarkBallFast1 }
Frame DKB1C { Light DarkBallFast2 }
Frame DKB1D { Light DarkBallFast3 }
Frame DKB1E { Light DarkBallFast4 }
}

Flickerlight2 STDarkImpFire
{
Color 0.5 0.2 0.8
Size 48
SecondarySize 56
Interval 0.8
Offset 0 28 0
}

Object STDarkImp
{
Frame DRKSE { Light STDarkImpFire }
Frame DRKSF { Light STDarkImpFire }
Frame DRKSG { Light STDarkImpFire }
}
/*
BrightMap Sprite DRKSA1
{
Map BMDRKSA1
DisableFullBright
}

BrightMap Sprite DRKSA2A8
{
Map BMDRKSA2
DisableFullBright
}

BrightMap Sprite DRKSA3A7
{
Map BMDRKSA3
DisableFullBright
}

BrightMap Sprite DRKSB1
{
Map BMDRKSB1
DisableFullBright
}

BrightMap Sprite DRKSB2B8
{
Map BMDRKSB2
DisableFullBright
}

BrightMap Sprite DRKSB3B7
{
Map BMDRKSB3
DisableFullBright
}

BrightMap Sprite DRKSC1
{
Map BMDRKSC1
DisableFullBright
}

BrightMap Sprite DRKSC2C8
{
Map BMDRKSC2
DisableFullBright
}

BrightMap Sprite DRKSC3C7
{
Map BMDRKSC3
DisableFullBright
}

BrightMap Sprite DRKSD1
{
Map BMDRKSD1
DisableFullBright
}

BrightMap Sprite DRKSD2D8
{
Map BMDRKSD2
DisableFullBright
}

BrightMap Sprite DRKSD3D7
{
Map BMDRKSD3
DisableFullBright
}

BrightMap Sprite DRKSE1
{
Map BMDRKSE1
DisableFullBright
}

BrightMap Sprite DRKSE2E8
{
Map BMDRKSE2
DisableFullBright
}

BrightMap Sprite DRKSE3E7
{
Map BMDRKSE3
DisableFullBright
}

BrightMap Sprite DRKSE4E6
{
Map BMDRKSE4
DisableFullBright
}

BrightMap Sprite DRKSE5
{
Map BMDRKSE5
DisableFullBright
}

BrightMap Sprite DRKSF1
{
Map BMDRKSF1
DisableFullBright
}

BrightMap Sprite DRKSF2F8
{
Map BMDRKSF2
DisableFullBright
}

BrightMap Sprite DRKSF3F7
{
Map BMDRKSF3
DisableFullBright
}

BrightMap Sprite DRKSF4F6
{
Map BMDRKSF4
DisableFullBright
}

BrightMap Sprite DRKSF5
{
Map BMDRKSF5
DisableFullBright
}

BrightMap Sprite DRKSG1
{
Map BMDRKSG1
DisableFullBright
}

BrightMap Sprite DRKSG2G8
{
Map BMDRKSG2
DisableFullBright
}

BrightMap Sprite DRKSG3G7
{
Map BMDRKSG3
DisableFullBright
}

BrightMap Sprite DRKSG4G6
{
Map BMDRKSG4
DisableFullBright
}

BrightMap Sprite DRKSG5
{
Map BMDRKSG5
DisableFullBright
}

BrightMap Sprite DRKSH1
{
Map BMDRKSH1
DisableFullBright
}

BrightMap Sprite DRKSH2H8
{
Map BMDRKSH2
DisableFullBright
}

BrightMap Sprite DRKSH3H7
{
Map BMDRKSH3
DisableFullBright
}
*/
//Dark Imp Void

Pointlight VoidBallNormal
{
Color 0.5 0.2 0.8
Size 48
}

Pointlight VoidBallNormal2
{
Color 0.4 0.2 0.8
Size 64
}

Pointlight VoidBallNormal3
{
Color 0.2 0.2 0.8
Size 56
}

Pointlight VoidBallNormal4
{
Color 0.0 0.0 0.5
Size 32
}


Object DarkNormal
{
Frame DKB1A { Light VoidBallNormal }
Frame DKB1B { Light VoidBallNormal }
Frame DKB1C { Light VoidBallNormal2 }
Frame DKB1D { Light VoidBallNormal3 }
Frame DKB1E { Light VoidBallNormal4 }
}

