DOOMDEFS:
Code: Select all
// -- -------------------------------------------------------
// ------------------ DOOM DYNAMIC LIGHTS ------------------
// ---------------------------------------------------------
// Created from scratch by Doomguy0505
// -------------
// -- Weapons --
// -------------
//
// Bullet Puff
flickerlight BPUFF1
{
color 0.5 0.5 0.0
size 8
secondarySize 10
chance 0.8
}
flickerlight BPUFF2
{
color 0.5 0.5 0.0
size 4
secondarySize 5
chance 0.8
}
object BulletPuff
{
frame PUFFA { light BPUFF1 }
frame PUFFB { light BPUFF2 }
}
// Rocket
pointlight RMISL
{
color 1.0 0.7 0.0
size 56
}
pointlight RMISL_X1
{
color 1.0 0.0 0.0
size 64
}
pointlight RMISL_X2
{
color 1.0 0.0 0.0
size 32
}
pointlight RMISL_X3
{
color 1.0 0.0 0.0
size 16
}
object Rocket
{
frame MISLA { light RMISL }
frame MISLB { light RMISL_X1 }
frame MISLC { light RMISL_X2 }
frame MISLC { light RMISL_X3 }
}
// Plasma Ball
pointlight PLAS_1
{
color 0.0 0.0 1.0
size 32
}
pointlight PLAS_2
{
color 0.0 1.0 0.0
size 32
}
pointlight PLAS_X1
{
color 0.0 1.0 0.0
size 48
}
pointlight PLAS_X2
{
color 0.0 0.0 1.0
size 64
}
pointlight PLAS_X3
{
color 0.0 1.0 0.0
size 48
}
pointlight PLAS_X4
{
color 0.0 0.0 1.0
size 32
}
object PlasmaBall
{
frame PLSSA { light PLAS_1 }
frame PLSSB { light PLAS_2 }
frame PLSEA { light PLAS_X1 }
frame PLSEB { light PLAS_X2 }
frame PLSEC { light PLAS_X2 }
frame PLSED { light PLAS_X3 }
frame PLSEE { light PLAS_X4 }
}
// BFG Ball
pointlight BFG
{
color 0.0 1.0 0.0
size 80
}
pointlight BFG_X1
{
color 0.0 0.8 0.2
size 80
}
pointlight BFG_X2
{
color 0.0 0.6 0.4
size 104
}
pointlight BFG_X3
{
color 0.0 0.4 0.6
size 120
}
pointlight BFG_X5
{
color 0.0 0.2 0.8
size 48
}
object BFGBall
{
frame BFS1A { light BFG }
frame BFS1B { light BFG }
frame BFE1A { light BFG_X1 }
frame BFE1B { light BFG_X2 }
frame BFE1C { light BFG_X3 }
frame BFE1D { light BFG_X1 }
frame BFE1E { light BFG_X4 }
frame BFE1F { light BFG_X5 }
frame BFE2A { light BFG }
frame BFE2B { light BFG_X1 }
frame BFE2C { light BFG_X4 }
frame BFE2D { light BFG_X5 }
}
// -----------------
// -- Environment --
// -----------------
// Exploding Barrel
pulselight BARREL_EXPL
{
color 0.0 1.0 0.0
size 20
secondarySize 21
interval 1
}
object ExplosiveBarrel
{
frame BAR1 { light BARREL_EXPL }
frame BEXPC { light RMISL_X1 }
frame BEXPD { light RMISL_X2 }
frame BEXPE { light RMISL_X3 }
}
// Floor Lamp
pointlight LAMP_FLOOR
{
color 1.0 1.0 0.8
size 56
offset 0 44 0
}
object Collum
{
frame COLU { light LAMP_FLOOR }
}
// Small Tech Lamp
pulselight LAMP_SMALL
{
color 0.8 0.8 1.0
size 56
secondarySize 58
interval 0.4
offset 0 44 0
}
object TechLamp2
{
frame TLP2 { light LAMP_SMALL }
}
// Tall Tech Lamp
pulselight LAMP_BIG
{
color 0.8 0.8 1.0
size 64
secondarySize 66
interval 0.4
offset 0 72 0
}
object TechLamp
{
frame TLMP { light LAMP_BIG }
}
// Tall Red Torch
flickerlight2 TORCH_BIG_RED
{
color 1.0 0.0 0.0
size 64
secondarySize 72
interval 0.1
offset 0 60 0
}
object RedTorch
{
frame TRED { light TORCH_BIG_RED }
}
// Tall Green Torch
flickerlight2 TORCH_BIG_GREEN
{
color 0.0 1.0 0.0
size 64
secondarySize 72
