// ------------------------------------------------------
// ----------------- HEXEN GAME LIGHTS ------------------
// ------------------------------------------------------

// -------------------
// -- Hexen Weapons --
// -------------------

// Charged Axe Puff
flickerlight CAXEPUFF1
{
    attenuate 1
	color 0.4 0.4 1.0
    size 60
    secondarysize 66
    chance 0.5
}

flickerlight CAXEPUFF2
{
    attenuate 1
	color 0.2 0.2 0.8
    size 72
    secondarysize 78
    chance 0.5
}

flickerlight CAXEPUFF3
{
    attenuate 1
	color 0.0 0.0 0.5
    size 66
    secondarysize 72
    chance 0.5
}

object AxePuffGlow
{
    frame FAXER { light CAXEPUFF1 }
    frame FAXES { light CAXEPUFF1 }
    frame FAXET { light CAXEPUFF2 }
    frame FAXEU { light CAXEPUFF2 }
    frame FAXEV { light CAXEPUFF3 }
    frame FAXEW { light CAXEPUFF3 }
    frame FAXEX { light CAXEPUFF3 }
}

// Flying Hammer
flickerlight THROWHAMMER
{
    attenuate 1
	color 1.0 0.2 0.0
    size 72
    secondarysize 78
    chance 0.4
}

flickerlight THROWHAMMER_X1
{
    attenuate 1
	color 1.0 0.7 0.0
    size 72
    secondarysize 84
    chance 0.4
}

flickerlight THROWHAMMER_X2
{
    attenuate 1
	color 1.0 0.7 0.0
    size 96
    secondarysize 108
    chance 0.4
}

flickerlight THROWHAMMER_X3
{
    attenuate 1
	color 1.0 0.7 0.0
    size 108
    secondarysize 120
    chance 0.4
}

flickerlight THROWHAMMER_X4
{
    attenuate 1
	color 0.8 0.8 0.0
    size 120
    secondarysize 132
    chance 0.4
}

flickerlight THROWHAMMER_X5
{
    attenuate 1
	color 0.5 0.5 0.0
    size 96
    secondarysize 108
    chance 0.4
}

flickerlight THROWHAMMER_X6
{
    attenuate 1
	color 0.2 0.2 0.0
    size 60
    secondarysize 72
    chance 0.4
}

object HammerMissile
{
    frame FHFXA { light THROWHAMMER }
    frame FHFXB { light THROWHAMMER }
    frame FHFXC { light THROWHAMMER }
    frame FHFXD { light THROWHAMMER }
    frame FHFXE { light THROWHAMMER }
    frame FHFXF { light THROWHAMMER }
    frame FHFXG { light THROWHAMMER }
    frame FHFXH { light THROWHAMMER }

    frame FHFXI { light THROWHAMMER_X1 }
    frame FHFXJ { light THROWHAMMER_X2 }
    frame FHFXK { light THROWHAMMER_X3 }
    frame FHFXL { light THROWHAMMER_X4 }
    frame FHFXM { light THROWHAMMER_X4 }
    frame FHFXN { light THROWHAMMER_X4 }
    frame FHFXO { light THROWHAMMER_X4 }
    frame FHFXP { light THROWHAMMER_X4 }
    frame FHFXQ { light THROWHAMMER_X5 }
    frame FHFXR { light THROWHAMMER_X6 }
}

// Fighter sword shot
flickerlight SWORDSHOT
{
    attenuate 1
	color 0.0 1.0 0.0
    size 72
    secondarysize 66
    chance 0.4
}

flickerlight SWORDSHOT_X1
{
    attenuate 1
	color 0.0 1.0 0.0
    size 84
    secondarysize 96
    chance 0.4
}

flickerlight SWORDSHOT_X2
{
    attenuate 1
	color 0.0 1.0 0.0
    size 96
    secondarysize 108
    chance 0.4
}

flickerlight SWORDSHOT_X3
{
    attenuate 1
	color 0.0 0.7 0.0
    size 84
    secondarysize 96
    chance 0.4
}

flickerlight SWORDSHOT_X4
{
    attenuate 1
	color 0.0 0.4 0.0
    size 60
    secondarysize 72
    chance 0.4
}

flickerlight SWORDSHOT_X5
{
    attenuate 1
	color 0.0 0.2 0.0
    size 48
    secondarysize 60
    chance 0.4
}

object FSwordMissile
{
    frame FSFXA { light SWORDSHOT }
    frame FSFXB { light SWORDSHOT }
    frame FSFXC { light SWORDSHOT }

    frame FSFXD { light SWORDSHOT_X1 }
    frame FSFXE { light SWORDSHOT_X2 }
    frame FSFXF { light SWORDSHOT_X2 }
    frame FSFXG { light SWORDSHOT_X2 }
    frame FSFXH { light SWORDSHOT_X3 }
    frame FSFXI { light SWORDSHOT_X3 }
    frame FSFXJ { light SWORDSHOT_X4 }
    frame FSFXK { light SWORDSHOT_X5 }
    frame FSFXL { light SWORDSHOT_X5 }
}

