// various pickups

Material Texture "models/Nugget_Armor.png"
{
	Brightmap "models/Nugget_mask.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/Nugget_mask.png"
	Texture "envtex" "models/envmap/greenenv.png"
	Texture "rimtex" "models/envmap/greenrim.png"
	Define "RIM_LIGHTING"
	Define "RIMSTEP" = ".2"
}
Material Texture "models/Nugget.png"
{
	Brightmap "models/Nugget_mask.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/Nugget_mask.png"
	Texture "envtex" "models/envmap/bluenv.png"
	Texture "rimtex" "models/envmap/blurim.png"
	Define "RIM_LIGHTING"
	Define "RIMSTEP" = ".2"
}
Material Texture "models/TetraHealth.png"
{
	Brightmap "models/TetraHealth_mask.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/TetraHealth_mask.png"
	Texture "envtex" "models/envmap/bluenv.png"
	Texture "rimtex" "models/envmap/blurim.png"
	Define "RIM_LIGHTING"
}
Material Texture "models/CubeHealth.png"
{
	Brightmap "models/CubeHealth_mask.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/CubeHealth_mask.png"
	Texture "envtex" "models/envmap/bluenv.png"
	Texture "rimtex" "models/envmap/blurim.png"
	Define "RIM_LIGHTING"
}
Material Texture "models/Refresher.png"
{
	Brightmap "models/Refresher_mask.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/Refresher_mask.png"
	Texture "envtex" "models/envmap/purpenv.png"
	Texture "rimtex" "models/envmap/purprim.png"
	Define "RIM_LIGHTING"
}
Material Texture "models/BlastSuit.png"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/BlastSuit_mask.png"
	Texture "envtex" "models/envmap/ekaenv.png"
	Texture "rimtex" "models/envmap/ekarim.png"
	Texture "envtex2" "models/envmap/darkenv.png"
	Texture "rimtex2" "models/envmap/darkrim.png"
	Define "RIM_LIGHTING"
	Define "ENV_TWOLAYER"
	Define "ENVFACT2" = ".3"
	Define "RIMFACT2" = ".5"
	Define "RIMSTEP2" = ".0"
}
Material Texture "models/WarArmor.png"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/WarArmor_mask.png"
	Texture "envtex" "models/envmap/iceenv.png"
	Texture "rimtex" "models/envmap/icerim.png"
	Define "RIM_LIGHTING"
}
Material Texture "models/GhostArtifact.png"
{
	Brightmap "models/GhostArtifact_bright.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/GhostArtifact_mask.png"
	Texture "envtex" "models/envmap/leadenv.png"
	Texture "rimtex" "models/envmap/leadrim.png"
	Define "RIM_LIGHTING"
}
Material Texture "models/Gravity.png"
{
	Brightmap "models/Gravity_bright.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/Gravity_mask.png"
	Texture "envtex" "models/envmap/ekaenv.png"
	Texture "rimtex" "models/envmap/ekarim.png"
	Define "RIM_LIGHTING"
}
Material Texture "models/Ragekit.png"
{
	Brightmap "models/Ragekit_bright.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/Ragekit_mask.png"
	Texture "envtex" "models/envmap/ekaenv.png"
	Texture "rimtex" "models/envmap/ekarim.png"
	Define "RIM_LIGHTING"
}
Material Texture "models/Omnisight.png"
{
	Brightmap "models/Omnisight_bright.png"
}
Material Texture "models/Lamp.png"
{
	Brightmap "models/Lamp_bright.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/Lamp_mask.png"
	Texture "envtex" "models/envmap/darkenv.png"
	Texture "rimtex" "models/envmap/darkrim.png"
	Texture "envtex2" "models/envmap/silverenv.png"
	Texture "rimtex2" "models/envmap/silverrim.png"
	Define "RIM_LIGHTING"
	Define "ENV_TWOLAYER"
}
Material Texture "models/Lamp_off.png"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/Lamp_mask.png"
	Texture "envtex" "models/envmap/darkenv.png"
	Texture "rimtex" "models/envmap/darkrim.png"
	Texture "envtex2" "models/envmap/silverenv.png"
	Texture "rimtex2" "models/envmap/silverrim.png"
	Define "RIM_LIGHTING"
	Define "ENV_TWOLAYER"
}
Material Texture "models/Invinciball.png"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/Invinciball_mask.png"
	Texture "envtex" "models/envmap/ekaenv.png"
	Texture "rimtex" "models/envmap/ekarim.png"
	Define "RIM_LIGHTING"
}
Material Texture "models/Moth_White.png"
{
	Brightmap "models/Moth_White_bright.png"
}
Material Texture "models/Barrier.png"
{
	Brightmap "models/Barrier_bright.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/Barrier_mask.png"
	Texture "envtex" "models/envmap/ekaenv.png"
	Texture "rimtex" "models/envmap/ekarim.png"
	Define "RIM_LIGHTING"
}
Material Sprite "MKRVA0"
{
	Shader "shaders/glsl/Mykradvo.fp"
	Texture "warptex" "textures/warptex.png"
	Texture "snoisetex" "textures/softnoise.png"
}
Material Texture "models/extra/AnomRingies.png"
{
	Shader "shaders/glsl/Mykradvo2.fp"
	Texture "warptex" "textures/heattex.png"
}
Material Sprite "DVSPA0"
{
	Shader "shaders/glsl/Divine.fp"
	Texture "snoisetex" "textures/softnoise.png"
}
Material Texture "models/DivineSprite.png"
{
	Brightmap "models/DivineSprite_mask.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/DivineSprite_mask.png"
	Texture "envtex" "models/envmap/puroenv.png"
	Texture "rimtex" "models/envmap/purorim.png"
	Define "RIM_LIGHTING"
}
Material Texture "models/DevaSigil.png"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/DevaSigil_mask.png"
	Texture "envtex" "models/envmap/ekaenv.png"
	Texture "rimtex" "models/envmap/ekarim.png"
	Define "RIM_LIGHTING"
	Define "ENVFACT" = ".5"
	Define "RIMFACT" = ".8"
}
Material Texture "models/SafetyTether.png"
{
	Brightmap "models/SafetyTether_bright.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/SafetyTether_mask.png"
	Texture "envtex" "models/envmap/silverenv.png"
	Texture "rimtex" "models/envmap/silverrim.png"
	Define "RIM_LIGHTING"
	Define "ENVFACT" = ".5"
	Define "RIMFACT" = ".8"
}
Material Texture "models/SafetyTether_off.png"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/SafetyTether_mask.png"
	Texture "envtex" "models/envmap/silverenv.png"
	Texture "rimtex" "models/envmap/silverrim.png"
	Define "RIM_LIGHTING"
	Define "ENVFACT" = ".5"
	Define "RIMFACT" = ".8"
}