interval 0.1
offset 0 60 0
}
object GreenTorch
{
frame TGRN { light TORCH_BIG_GREEN }
}
// Tall Blue Torch
flickerlight2 TORCH_BIG_BLUE
{
color 0.0 0.0 1.0
size 64
secondarySize 72
interval 0.1
offset 0 60 0
}
object GreenTorch
{
frame TBLU { light TORCH_BIG_BLUE }
}
// Small Red Torch
flickerlight2 TORCH_SMALL_RED
{
color 1.0 0.0 0.0
size 48
secondarySize 54
interval 0.1
offset 0 35 0
}
object ShortRedTorch
{
frame SMRT { light TORCH_SMALL_RED }
}
// Small Green Torch
flickerlight2 TORCH_SMALL_GREEN
{
color 0.0 1.0 0.0
size 48
secondarySize 54
interval 0.1
offset 0 35 0
}
object ShortGreenTorch
{
frame SMGT { light TORCH_SMALL_GREEN }
}
// Small Blue Torch
flickerlight2 TORCH_SMALL_BLUE
{
color 0.0 0.0 1.0
size 48
secondarySize 54
interval 0.1
offset 0 35 0
}
object ShortBlueTorch
{
frame SMBT { light TORCH_SMALL_BLUE }
}
// Burning Barrel
flickerlight2 BARREL_FIRE
{
color 0.5 0.5 0.0
size 48
secondarySize 54
interval 0.1
offset 0 32 0
}
object BurningBarrel
{
frame FCAN { light BARREL_FIRE }
}
// Skulls with Candles
flickerlight2 CANDLE_SKULLS
{
color 1.0 1.0 0.0
size 32
secondarySize 34
interval 0.1
offset 0 24 0
}
object HeadCandles
{
frame POL3 { light CANDLE_SKULLS }
}
// Candle
pointlight CANDLE_SMALL
{
color 1.0 1.0 0.0
size 16
offset 0 16 0
}
object Candlestick
{
frame CAND { light CANDLE_SMALL }
}
// Candelbra
pointlight CANDLE_BRA
{
color 1.0 1.0 0.0
size 48
offset 0 52 0
}
object Candelbra
{
frame CBRA { light CANDLE_BRA }
}
// Floor Lamp
pointlight LAMP_FLR
{
color 1.0 1.0 0.0
size 48
offset 0 52 0
}
object Column
{
frame COLU { light LAMP_FLR }
}
// -----------
// -- Items --
// -----------
// Soul Sphere (Blue Sphere)
pulselight ITEM_SOULSPHERE
{
color 0.0 0.0 1.0
size 40
secondarySize 42
interval 2.0
offset 0 16 0
}
object SoulSphere
{
frame SOUL { light ITEM_SOULSPHERE }
}
// Invulnerability Sphere (Green Sphere}
pulselight ITEM_INVULN
{
color 0.0 1.0 0.0
size 40
secondarySize 42
interval 2.0
offset 0 16 0
}
object InvulnerabilitySphere
{
frame PINV { light ITEM_INVULN }
}
// Blur Sphere (Red Sphere)
pointlight BLURSPHERE1
{
color 1.0 0.0 0.0
size 40
offset 0 16 0
}
pointlight BLURSPHERE2
{
color 0.0 0.0 1.0
size 32
offset 0 16 0
}
pointlight BLURSPHERE3
{
color 0.0 0.0 1.0
size 24
offset 0 16 0
}
pointlight BLURSPHERE4
{
color 0.0 0.0 1.0
size 16
offset 0 16 0
}
pointlight BLURSPHERE5
{
color 0.0 0.0 1.0
size 8
offset 0 16 0
}
object BlurSphere
{
frame PINS { light BLURSPHERE1 }
frame PINSA { light BLURSPHERE2 }
frame PINSB { light BLURSPHERE3 }
frame PINSC { light BLURSPHERE4 }
frame PINSD { light BLURSPHERE5 }
}
// Health Bonus
pulselight BONUS_HEALTH
{
color 0.0 0.0 0.6
size 16
secondarySize 18
interval 2.0
}
object HealthBonus
{
frame BON1 { light BONUS_HEALTH }
}
// Armour Bonus
pulselight BONUS_ARMOUR
{
color 0.0 0.6 0.0
size 16
secondarySize 14
interval 1.0
}
object ArmorBonus
{
frame BON2 { light BONUS_ARMOUR }
}
// Key Colours
pulselight KEY_BLUE
{
color 0.0 0.0 1.0
size 16
secondarySize 14
interval 1.0
}
pulselight KEY_RED
{
color 1.0 0.0 0.0
size 16
secondarySize 14
interval 1.0
}
pulselight KEY_YELLOW
