//==============
//RailGun
//==============

brightmap sprite RLGNA0
{
	map "Brightmaps/RLGNA0"
	disablefullbright
}

brightmap sprite RLGNB0
{
	map "Brightmaps/RLGNB0"
	disablefullbright
}

brightmap sprite RLGNC0
{
	map "Brightmaps/RLGNC0"
	disablefullbright
}

//-------------
//Red
//-------------

brightmap sprite RLGRA0
{
	map "Brightmaps/RLGNA0"
	disablefullbright
}

brightmap sprite RLGRB0
{
	map "Brightmaps/RLGNB0"
	disablefullbright
}

brightmap sprite RLGRC0
{
	map "Brightmaps/RLGNC0"
	disablefullbright
}

//-------------
//Blue
//-------------

brightmap sprite RLGBA0
{
	map "Brightmaps/RLGNA0"
	disablefullbright
}

brightmap sprite RLGBB0
{
	map "Brightmaps/RLGNB0"
	disablefullbright
}

brightmap sprite RLGBC0
{
	map "Brightmaps/RLGNC0"
	disablefullbright
}


//-------------
//Gold
//-------------

brightmap sprite RLGDA0
{
	map "Brightmaps/RLGNA0"
	disablefullbright
}

brightmap sprite RLGDB0
{
	map "Brightmaps/RLGNB0"
	disablefullbright
}

brightmap sprite RLGDC0
{
	map "Brightmaps/RLGNC0"
	disablefullbright
}


//-------------
//Purple
//-------------

brightmap sprite RLPRA0
{
	map "Brightmaps/RLGNA0"
	disablefullbright
}

brightmap sprite RLPRB0
{
	map "Brightmaps/RLGNB0"
	disablefullbright
}

brightmap sprite RLPRC0
{
	map "Brightmaps/RLGNC0"
	disablefullbright
}


//-------------
//Orange
//-------------

brightmap sprite RLORA0
{
	map "Brightmaps/RLGNA0"
	disablefullbright
}

brightmap sprite RLORB0
{
	map "Brightmaps/RLGNB0"
	disablefullbright
}

brightmap sprite RLORC0
{
	map "Brightmaps/RLGNC0"
	disablefullbright
}


//-------------
//White
//-------------

brightmap sprite RLWTA0
{
	map "Brightmaps/RLGNA0"
	disablefullbright
}

brightmap sprite RLWTB0
{
	map "Brightmaps/RLGNB0"
	disablefullbright
}

brightmap sprite RLWTC0
{
	map "Brightmaps/RLGNC0"
	disablefullbright
}


//================
//Projectiles
//================
//---------
//Rockets
//---------

object RocketE
{
    frame MISLA { light ROCKET    }

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


//-----------
//PlasmaBall
//-----------

object PlasmaBallE
{
    frame PLSSA { light PLASMABALL }
    frame PLSSB { light PLASMABALL }

    frame PLSEA { light PLASMA_X1 }
    frame PLSEB { light PLASMA_X2 }
    frame PLSEC { light PLASMA_X2 }
    frame PLSED { light PLASMA_X3 }
    frame PLSEE { light PLASMA_X4 }
}


//-----------
//Grenades
//-----------

pointlight RUSTGREN
{
    color 1.0 0.7 0.0
    size 32
}

object GrenadeE
{
    frame SGRNA { light RUSTGREN    }

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


//---------------
//ArmorBonus x5
//---------------

pulselight ARMORBO5
{
    color 0.6 0.0 0.0
    size 16
    secondarySize 14
    interval 1.0
	dontlightself 1
}

object ArmorBonus5
{
    frame BNS2 { light ARMORBO5 }
}

object BonusGiver
{
    frame BNS2 { light ARMORBO5 }
}

//----------------
//HealthBonus X5
//----------------

object HealthBonus5
{
    frame BNS1 { light HEALTHPOTION }
}

//------------------
//Green/Blue Givers
//------------------

object GreenGiver
{
    frame ARM1A { light GREENARMOR1 }
    frame ARM1B { light GREENARMOR2 }
}

object BlueGiver
{
    frame ARM2C { light BLUEARMOR1 }
    frame ARM2D { light BLUEARMOR2 }
}

object BlueArmorS
{
    frame ARM2C { light BLUEARMOR1 }
    frame ARM2D { light BLUEARMOR2 }
}

//-------------
//YellowArmor
//-------------

pointlight YELLOWARMOR1
{
    color 0.6 0.6 0.0
    size 48
}

pointlight YELLOWARMOR2
{
    color 0.6 0.6 0.0
    size 32
}

object YellowArmor
{
    frame ARM3A { light YELLOWARMOR1 }
    frame ARM3B { light YELLOWARMOR2 }
}

object YellowGiver
{
    frame ARM3A { light YELLOWARMOR1 }
    frame ARM3B { light YELLOWARMOR2 }
}

//---------
//RedArmor
//---------

pointlight REDARMOR1
{
    color 0.6 0.0 0.0
    size 48
}

pointlight REDARMOR2
{
    color 0.6 0.0 0.0
    size 32
}

object RedArmor
{
    frame ARM4A { light REDARMOR1 }
	frame ARM4B { light REDARMOR2 }
}

object RedGiver
{
    frame ARM4A { light REDARMOR1 }
	frame ARM4B { light REDARMOR2 }
}


//--------
//Player
//--------

object DoomerE
{
    frame PLAYF { light ZOMBIEATK }
}