// Cleric Serpent Staff ball
pointlight CSTAFFBALL
{
    attenuate 1
	color 0.0 1.0 0.0
    size 60
}

flickerlight CSTAFFBALL_X1
{
    attenuate 1
	color 0.0 1.0 0.0
    size 84
    secondarysize 96
    chance 0.3
}

flickerlight CSTAFFBALL_X2
{
    attenuate 1
	color 0.0 0.7 0.0
    size 90
    secondarysize 104
    chance 0.3
}

flickerlight CSTAFFBALL_X3
{
    attenuate 1
	color 0.0 0.5 0.0
    size 96
    secondarysize 108
    chance 0.3
}

flickerlight CSTAFFBALL_X4
{
    attenuate 1
	color 0.0 0.3 0.0
    size 108
    secondarysize 120
    chance 0.3
}

object CStaffMissile
{
    frame CSSFD { light CSTAFFBALL }
    frame CSSFE { light CSTAFFBALL }

    frame CSSFF { light CSTAFFBALL_X1 }
    frame CSSFG { light CSTAFFBALL_X2 }
    frame CSSFH { light CSTAFFBALL_X3 }
    frame CSSFI { light CSTAFFBALL_X4 }
}

// Cleric fire hands
flickerlight CFLAMETRAIL
{
    attenuate 1
	color 1.0 0.8 0.0
    size 60
    secondarysize 66
    chance 0.5
}

flickerlight CFLAME1
{
    attenuate 1
	color 1.0 0.8 0.0
    size 72
    secondarysize 84
    chance 0.4
}

flickerlight CFLAME2
{
    attenuate 1
	color 1.0 0.8 0.0
    size 96
    secondarysize 108
    chance 0.4
}

flickerlight CFLAME3
{
    attenuate 1
	color 0.7 0.4 0.0
    size 72
    secondarysize 84
    chance 0.4
}

flickerlight CFLAME4
{
    attenuate 1
	color 0.5 0.2 0.0
    size 48
    secondarysize 60
    chance 0.4
}

flickerlight CFLAME5
{
    attenuate 1
	color 0.2 0.2 0.0
    size 36
    secondarysize 48
    chance 0.4
}

object FlamePuff2
{
    frame CFFXB { light CFLAME1 }
    frame CFFXC { light CFLAME2 }
    frame CFFXD { light CFLAME2 }
    frame CFFXE { light CFLAME2 }
    frame CFFXF { light CFLAME2 }
    frame CFFXG { light CFLAME2 }
    frame CFFXH { light CFLAME2 }
    frame CFFXI { light CFLAME2 }
    frame CFFXJ { light CFLAME3 }
    frame CFFXK { light CFLAME4 }
    frame CFFXL { light CFLAME5 }
}

object CFlameFloor
{
    frame CFFX { light CFLAMETRAIL }
}

// Wraithverge
flickerlight GHOST
{
	color 1.0 1.0 1.0
    size 84
    secondarysize 78
    chance 0.7
    subtractive 1
}

object HolyMissile
{
    //frame SPIRP { light GHOST }
}

object HolySpirit
{
    //frame SPIRA { light GHOST }
    //frame SPIRB { light GHOST }
}

// Mage wand
pointlight MWAND_X1
{
    attenuate 1
	color 0.3 0.3 1.0
    size 48
}

pointlight MWAND_X2
{
    attenuate 1
	color 0.2 0.2 0.8
    size 60
}

pointlight MWAND_X3
{
    attenuate 1
	color 0.1 0.1 0.6
    size 72
}

pointlight MWAND_X4
{
    attenuate 1
	color 0.0 0.0 0.4
    size 84
}

object MageWandMissile
{
    frame MWNDE { light MWAND_X1 }
    frame MWNDF { light MWAND_X2 }
    frame MWNDG { light MWAND_X3 }
    frame MWNDH { light MWAND_X4 }
}

