//============
// CDIA GLDEFS
//============

//==================================
// Black Hole Generator
//==================================

FlickerLight DMBALL_1
{
Color 0.4 0.2 0.7
Size 50
SecondarySize 48
Chance 0.8
}

PointLight DMBALL_2
{
Color 0.5 0.3 0.7
Size 65
}

PointLight DMBALL_3
{
Color 0.5 0.4 0.7
Size 78
}

PointLight DMBALL_4
{
Color 0.4 0.3 0.6
Size 45
}

PointLight DMBALL_5
{
Color 0.4 0.4 0.5
Size 30
}

PulseLight BHOLE_1
{
Color 0.6 0.5 0.7
Size 140
SecondarySize 136
Interval 0.2
Subtractive 1
}

PointLight BHOLE_2
{
Color 0.6 0.5 0.7
Size 125
Subtractive 1
}

PointLight BHOLE_3
{
Color 0.6 0.5 0.7
Size 110
Subtractive 1
}

PointLight BHOLE_4
{
Color 0.6 0.5 0.7
Size 95
Subtractive 1
}

PointLight BHOLE_5
{
Color 0.6 0.5 0.7
Size 80
Subtractive 1
}

PointLight BHOLE_6
{
Color 0.6 0.5 0.7
Size 65
Subtractive 1
}

PointLight BHOLE_7
{
Color 0.6 0.5 0.7
Size 50
Subtractive 1
}

PointLight BHOLE_8
{
Color 0.6 0.5 0.7
Size 35
Subtractive 1
}

PointLight BHOLE_9
{
Color 0.6 0.5 0.7
Size 20
Subtractive 1
}

PointLight BHOLE_10
{
Color 0.6 0.5 0.7
Size 5
Subtractive 1
}

PointLight BHEXP_1
{
Color 0.6 0.4 1.0
Size 50
}

PointLight BHEXP_2
{
Color 0.6 0.4 0.9
Size 65
}

PointLight BHEXP_3
{
Color 0.6 0.4 0.8
Size 80
}

PointLight BHEXP_4
{
Color 0.5 0.4 0.7
Size 95
}

PointLight BHEXP_5
{
Color 0.5 0.4 0.6
Size 110
}

PointLight BHEXP_6
{
Color 0.4 0.3 0.5
Size 125
}

PointLight BHEXP_7
{
Color 0.3 0.3 0.4
Size 140
}

Object DMBall
{
Frame VOIP { Light DMBALL_1 }
Frame VORXA { Light DMBALL_1 }
Frame VORXB { Light DMBALL_2 }
Frame VORXC { Light DMBALL_3 }
Frame VORXD { Light DMBALL_2 }
Frame VORXE { Light DMBALL_4 }
Frame VORXF { Light DMBALL_5 }
}

//==================================
// Scroll Of Hellfire
//==================================

Pointlight FIRESCROLL1
{
Color 0.6 0.2 0.0
Size 32
Offset 0 20 0
}

Pointlight FIRESCROLL2
{
Color 0.8 0.4 0.0
Size 40
Offset 0 20 0
}

Pointlight FIRESCROLL3
{
Color 1.0 0.6 0.0
Size 48
Offset 0 20 0
}

Object ScrollOfHellfire
{
Frame HFSCB { Light FIRESCROLL1 }
Frame HFSCC { Light FIRESCROLL2 }
Frame HFSCD { Light FIRESCROLL3 }
}

FlickerLight HELLFIRE
{
Color 1.0 0.7 0.0
Size 32
SecondarySize 48
Chance 0.3
Offset 0 16 0
}

Object Firewall2
{
Frame TNT1 { Light HELLFIRE }
}

//==================================
// BioCore
//==================================

PulseLight BioCore
{
Color 0.0 1.0 0.0
Size 25
SecondarySize 35
offset 0 16 0
Interval 5.0
}

Object BioCore
{
Frame BIOS { Light BioCore }
}

//==================================
// UraniumCore
//==================================

PulseLight UraniumCore
{
Color 0.5 1.0 0.0
Size 25
SecondarySize 35
offset 0 16 0
Interval 5.0
}

Object UraniumCore
{
Frame URCO { Light UraniumCore }
}

//==================================
// Wings Of Ascension
//==================================

PulseLight WingsOfAscension
{
Color 1.0 1.0 1.0
Size 35
SecondarySize 45
offset 0 16 0
Interval 5.0
}

Object WingsOfAscension
{
Frame WOAX { Light WingsOfAscension }
}

//==================================
// Fallen
//==================================

FlickerLight2 FallenLight
{
Color 1.0 0.5 0.2
Size 128
SecondarySize 64
Interval 8
}

Pointlight FallenLight2
{
Color 1.0 0.5 0.2
Size 96
}

Pointlight FallenLight3
{
Color 1.0 0.5 0.2
Size 64
}

Pointlight FallenLight4
{
Color 1.0 0.5 0.2
Size 32
}

Object Fallen
{
Frame FALNA { Light FallenLight }
Frame FALNB { Light FallenLight }
Frame FALNC { Light FallenLight }
Frame FALND { Light FallenLight }
Frame FALNE { Light FallenLight }
Frame FALNF { Light FallenLight }
Frame FALNG { Light FallenLight }
Frame FALNH { Light FallenLight2 }
Frame FALNI { Light FallenLight3 }
Frame FALNJ { Light FallenLight4 }
}


Pointlight FallenShot
{
Color 0.8 0.4 0.2
Size 32
}

Pointlight FallenShot2
{
Color 1.0 0.5 0.3
Size 48
}

Pointlight FallenShot3
{
Color 0.8 0.4 0.2
Size 40
}

Pointlight FallenShot4
{
Color 0.5 0.2 0.0
Size 24
}

Pointlight FallenShot5
{
Color 0.3 0.15 0.0
Size 16
}

Object FallenShot
{
Frame BALFA { Light FallenShot }
Frame BALFB { Light FallenShot }
Frame BALFC { Light FallenShot2 }
Frame BALFD { Light FallenShot3 }
Frame BALFE { Light FallenShot4 }
Frame BALFF { Light FallenShot5 }
}

//==================================
// Loper
//==================================

flickerlight ELECSHINE1
{
    color 0.2 0.2 1.0
    size 64
    secondarySize 72
    chance 0.4
}

flickerlight ELECSHINE2
{
    color 0.2 0.2 0.8
    size 80
    secondarySize 88
    chance 0.4
}

flickerlight ELECSHINE3
{
    color 0.1 0.1 0.5
    size 64
    secondarySize 72
    chance 0.4
}

flickerlight ELECSHINE4
{
    color 0.0 0.0 0.2
    size 8
    secondarySize 16
    chance 0.4
}

object Loper
{
    frame LML1A { light ELECSHINE1 }
    frame LML1B { light ELECSHINE1 }
    frame LML1C { light ELECSHINE1 }
    frame LML1D { light ELECSHINE1 }

    frame LML2A { light ELECSHINE2 }
    frame LML2B { light ELECSHINE2 }
    frame LML2C { light ELECSHINE2 }
    frame LML2D { light ELECSHINE2 }

    frame LML3A { light ELECSHINE3 }
    frame LML3B { light ELECSHINE3 }
    frame LML3C { light ELECSHINE3 }
    frame LML3D { light ELECSHINE3 }

    frame LML4A { light ELECSHINE4 }
    frame LML4B { light ELECSHINE4 }
    frame LML4C { light ELECSHINE4 }
    frame LML4D { light ELECSHINE4 }
}