PointLight ARMORNUGGETLIGHT
{
	Color 0.6 1.0 0.3
	Size 16
	Offset 0 16 0
	Attenuate 1
}
Object ArmorNuggetItem
{
	Frame XZW1 { light ARMORNUGGETLIGHT }
}
PointLight HEALTHNUGGETLIGHT
{
	Color 0.2 0.4 1.0
	Size 16
	Offset 0 16 0
	Attenuate 1
}
Object HealthNuggetItem
{
	Frame XZW1 { light HEALTHNUGGETLIGHT }
}

PointLight GEOMHEALTHLIGHT
{
	Color 0.2 0.4 1.0
	Size 30
	Offset 0 16 0
	Attenuate 1
}
Object TetraHealthItem
{
	Frame XZW1 { light GEOMHEALTHLIGHT }
}
Object CubeHealthItem
{
	Frame XZW1 { light GEOMHEALTHLIGHT }
}

PointLight REFRESHERLIGHT
{
	Color 0.7 0.2 1.0
	Size 40
	Offset 0 16 0
	Attenuate 1
}
Object RefresherItem
{
	Frame XZW1 { light REFRESHERLIGHT }
}

PointLight GHOSTARTILIGHT
{
	Color 0.8 0.6 1.0
	Size 40
	Offset 0 16 0
	Attenuate 1
}
Object GhostArtifact
{
	Frame XZW1 { light GHOSTARTILIGHT }
}

PointLight GRAVITYLIGHT
{
	Color 0.3 0.8 1.0
	Size 40
	Offset 0 16 0
	Attenuate 1
}
Object GravitySuppressor
{
	Frame XZW1 { light GRAVITYLIGHT }
}

PointLight INVINCIBALLLIGHT
{
	Color 0.8 0.2 0.0
	Size 40
	Offset 0 16 0
	Attenuate 1
}
Object FuckingInvinciball
{
	Frame XZW1 { light INVINCIBALLLIGHT }
}

PointLight RAGELIGHT
{
	Color 1.0 0.1 0.0
	Size 40
	Offset 0 16 0
	Attenuate 1
}
Object Ragekit
{
	Frame XZW1 { light RAGELIGHT }
}

PointLight OMNISIGHTLIGHT
{
	Color 0.3 0.0 0.0
	Size 20
	Offset 0 16 0
	Attenuate 1
}
Object Omnisight
{
	Frame XZW1 { light OMNISIGHTLIGHT }
}

FlickerLight2 LAMPLIGHT
{
	Color 0.6 1.0 0.7
	Size 350
	SecondarySize 358
	Interval 0.1
	Offset 0 8 0
	Attenuate 1
}
Object CompanionLamp
{
	Frame XZW1B { light LAMPLIGHT }
}

PointLight BARRIERLIGHT
{
	Color 0.1 1.0 0.0
	Size 40
	Offset 0 16 0
	Attenuate 1
}
Object EBarrier
{
	Frame XZW1 { light BARRIERLIGHT }
}

FlickerLight2 MYKRADVOLIGHT1
{
	Color 0.9 0.6 1.0
	Size 70
	SecondarySize 80
	Interval 0.1
	Attenuate 1
}
PulseLight MYKRADVOLIGHT2
{
	Color 0.4 0.1 0.7
	Size 90
	SecondarySize 60
	Interval 2
	Attenuate 1
}
PulseLight MYKRADVOLIGHT3
{
	Color 0.7 0.1 0.4
	Size 60
	SecondarySize 90
	Interval 2
	Attenuate 1
}

Object MykradvoX
{
	Frame MKRV { light MYKRADVOLIGHT1 }
}
Object MykradvoX2
{
	Frame XZW1A { light MYKRADVOLIGHT2 }
	Frame XZW1B { light MYKRADVOLIGHT3 }
}

PointLight DIVINESLIGHT
{
	Color 0.6 0.9 1.0
	Size 90
	Attenuate 1
}

Object DivineSpriteX
{
	Frame DVSP { light DIVINESLIGHT }
}

PointLight DEVASLIGHT
{
	Color 0.7 0.9 1.0
	Size 90
	Attenuate 1
	Subtractive 1
}

Object AngerySigilX
{
	Frame BLPS { light DEVASLIGHT }
}

PointLight SAFETYLIGHT
{
	Color 0.2 1.0 0.3
	Size 50
	Attenuate 1
}

Object SafetyTether
{
	Frame XZW1B { light SAFETYLIGHT }
}