// Frost shards
flickerlight MFROSTSHARD
{
    attenuate 1
	color 0.3 0.3 1.0
    size 48
    secondarysize 60
    chance 0.3
}

flickerlight MFROSTSHARD_X1
{
    attenuate 1
	color 0.3 0.3 1.0
    size 60
    secondarysize 72
    chance 0.3
}

flickerlight MFROSTSHARD_X2
{
    attenuate 1
	color 0.2 0.2 0.8
    size 72
    secondarysize 84
    chance 0.3
}

flickerlight MFROSTSHARD_X3
{
    attenuate 1
	color 0.1 0.1 0.5
    size 84
    secondarysize 96
    chance 0.3
}

flickerlight MFROSTSHARD_X4
{
    attenuate 1
	color 0.0 0.0 0.2
    size 96
    secondarysize 104
    chance 0.3
}

object FrostMissile
{
    frame SHRD { light MFROSTSHARD }

    frame SHEXA { light MFROSTSHARD_X1 }
    frame SHEXB { light MFROSTSHARD_X2 }
    frame SHEXC { light MFROSTSHARD_X3 }
    frame SHEXD { light MFROSTSHARD_X4 }
}

// Mage lightning
flickerlight MAGELIGHT
{
    attenuate 1
	color 0.4 0.4 1.0
    size 72
    secondarysize 78
    chance 0.7
}

object LightningCeiling
{
    frame MLFX { light MAGELIGHT }
    frame MLF2 { light MAGELIGHT }
}

object LightningFloor
{
    frame MLFX { light MAGELIGHT }
    frame MLF2 { light MAGELIGHT }
}

object LightningZap
{
    frame MLFX { light MAGELIGHT }
    frame MLF2 { light MAGELIGHT }
}

// BloodScourge
flickerlight BSBALL
{
    attenuate 1
	color 1.0 0.2 0.0
    size 72
    secondarysize 84
    chance 0.3
}

flickerlight BSBALL_X1
{
    attenuate 1
	color 1.0 0.4 0.0
    size 36
    secondarysize 42
    chance 0.3
}

flickerlight BSBALL_X2
{
    attenuate 1
	color 0.7 0.3 0.0
    size 72
    secondarysize 84
    chance 0.3
}

flickerlight BSBALL_X3
{
    attenuate 1
	color 0.5 0.2 0.0
    size 96
    secondarysize 108
    chance 0.3
}

flickerlight BSBALL_X4
{
    attenuate 1
	color 0.3 0.1 0.0
    size 60
    secondarysize 72
    chance 0.3
}

object MageStaffFX2
{
    frame MSP2A { light BSBALL }
    frame MSP2B { light BSBALL }
    frame MSP2C { light BSBALL }
    frame MSP2D { light BSBALL }

    frame MSP2E { light BSBALL_X1 }
    frame MSP2F { light BSBALL_X2 }
    frame MSP2G { light BSBALL_X3 }
    frame MSP2H { light BSBALL_X4 }
}

// -------------------
// -- Hexen Weapons --
// -------------------

// Stalker slimeball
pointlight STALKERSLIME
{
    attenuate 1
	color 0.0 1.0 0.0
    size 60
}

flickerlight STALKERSLIME_X1
{
    attenuate 1
	color 0.0 1.0 0.0
    size 72
    secondarysize 84
    chance 0.4
}

flickerlight STALKERSLIME_X2
{
    attenuate 1
	color 0.0 0.7 0.0
    size 84
    secondarysize 96
    chance 0.4
}

flickerlight STALKERSLIME_X3
{
    attenuate 1
	color 0.0 0.5 0.0
    size 96
    secondarysize 108
    chance 0.4
}

flickerlight STALKERSLIME_X4
{
    attenuate 1
	color 0.0 0.2 0.0
    size 104
    secondarysize 114
    chance 0.4
}

object SerpentFX
{
    frame SSFXA { light STALKERSLIME }
    frame SSFXB { light STALKERSLIME }

    frame SSFXC { light STALKERSLIME_X1 }
    frame SSFXD { light STALKERSLIME_X2 }
    frame SSFXE { light STALKERSLIME_X3 }
    frame SSFXF { light STALKERSLIME_X3 }
    frame SSFXG { light STALKERSLIME_X4 }
    frame SSFXH { light STALKERSLIME_X4 }
}

// Centaur fireball
pointlight TAURBALL
{
    attenuate 1
	color 0.2 0.2 1.0
    size 72
}

flickerlight TAURBALL_X1
{
    attenuate 1
	color 0.2 0.2 1.0
    size 84
    secondarysize 96
    chance 0.4
}

flickerlight TAURBALL_X2
{
    attenuate 1
	color 0.2 0.2 0.7
    size 96
    secondarysize 108
    chance 0.4
}

flickerlight TAURBALL_X3
{
    attenuate 1
	color 0.1 0.1 0.5
    size 108
    secondarysize 120
    chance 0.4
}

flickerlight TAURBALL_X4
{
    attenuate 1
	color 0.0 0.0 0.3
    size 120
    secondarysize 132
    chance 0.4
}

object CentaurFX
{
    frame CTFXA { light TAURBALL }

    frame CTFXB { light TAURBALL_X1 }
    frame CTFXC { light TAURBALL_X2 }
    frame CTFXD { light TAURBALL_X3 }
    frame CTFXE { light TAURBALL_X4 }
    frame CTFXF { light TAURBALL_X4 }
}