Pointlight VoidBallStrong
{
Color 0.8 0.2 0.8
Size 48
}

Pointlight VoidBallStrong2
{
Color 0.6 0.1 0.6
Size 64
}

Pointlight VoidBallStrong3
{
Color 0.5 0.0 0.2
Size 56
}

Pointlight VoidBallStrong4
{
Color 0.3 0.0 0.0
Size 32
}

Object DarkStrong
{
Frame DKB2A { Light VoidBallStrong }
Frame DKB2B { Light VoidBallStrong }
Frame DKB2C { Light VoidBallStrong2 }
Frame DKB2D { Light VoidBallStrong3 }
Frame DKB2E { Light VoidBallStrong4 }
}

Flickerlight2 VoidDarkImpFire1
{
Color 0.5 0.2 0.8
Size 48
SecondarySize 56
Interval 0.8
Offset 0 28 0
}

Flickerlight2 VoidDarkImpFire2
{
Color 0.8 0.2 0.8
Size 56
SecondarySize 64
Interval 0.8
Offset 0 28 0
}

Object VoidDarkImp
{
Frame DRKVE { Light VoidDarkImpFire1 }
Frame DRKVF { Light VoidDarkImpFire1 }
Frame DRKVG { Light VoidDarkImpFire1 }
Frame DRKVI { Light VoidDarkImpFire2 }
Frame DRKVJ { Light VoidDarkImpFire2 }
Frame DRKVK { Light VoidDarkImpFire2 }
}
/*
BrightMap Sprite DRKVA1
{
Map BMDRKVA1
DisableFullBright
}

