// dlc ammunition

Material Texture "models/SheenBullet.png"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/SheenBullet_mask.png"
	Texture "envtex" "models/envmap/iceenv.png"
	Texture "rimtex" "models/envmap/icerim.png"
	Texture "envtex2" "models/envmap/telenv.png"
	Texture "rimtex2" "models/envmap/telrim.png"
	Define "RIM_LIGHTING"
	Define "ENVFACT" = ".9"
	Define "RIMFACT" = ".8"
	Define "RIMSTEP" = ".2"
	Define "ENV_TWOLAYER"
	Define "ENVFACT2" = "1.1"
	Define "RIMFACT2" = "1.3"
	Define "RIMSTEP2" = "0."
}
Material Texture "models/SheenBullet_Fired.png"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/SheenBullet_Fired_mask.png"
	Texture "envtex" "models/envmap/iceenv.png"
	Texture "rimtex" "models/envmap/icerim.png"
	Texture "envtex2" "models/envmap/telenv.png"
	Texture "rimtex2" "models/envmap/telrim.png"
	Define "RIM_LIGHTING"
	Define "ENVFACT" = ".9"
	Define "RIMFACT" = ".8"
	Define "RIMSTEP" = ".2"
	Define "ENV_TWOLAYER"
	Define "ENVFACT2" = "1.1"
	Define "RIMFACT2" = "1.3"
	Define "RIMSTEP2" = "0."
}
Material Texture "models/SheenAmmoBox.png"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/SheenAmmoBox_mask.png"
	Texture "envtex" "models/envmap/iceenv.png"
	Texture "rimtex" "models/envmap/icerim.png"
	Texture "envtex2" "models/envmap/telenv.png"
	Texture "rimtex2" "models/envmap/telrim.png"
	Define "RIM_LIGHTING"
	Define "ENVFACT" = ".7"
	Define "RIMFACT" = ".8"
	Define "RIMSTEP" = ".2"
	Define "ENV_TWOLAYER"
	Define "ENVFACT2" = ".8"
	Define "RIMFACT2" = ".9"
	Define "RIMSTEP2" = "0."
}
Material Texture "models/QuadCell.png"
{
	Brightmap "models/QuadCell_bright.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/QuadCell_mask.png"
	Texture "envtex" "models/envmap/lavaenv.png"
	Texture "rimtex" "models/envmap/lavarim.png"
	Texture "envtex2" "models/envmap/leadenv.png"
	Texture "rimtex2" "models/envmap/leadrim.png"
	Define "RIM_LIGHTING"
	Define "ENVFACT" = ".8"
	Define "RIMFACT" = ".9"
	Define "RIMSTEP" = "0."
	Define "ENV_TWOLAYER"
	Define "ENVFACT2" = ".8"
	Define "RIMFACT2" = ".9"
	Define "RIMSTEP2" = ".2"
}
Material Texture "models/QuadCell_Used.png"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/QuadCell_mask.png"
	Texture "envtex" "models/envmap/iceenv.png"
	Texture "rimtex" "models/envmap/icerim.png"
	Texture "envtex2" "models/envmap/leadenv.png"
	Texture "rimtex2" "models/envmap/leadrim.png"
	Define "RIM_LIGHTING"
	Define "ENVFACT" = ".8"
	Define "RIMFACT" = ".9"
	Define "RIMSTEP" = "0."
	Define "ENV_TWOLAYER"
	Define "ENVFACT2" = ".8"
	Define "RIMFACT2" = ".9"
	Define "RIMSTEP2" = ".2"
}

PointLight QUADAMMOLIGHT
{
	Color 1.0 0.8 0.4
	Size 20
	Offset 0 16 0
	Attenuate 1
}
Object QuadravolAmmo
{
	Frame XZW1 { light QUADAMMOLIGHT }
}
Object QuadravolAmmo2
{
	Frame XZW1 { light QUADAMMOLIGHT }
}
Object QuadravolAmmo3
{
	Frame XZW1 { light QUADAMMOLIGHT }
}

PointLight KINYLUMAMMOLIGHT
{
	Color 0.2 0.8 1.0
	Size 20
	Offset 0 16 0
	Attenuate 1
}
PointLight NOKRONAMMOLIGHT
{
	Color 1.0 0.3 0.2
	Size 20
	Offset 0 16 0
	Attenuate 1
}
Object SparksterBAmmo
{
	Frame XZW1 { light KINYLUMAMMOLIGHT }
}
Object SparksterBAmmo2
{
	Frame XZW1 { light KINYLUMAMMOLIGHT }
}
Object SparksterBAmmo3
{
	Frame XZW1 { light KINYLUMAMMOLIGHT }
}
Object SparksterRAmmo
{
	Frame XZW1 { light NOKRONAMMOLIGHT }
}
Object SparksterRAmmo2
{
	Frame XZW1 { light NOKRONAMMOLIGHT }
}
Object SparksterRAmmo3
{
	Frame XZW1 { light NOKRONAMMOLIGHT }
}

PointLight MISTERAMMOLIGHT
{
	Color 0.5 0.2 0.4
	Size 20
	Offset 0 12 0
	Attenuate 1
}
Object MisterAmmo
{
	Frame XZW1 { light MISTERAMMOLIGHT }
}

PointLight MISTERGAMMOLIGHT
{
	Color 0.0 0.5 0.2
	Size 15
	Offset 0 16 0
	Attenuate 1
}
Object MisterGAmmo
{
	Frame XZW1 { light MISTERGAMMOLIGHT }
}