// Green Chaos Serpent fireball
flickerlight SERPENTBALL
{
    attenuate 1
	color 1.0 0.95 0.0
    size 84
    secondarysize 96
    chance 0.5
}

flickerlight SERPENTBALL_X1
{
    attenuate 1
	color 1.0 0.95 0.0
    size 96
    secondarysize 108
    chance 0.5
}

flickerlight SERPENTBALL_X2
{
    attenuate 1
	color 0.8 0.8 0.0
    size 108
    secondarysize 120
    chance 0.5
}

flickerlight SERPENTBALL_X3
{
    attenuate 1
	color 0.5 0.5 0.0
    size 132
    secondarysize 144
    chance 0.5
}

flickerlight SERPENTBALL_X4
{
    attenuate 1
	color 0.2 0.2 0.0
    size 144
    secondarysize 156
    chance 0.5
}

object Demon1FX1
{
    frame DMFXA { light SERPENTBALL }
    frame DMFXB { light SERPENTBALL }
    frame DMFXC { light SERPENTBALL }

    frame DMFXD { light SERPENTBALL_X1 }
    frame DMFXE { light SERPENTBALL_X2 }
    frame DMFXF { light SERPENTBALL_X3 }
    frame DMFXG { light SERPENTBALL_X4 }
    frame DMFXH { light SERPENTBALL_X4 }
}

// Brown Chaos Serpent gasball
pointlight CSGASBALL
{
    attenuate 1
	color 0.0 1.0 0.0
    size 72
}

flickerlight CSGASBALL_X1
{
    attenuate 1
	color 0.0 1.0 0.0
    size 96
    secondarysize 108
    chance 0.5
}

flickerlight CSGASBALL_X2
{
    attenuate 1
	color 0.0 0.8 0.0
    size 108
    secondarysize 120
    chance 0.5
}

flickerlight CSGASBALL_X3
{
    attenuate 1
	color 0.0 0.5 0.0
    size 132
    secondarysize 144
    chance 0.5
}

flickerlight CSGASBALL_X4
{
    attenuate 1
	color 0.0 0.2 0.0
    size 144
    secondarysize 156
    chance 0.5
}

object Demon2FX1
{
    frame D2FXA { light CSGASBALL }
    frame D2FXB { light CSGASBALL }
    frame D2FXC { light CSGASBALL }
    frame D2FXD { light CSGASBALL }
    frame D2FXE { light CSGASBALL }
    frame D2FXF { light CSGASBALL }

    frame D2FXG { light CSGASBALL_X1 }
    frame D2FXH { light CSGASBALL_X2 }
    frame D2FXI { light CSGASBALL_X2 }
    frame D2FXJ { light CSGASBALL_X3 }
    frame D2FXK { light CSGASBALL_X4 }
    frame D2FXL { light CSGASBALL_X4 }
}

// Reaver fireball
pointlight REAVERBALL
{
    attenuate 1
	color 1.0 0.5 0.0
    size 72
}

flickerlight REAVERBALL_X1
{
    attenuate 1
	color 1.0 0.7 0.0
    size 96
    secondarysize 108
}

flickerlight REAVERBALL_X2
{
    attenuate 1
	color 0.6 0.2 0.0
    size 90
    secondarysize 104
}

flickerlight REAVERBALL_X3
{
    attenuate 1
	color 0.2 0.0 0.0
    size 84
    secondarysize 96
}

object WraithFX1
{
    frame WRBLA { light REAVERBALL }
    frame WRBLB { light REAVERBALL }
    frame WRBLC { light REAVERBALL }

    frame WRBLD { light REAVERBALL_X1 }
    frame WRBLE { light REAVERBALL_X2 }
    frame WRBLF { light REAVERBALL_X3 }
}