BrightMap Sprite DRKVA2A8
{
Map BMDRKVA2
DisableFullBright
}

BrightMap Sprite DRKVA3A7
{
Map BMDRKVA3
DisableFullBright
}

BrightMap Sprite DRKVB1
{
Map BMDRKVB1
DisableFullBright
}

BrightMap Sprite DRKVB2B8
{
Map BMDRKVB2
DisableFullBright
}

BrightMap Sprite DRKVB3B7
{
Map BMDRKVB3
DisableFullBright
}

BrightMap Sprite DRKVC1
{
Map BMDRKVC1
DisableFullBright
}

BrightMap Sprite DRKVC2C8
{
Map BMDRKVC2
DisableFullBright
}

BrightMap Sprite DRKVC3C7
{
Map BMDRKVC3
DisableFullBright
}

BrightMap Sprite DRKVD1
{
Map BMDRKVD1
DisableFullBright
}

BrightMap Sprite DRKVD2D8
{
Map BMDRKVD2
DisableFullBright
}

BrightMap Sprite DRKVD3D7
{
Map BMDRKVD3
DisableFullBright
}

BrightMap Sprite DRKVE1
{
Map BMDRKVE1
DisableFullBright
}

BrightMap Sprite DRKVE2E8
{
Map BMDRKVE2
DisableFullBright
}

BrightMap Sprite DRKVE3E7
{
Map BMDRKVE3
DisableFullBright
}

BrightMap Sprite DRKVE4E6
{
Map BMDRKVE4
DisableFullBright
}

BrightMap Sprite DRKVE5
{
Map BMDRKVE5
DisableFullBright
}

BrightMap Sprite DRKVF1
{
Map BMDRKVF1
DisableFullBright
}

BrightMap Sprite DRKVF2F8
{
Map BMDRKVF2
DisableFullBright
}

BrightMap Sprite DRKVF3F7
{
Map BMDRKVF3
DisableFullBright
}

BrightMap Sprite DRKVF4F6
{
Map BMDRKVF4
DisableFullBright
}

BrightMap Sprite DRKVF5
{
Map BMDRKVF5
DisableFullBright
}

BrightMap Sprite DRKVG1
{
Map BMDRKVG1
DisableFullBright
}

BrightMap Sprite DRKVG2G8
{
Map BMDRKVG2
DisableFullBright
}

BrightMap Sprite DRKVG3G7
{
Map BMDRKVG3
DisableFullBright
}

BrightMap Sprite DRKVG4G6
{
Map BMDRKVG4
DisableFullBright
}

BrightMap Sprite DRKVG5
{
Map BMDRKVG5
DisableFullBright
}

BrightMap Sprite DRKVH1
{
Map BMDRKVH1
DisableFullBright
}

BrightMap Sprite DRKVH2H8
{
Map BMDRKVH2
DisableFullBright
}

BrightMap Sprite DRKVH3H7
{
Map BMDRKVH3
DisableFullBright
}

BrightMap Sprite DRKVI1
{
Map BMDRKVI1
DisableFullBright
}

BrightMap Sprite DRKVI2I8
{
Map BMDRKVI2
DisableFullBright
}

BrightMap Sprite DRKVI3I7
{
Map BMDRKVI3
DisableFullBright
}

BrightMap Sprite DRKVI4I6
{
Map BMDRKVI4
DisableFullBright
}

BrightMap Sprite DRKVI5
{
Map BMDRKVI5
DisableFullBright
}

BrightMap Sprite DRKVJ1
{
Map BMDRKVJ1
DisableFullBright
}

BrightMap Sprite DRKVJ2J8
{
Map BMDRKVJ2
DisableFullBright
}

BrightMap Sprite DRKVJ3J7
{
Map BMDRKVJ3
DisableFullBright
}

BrightMap Sprite DRKVJ4J6
{
Map BMDRKVJ4
DisableFullBright
}

BrightMap Sprite DRKVJ5
{
Map BMDRKVJ5
DisableFullBright
}

BrightMap Sprite DRKVK1
{
Map BMDRKVK1
DisableFullBright
}

BrightMap Sprite DRKVK2K8
{
Map BMDRKVK2
DisableFullBright
}

BrightMap Sprite DRKVK3K7
{
Map BMDRKVK3
DisableFullBright
}

BrightMap Sprite DRKVK4K6
{
Map BMDRKVK4
DisableFullBright
}

BrightMap Sprite DRKVK5
{
Map BMDRKVK5
DisableFullBright
}

BrightMap Sprite DRKVL0
{
Map BMDRKVL0
DisableFullBright
}

//Paladin

BrightMap Sprite HPALA1
{
Map BMHPALA1
DisableFullBright
}

BrightMap Sprite HPALA2
{
Map BMHPALA2
DisableFullBright
}

BrightMap Sprite HPALA3
{
Map BMHPALA3
DisableFullBright
}

BrightMap Sprite HPALA8
{
Map BMHPALA8
DisableFullBright
}

BrightMap Sprite HPALB1
{
Map BMHPALB1
DisableFullBright
}

BrightMap Sprite HPALB2
{
Map BMHPALB2
DisableFullBright
}

BrightMap Sprite HPALB3
{
Map BMHPALB3
DisableFullBright
}

BrightMap Sprite HPALB7
{
Map BMHPALB7
DisableFullBright
}

BrightMap Sprite HPALB8
{
Map BMHPALB8
DisableFullBright
}

BrightMap Sprite HPALC1
{
Map BMHPALC1
DisableFullBright