// Dragon Fireball
flickerlight DRAGONBALL
{
    attenuate 1
	color 1.0 1.0 0.0
    size 96
    secondarysize 108
    chance 0.3
}

object DragonFireball
{
    frame DRFXA { light DRAGONBALL }
    frame DRFXB { light DRAGONBALL }
    frame DRFXC { light DRAGONBALL }
    frame DRFXD { light DRAGONBALL }
    frame DRFXE { light DRAGONBALL }
    frame DRFXF { light DRAGONBALL }

    frame DRFXG { light DRAGONBALL_X1 }
    frame DRFXH { light DRAGONBALL_X2 }
    frame DRFXI { light DRAGONBALL_X2 }
    frame DRFXJ { light DRAGONBALL_X3 }
    frame DRFXK { light DRAGONBALL_X4 }
}

flickerlight DRAGONBALL_X1
{
    attenuate 1
	color 0.8 0.8 0.0
    size 108
    secondarysize 120
    chance 0.3
}

flickerlight DRAGONBALL_X2
{
    attenuate 1
	color 0.6 0.6 0.0
    size 144
    secondarysize 156
    chance 0.3
}

flickerlight DRAGONBALL_X3
{
    attenuate 1
	color 0.4 0.4 0.0
    size 132
    secondarysize 144
    chance 0.3
}

flickerlight DRAGONBALL_X4
{
    attenuate 1
	color 0.2 0.2 0.0
    size 96
    secondarysize 108
    chance 0.3
}

object DragonExplosion
{
    frame CFCFQ { light DRAGONBALL_X1 }
    frame CFCFR { light DRAGONBALL_X2 }
    frame CFCFS { light DRAGONBALL_X2 }
    frame CFCFT { light DRAGONBALL_X2 }
    frame CFCFU { light DRAGONBALL_X3 }
    frame CFCFV { light DRAGONBALL_X3 }
    frame CFCFW { light DRAGONBALL_X4 }
}

// Bishop fireball
pointlight BISHOPBALL
{
    attenuate 1
	color 0.6 1.0 0.0
    size 72
}

flickerlight BISHOPBALL_X1
{
    attenuate 1
	color 0.6 1.0 0.0
    size 84
    secondarysize 96
    chance 0.3
}

flickerlight BISHOPBALL_X2
{
    attenuate 1
	color 0.2 0.8 0.0
    size 96
    secondarysize 108
    chance 0.3
}

flickerlight BISHOPBALL_X3
{
    attenuate 1
	color 0.1 0.5 0.0
    size 108
    secondarysize 120
    chance 0.3
}

flickerlight BISHOPBALL_X4
{
    attenuate 1
	color 0.0 0.3 0.0
    size 84
    secondarysize 96
    chance 0.3
}

object BishopFX
{
    frame BPFXA { light BISHOPBALL }
    frame BPFXB { light BISHOPBALL }

    frame BPFXC { light BISHOPBALL_X1 }
    frame BPFXD { light BISHOPBALL_X2 }
    frame BPFXE { light BISHOPBALL_X2 }
    frame BPFXF { light BISHOPBALL_X3 }
    frame BPFXG { light BISHOPBALL_X3 }
    frame BPFXH { light BISHOPBALL_X4 }
}

// Fire gargoyle
flickerlight FGARG
{
    attenuate 1
	color 1.0 1.0 0.0
    size 60
    secondarysize 72
    chance 0.4
}

flickerlight FGARGATK
{
    attenuate 1
	color 1.0 1.0 0.0
    size 84
    secondarysize 96
    chance 0.4
}

flickerlight FGARGBALL_X1
{
    attenuate 1
	color 0.8 0.8 0.0
    size 84
    secondarysize 96
    chance 0.4
}

flickerlight FGARGBALL_X2
{
    attenuate 1
	color 0.5 0.5 0.0
    size 75
    secondarysize 81
    chance 0.4
}

flickerlight FGARGBALL_X3
{
    attenuate 1
	color 0.2 0.2 0.0
    size 66
    secondarysize 72
    chance 0.4
}

object FireDemon
{
    frame FDMNA { light FGARG }
    frame FDMNB { light FGARG }
    frame FDMNC { light FGARG }
    frame FDMND { light FGARG }
    frame FDMNH { light FGARG }
    frame FDMNI { light FGARG }
    frame FDMNJ { light FGARG }

    frame FDMNK { light FGARGATK }
}

object FireDemonMissile
{
    frame FDMBA { light FGARG }

    frame FDMBB { light FGARGBALL_X1 }
    frame FDMBC { light FGARGBALL_X2 }
    frame FDMBD { light FGARGBALL_X3 }
}

// Wendigo
pointlight ICEGUYATK
{
    attenuate 1
	color 0.3 0.3 1.0
    size 96
}

pointlight ICEBALL
{
    attenuate 1
	color 0.3 0.3 1.0
    size 84
}

flickerlight ICEBALL_X1
{
    attenuate 1
	color 0.3 0.3 1.0
    size 84
    secondarysize 96
    chance 0.3
}

flickerlight ICEBALL_X2
{
    attenuate 1
	color 0.3 0.3 0.7
    size 96
    secondarysize 108
    chance 0.3
}

flickerlight ICEBALL_X3
{
    attenuate 1
	color 0.2 0.2 0.4
    size 108
    secondarysize 111
    chance 0.3
}

flickerlight ICEBALL_X4
{
    attenuate 1
	color 0.0 0.0 0.2
    size 111
    secondarysize 120
    chance 0.3
}

pointlight ICESHARD
{
    attenuate 1
	color 0.3 0.3 1.0
    size 60
}

object IceGuyFX
{
    frame ICPRA { light ICEBALL }
    frame ICPRB { light ICEBALL }
    frame ICPRC { light ICEBALL }

    frame ICPRD { light ICEBALL_X1 }
    frame ICPRE { light ICEBALL_X2 }
    frame ICPRF { light ICEBALL_X3 }
    frame ICPRG { light ICEBALL_X4 }
}

object IceGuyFX2
{
    frame ICPRN { light ICESHARD }
    frame ICPRO { light ICESHARD }
    frame ICPRP { light ICESHARD }
}

object IceGuy
{
    frame ICEYG { light ICEGUYATK }
}

// Heresiarch
flickerlight HARCHATK
{
    attenuate 1
	color 1.0 0.0 1.0
    size 96
    secondarysize 108
    chance 0.4
}

pointlight HARCHBLUCUBE
{
    attenuate 1
	color 0.0 0.0 1.0
    size 48
}

pointlight HARCHGRNCUBE
{
    attenuate 1
	color 0.0 1.0 0.0
    size 48
}

pointlight HARCHPURCUBE
{
    attenuate 1
	color 1.0 0.0 1.0
    size 48
}

flickerlight HARCHBALL_X1
{
    attenuate 1
	color 0.8 0.0 0.8
    size 72
    secondarysize 84
    chance 0.4
}

flickerlight HARCHBALL_X2
{
    attenuate 1
	color 0.5 0.0 0.5
    size 96
    secondarysize 108
    chance 0.4
}

flickerlight HARCHBALL_X3
{
    attenuate 1
	color 0.2 0.0 0.2
    size 108
    secondarysize 114
    chance 0.4
}

flickerlight HARCHBALL2_X1
{
    attenuate 1
	color 0.0 0.8 0.0
    size 72
    secondarysize 84
    chance 0.4
}

flickerlight HARCHBALL2_X2
{
    attenuate 1
	color 0.0 0.5 0.0
    size 96
    secondarysize 108
    chance 0.4
}

flickerlight HARCHBALL2_X3
{
    attenuate 1
	color 0.0 0.2 0.0
    size 108
    secondarysize 114
    chance 0.4
}

flickerlight HARCHHEAD
{
    attenuate 1
	color 1.0 0.5 0.0
    size 72
    secondarysize 84
    chance 0.4
}

object SorcFX1
{
    frame SBS1 { light HARCHHEAD }
}

object SorcFX2
{
    frame SBS2 { light HARCHPURCUBE }
}

object SorcFX3
{
    frame SBS3A { light HARCHGRNCUBE }
    frame SBS3B { light HARCHGRNCUBE }

    frame SBS3C { light HARCHBALL2_X1 }
    frame SBS3D { light HARCHBALL2_X2 }
    frame SBS3E { light HARCHBALL2_X3 }
}

object SorcFX4
{
    frame SBS4A { light HARCHPURCUBE }
    frame SBS4B { light HARCHPURCUBE }

    frame SBS4C { light HARCHBALL_X1 }
    frame SBS4D { light HARCHBALL_X2 }
    frame SBS4E { light HARCHBALL_X3 }
}

object SorcBall1
{
    frame SBMP { light HARCHPURCUBE }
}

object SorcBall2
{
    frame SBMB { light HARCHBLUCUBE }
}

object SorcBall3
{
    frame SBMG { light HARCHGRNCUBE }
}

object Heresiarch
{
    frame SORCE { light HARCHATK }
    frame SORCF { light HARCHATK }
}

// Korax
object Korax
{
    frame KORXF { light HARCHATK }
    frame KORXG { light HARCHATK }
}

// -----------------------
// -- Hexen Decorations --
// -----------------------

// Candles
flickerlight2 HCANDLES
{
    attenuate 1
	color 1.0 1.0 0.0
    size 24
    secondarysize 30
    interval 0.1
}

object ZCandle
{
    frame CNDL { light HCANDLES }
}

// Twined torch
flickerlight2 TWINETORCH
{
    attenuate 1
	color 1.0 0.7 0.0
    size 69
    secondarysize 78
    interval 0.1
    offset 0 64 0
}

object ZTwinedTorch
{
    frame TWTRA { light TWINETORCH }
    frame TWTRB { light TWINETORCH }
    frame TWTRC { light TWINETORCH }
    frame TWTRD { light TWINETORCH }
    frame TWTRE { light TWINETORCH }
    frame TWTRF { light TWINETORCH }
    frame TWTRG { light TWINETORCH }
    frame TWTRH { light TWINETORCH }
}

object ZTwinedTorchUnlit
{
    frame TWTRA { light TWINETORCH }
    frame TWTRB { light TWINETORCH }
    frame TWTRC { light TWINETORCH }
    frame TWTRD { light TWINETORCH }
    frame TWTRE { light TWINETORCH }
    frame TWTRF { light TWINETORCH }
    frame TWTRG { light TWINETORCH }
    frame TWTRH { light TWINETORCH }
}