}

BrightMap Sprite HPALC2
{
Map BMHPALC2
DisableFullBright
}

BrightMap Sprite HPALC3
{
Map BMHPALC3
DisableFullBright
}

BrightMap Sprite HPALC8
{
Map BMHPALC8
DisableFullBright
}

BrightMap Sprite HPALD1
{
Map BMHPALD1
DisableFullBright
}

BrightMap Sprite HPALD2
{
Map BMHPALD2
DisableFullBright
}

BrightMap Sprite HPALD3
{
Map BMHPALD3
DisableFullBright
}

BrightMap Sprite HPALD8
{
Map BMHPALD8
DisableFullBright
}

BrightMap Sprite HPALE1
{
Map BMHPALE1
DisableFullBright
}

BrightMap Sprite HPALE2
{
Map BMHPALE2
DisableFullBright
}

BrightMap Sprite HPALE3
{
Map BMHPALE3
DisableFullBright
}

BrightMap Sprite HPALE8
{
Map BMHPALE8
DisableFullBright
}

BrightMap Sprite HPALF1
{
Map BMHPALF1
DisableFullBright
}

BrightMap Sprite HPALF2
{
Map BMHPALF2
DisableFullBright
}

BrightMap Sprite HPALF3
{
Map BMHPALF3
DisableFullBright
}

BrightMap Sprite HPALF8
{
Map BMHPALF8
DisableFullBright
}

BrightMap Sprite HPALG1
{
Map BMHPALG1
DisableFullBright
}

BrightMap Sprite HPALG2
{
Map BMHPALG2
DisableFullBright
}

BrightMap Sprite HPALG3
{
Map BMHPALG3
DisableFullBright
}

BrightMap Sprite HPALG8
{
Map BMHPALG8
DisableFullBright
}

BrightMap Sprite HPALH1
{
Map BMHPALH1
DisableFullBright
}

BrightMap Sprite HPALH2
{
Map BMHPALH2
DisableFullBright
}

BrightMap Sprite HPALH3
{
Map BMHPALH3
DisableFullBright
}

BrightMap Sprite HPALH8
{
Map BMHPALH8
DisableFullBright
}

BrightMap Sprite HPALI1
{
Map BMHPALI1
DisableFullBright
}

BrightMap Sprite HPALI2
{
Map BMHPALI2
DisableFullBright
}

BrightMap Sprite HPALI3
{
Map BMHPALI3
DisableFullBright
}

BrightMap Sprite HPALI8
{
Map BMHPALI8
DisableFullBright
}

BrightMap Sprite HPALJ1
{
Map BMHPALJ1
DisableFullBright
}

BrightMap Sprite HPALJ2
{
Map BMHPALJ2
DisableFullBright
}

BrightMap Sprite HPALJ3
{
Map BMHPALJ3
DisableFullBright
}

BrightMap Sprite HPALJ4
{
Map BMHPALJ4
DisableFullBright
}

BrightMap Sprite HPALJ5
{
Map BMHPALJ5
DisableFullBright
}

BrightMap Sprite HPALJ6
{
Map BMHPALJ6
DisableFullBright
}

BrightMap Sprite HPALJ7
{
Map BMHPALJ7
DisableFullBright
}

BrightMap Sprite HPALJ8
{
Map BMHPALJ8
DisableFullBright
}

BrightMap Sprite HPALK1
{
Map BMHPALK1
DisableFullBright
}

BrightMap Sprite HPALK2
{
Map BMHPALK2
DisableFullBright
}

BrightMap Sprite HPALK3
{
Map BMHPALK3
DisableFullBright
}

BrightMap Sprite HPALK8
{
Map BMHPALK8
DisableFullBright
}

BrightMap Sprite HPALL1
{
Map BMHPALL1
DisableFullBright
}

BrightMap Sprite HPALL2
{
Map BMHPALL2
DisableFullBright
}

BrightMap Sprite HPALL3
{
Map BMHPALL3
DisableFullBright
}

BrightMap Sprite HPALL7
{
Map BMHPALL7
DisableFullBright
}

BrightMap Sprite HPALL8
{
Map BMHPALL8
DisableFullBright
}

BrightMap Sprite HPALM1
{
Map BMHPALM1
DisableFullBright
}

BrightMap Sprite HPALM2
{
Map BMHPALM2
DisableFullBright
}

BrightMap Sprite HPALM3
{
Map BMHPALM3
DisableFullBright
}

BrightMap Sprite HPALM8
{
Map BMHPALM8
DisableFullBright
}

BrightMap Sprite HPALN1
{
Map BMHPALN1
DisableFullBright
}

BrightMap Sprite HPALN2
{
Map BMHPALN2
DisableFullBright
}

BrightMap Sprite HPALN8
{
Map BMHPALN8
DisableFullBright
}

BrightMap Sprite HPALO1
{
Map BMHPALO1
DisableFullBright
}

BrightMap Sprite HPALO2
{
Map BMHPALO2
DisableFullBright
}

BrightMap Sprite HPALO8
{
Map BMHPALO8
DisableFullBright
}

BrightMap Sprite HPALP1
{
Map BMHPALP1
DisableFullBright
}

BrightMap Sprite HPALP8
{
Map BMHPALP8
DisableFullBright
}

*/