// Wall torch
flickerlight2 WALLTORCH2
{
    attenuate 1
	color 1.0 0.7 0.0
    size 36
    secondarysize 42
    interval 0.1
    offset 0 24 0
}

object ZWallTorch
{
    frame WLTRA { light WALLTORCH2 }
    frame WLTRB { light WALLTORCH2 }
    frame WLTRC { light WALLTORCH2 }
    frame WLTRD { light WALLTORCH2 }
    frame WLTRE { light WALLTORCH2 }
    frame WLTRF { light WALLTORCH2 }
    frame WLTRG { light WALLTORCH2 }
    frame WLTRH { light WALLTORCH2 }
}


object ZWallTorchUnlit
{
    frame WLTRA { light WALLTORCH2 }
    frame WLTRB { light WALLTORCH2 }
    frame WLTRC { light WALLTORCH2 }
    frame WLTRD { light WALLTORCH2 }
    frame WLTRE { light WALLTORCH2 }
    frame WLTRF { light WALLTORCH2 }
    frame WLTRG { light WALLTORCH2 }
    frame WLTRH { light WALLTORCH2 }
}


// Fire bull
flickerlight2 FIREBULL
{
    attenuate 1
	color 1.0 0.7 0.0
    size 96
    secondarysize 130
    interval 0.1
    offset 0 40 0
}

flickerlight2 FIREBULL2
{
    attenuate 1
	color 1.0 0.7 0.0
    size 72
    secondarysize 90
    interval 0.1
    offset 0 40 0
}

object ZFireBull
{
    frame FBULA { light FIREBULL }
    frame FBULB { light FIREBULL }
    frame FBULC { light FIREBULL }
    frame FBULD { light FIREBULL }
    frame FBULE { light FIREBULL }
    frame FBULF { light FIREBULL }
    frame FBULG { light FIREBULL }
    frame FBULI { light FIREBULL2 }
    frame FBULJ { light FIREBULL }
}

object ZFireBullUnlit
{
    frame FBULA { light FIREBULL }
    frame FBULB { light FIREBULL }
    frame FBULC { light FIREBULL }
    frame FBULD { light FIREBULL }
    frame FBULE { light FIREBULL }
    frame FBULF { light FIREBULL }
    frame FBULG { light FIREBULL }
    frame FBULI { light FIREBULL2 }
    frame FBULJ { light FIREBULL }
}


// Cauldron
flickerlight2 CAULFLAME
{
    attenuate 1
	color 1.0 0.9 0.0
    size 36
    secondarysize 39
    interval 0.1
}

object ZCauldron
{
    frame CDRNB { light CAULFLAME }
    frame CDRNC { light CAULFLAME }
    frame CDRND { light CAULFLAME }
    frame CDRNE { light CAULFLAME }
    frame CDRNF { light CAULFLAME }
    frame CDRNG { light CAULFLAME }
    frame CDRNH { light CAULFLAME }
}

object ZCauldronUnlit
{
    frame CDRNB { light CAULFLAME }
    frame CDRNC { light CAULFLAME }
    frame CDRND { light CAULFLAME }
    frame CDRNE { light CAULFLAME }
    frame CDRNF { light CAULFLAME }
    frame CDRNG { light CAULFLAME }
    frame CDRNH { light CAULFLAME }
}

// Blue candle
flickerlight2 BCANDLE
{
    attenuate 1
	color 0.3 0.3 1.0
    size 21
    secondarysize 24
    interval 0.1
}

object ZBlueCandle
{
    frame BCAN { light BCANDLE }
}

// Small flame
object FlameSmall
{
    frame FFSM { light HCANDLES }
}

object FlameSmallTemp
{
    frame FFSM { light HCANDLES }
}

// Large flame
flickerlight2 LARGEFLAME
{
    attenuate 1
	color 1.0 0.7 0.0
    size 60
    secondarysize 72
    interval 0.1
}

object FlameLarge
{
    frame FFLG { light LARGEFLAME }
}

object FlameLargeTemp
{
    frame FFLG { light LARGEFLAME }
}

// Chandelier
flickerlight2 CHANDELIER
{
    attenuate 1
	color 1.0 1.0 0.0
    size 96
    secondarysize 104
    interval 0.1
}

object ZChandelier
{
    frame CDLR { light CHANDELIER }
}

// Brass torch
flickerlight2 BRASSTORCH
{
    attenuate 1
	color 1.0 0.7 0.0
    size 60
    secondarysize 72
    interval 0.1
    offset 0 32 0
}

object BrassTorch
{
    frame BRTR { light BRASSTORCH }
}

// Skull flame
object FireThing
{
    frame FSKL { light BRASSTORCH }
}

// Teleport smoke
flickerlight2 TELESMOKE
{
    attenuate 1
	color 1.0 0.0 0.0
    size 96
    secondarysize 108
    interval 0.1
    offset 0 44 0
}

object TeleSmoke
{
    frame TSMK { light TELESMOKE }
}

// Fireball
pointlight HFIREBALL
{
    attenuate 1
	color 1.0 0.4 0.0
    size 72
}

object FireBall
{
    frame FBL1A { light HFIREBALL }
    frame FBL1B { light HFIREBALL }
}

// -----------------
// -- Hexen Items --
// -----------------

// Blue mana
pointlight MANA1
{
    attenuate 1
	color 0.0 0.0 0.7
    size 36
    offset 0 36 0
}

// Green mana
pointlight MANA2
{
    attenuate 1
	color 0.0 0.6 0.0
    size 36
    offset 0 36 0
}

// Combined mana
pointlight MANA3
{
    attenuate 1
	color 0.7 0.0 0.0
    size 36
    offset 0 36 0
}

object Mana3
{
    frame MAN3 { light MANA3 }
}

// ZXmasTree
flickerlight2 XMASFIRE1
{
    attenuate 1
	color 1.0 0.7 0.0
    size 24
    secondarysize 36
    interval 0.1
    offset 0 48 0
}


flickerlight2 XMASFIRE2
{
    attenuate 1
	color 1.0 0.8 0.0
    size 48
    secondarysize 72
    interval 0.1
    offset 0 48 0
}


flickerlight2 XMASFIRE3
{
    attenuate 1
	color 1.0 0.9 0.0
    size 72
    secondarysize 96
    interval 0.1
    offset 0 32 0
}


flickerlight2 XMASFIRE4
{
    attenuate 1
	color 1.0 0.8 0.0
    size 48
    secondarysize 60
    interval 0.1
    offset 0 120 0
}


flickerlight2 XMASFIRE5
{
    attenuate 1
	color 1.0 0.7 0.0
    size 18
    secondarysize 30
    interval 0.1
    offset 0 140 0
}


flickerlight2 XMASFIRE6
{
    attenuate 1
	color 1.0 0.8 0.0
    size 15
    secondarysize 21
    interval 0.1
    offset 0 148 0
}


object ZXmasTree
{
    frame XMASB { light XMASFIRE1 }
    frame XMASC { light XMASFIRE2 }
    frame XMASD { light XMASFIRE3 }
    frame XMASE { light XMASFIRE3 }
    frame XMASF { light XMASFIRE4 }
    frame XMASG { light XMASFIRE5 }
    frame XMASH { light XMASFIRE6 }
}




// TreeDestructible
flickerlight2 TDESTRUCT1
{
    attenuate 1
	color 1.0 0.8 0.0
    size 72
    secondarysize 84
    interval 0.1
    offset 0 32 0
}


flickerlight2 TDESTRUCT2
{
    attenuate 1
	color 1.0 0.9 0.0
    size 84
    secondarysize 108
    interval 0.1
    offset 0 32 0
}


flickerlight2 TDESTRUCT3
{
    attenuate 1
	color 1.0 0.8 0.0
    size 60
    secondarysize 72
    interval 0.1
    offset 0 20 0
}


flickerlight2 TDESTRUCT4
{
    attenuate 1
	color 1.0 0.7 0.0
    size 24
    secondarysize 36
    interval 0.1
    offset 0 12 0
}

flickerlight2 TDESTRUCT5
{
    attenuate 1
	color 1.0 0.7 0.0
    size 12
    secondarysize 18
    interval 0.1
    offset 0 4 0
}




object TreeDestructible
{
    frame TRDTH { light TDESTRUCT1 }
    frame TRDTI { light TDESTRUCT2 }
    frame TRDTJ { light TDESTRUCT2 }
    frame TRDTK { light TDESTRUCT2 }
    frame TRDTL { light TDESTRUCT2 }
    frame TRDTM { light TDESTRUCT3 }
    frame TRDTN { light TDESTRUCT4 }
    frame TRDTO { light TDESTRUCT4 }
    frame TRDTP { light TDESTRUCT5 }
}