{
color 0.5 0.5 0.0
size 16
secondarySize 14
interval 1.0
}
// Blue Keys
object BlueCard
{
frame BKEY { light KEY_BLUE }
}
object BlueSkull
{
frame BSKUL { light KEY_BLUE }
}
// Yellow Keys
object YellowCard
{
frame YKEY { light KEY_YELLOW }
}
object YellowSkull
{
frame YSKUL { light KEY_YELLOW }
}
// Red Keys
object RedCard
{
frame RKEY { light KEY_RED }
}
object RedSkull
{
frame RSKUL { light KEY_RED }
}
// Green Armour
pointlight ARMOUR_GREEN_1
{
color 0.0 0.6 0.0
size 48
}
pointlight ARMOUR_GREEN_2
{
color 0.0 0.6 0.0
size 32
}
object GreenArmor
{
frame ARM1A { light ARMOUR_GREEN_1 }
frame ARM1B { light ARMOUR_GREEN_2 }
}
// Blue Armour
pointlight ARMOUR_BLUE_1
{
color 0.0 0.0 0.6
size 48
}
pointlight ARMOUR_BLUE_2
{
color 0.0 0.0 0.6
size 32
}
object BlueArmor
{
frame ARM2A { light ARMOUR_BLUE_1 }
frame ARM2B { light ARMOUR_BLUE_2 }
}
// -------------
// -- Enemies --
// -------------
// XDeath Colour
pointlight XDETH
{
color 1.0 0.0 0.0
size 64
}
pointlight XDETH2
{
color 1.0 0.0 0.0
size 32
}
pointlight XDETH3
{
color 1.0 0.0 0.0
size 16
}
// Zombies
flickerlight2 ATK_ZOMBIE
{
color 0.5 0.5 0.0
size 48
secondarySize 56
interval 1
offset 0 40 0
}
flickerlight2 ATK_PLAY
{
color 0.5 0.5 0.0
size 48
secondarySize 56
interval 1
offset 0 40 0
}
object ZombieMan
{
frame POSSF { light ATK_ZOMBIE }
frame POSSM { light XDETH }
frame POSSN { light XDETH }
frame POSSO { light XDETH }
frame POSSP { light XDETH }
frame POSSQ { light XDETH }
frame POSSR { light XDETH }
frame POSSS { light XDETH2 }
frame POSST { light XDETH3 }
}
object ShotgunGuy
{
frame SPOSF { light ATK_ZOMBIE }
frame SPOSM { light XDETH }
frame SPOSN { light XDETH }
frame SPOSO { light XDETH }
frame SPOSP { light XDETH }
frame SPOSQ { light XDETH }
frame SPOSR { light XDETH }
frame SPOSS { light XDETH2 }
frame SPOST { light XDETH3 }
}
object ChaingunGuy
{
frame CPOSE { light ATK_ZOMBIE }
frame CPOSF { light ATK_ZOMBIE }
frame CPOSN { light XDETH }
frame CPOSO { light XDETH }
frame CPOSP { light XDETH }
frame CPOSQ { light XDETH }
frame CPOSR { light XDETH2 }
frame CPOSS { light XDETH3 }
}
// Doomguy
object DoomPlayer
{
frame PLAYF { light ATK_PLAY }
}
// Imp
object DoomImp
{
frame TROON { light XDETH }
frame TROOO { light XDETH }
frame TROOP { light XDETH }
frame TROOQ { light XDETH }
frame TROOR { light XDETH }
frame TROOS { light XDETH }
frame TROOT { light XDETH }
}
// Imp Fireball
pointlight BALL_DOOMIMP
{
color 1.0 0.0 0.0
size 64
}
// Imp Fireball Explosion
flickerlight BALL_DOOMIMP_X1
{
color 0.7 0.2 0.0
size 80
secondarySize 88
chance 0.25
}
flickerlight BALL_DOOMIMP_X2
{
color 0.4 0.0 0.0
size 96
secondarySize 104
chance 0.25
}
flickerlight BALL_DOOMIMP_X3
{
color 0.2 0.0 0.0
size 112
secondarySize 120
chance 0.25
}
object DoomImpBall
{
frame BAL1A { light BALL_DOOMIMP }
frame BAL1B { light BALL_DOOMIMP }
frame BAL1C { light BALL_DOOMIMP_X1 }
frame BAL1D { light BALL_DOOMIMP_X2 }
frame BAL1E { light BALL_DOOMIMP_X3 }
}
// Spectre
pointlight STATE_SPECTRE_IDLE
{
color 0.5 0.5 0.5
size 48
offset 0 24 0
}
object Spectre
{
frame SARG { light STATE_SPECTRE_IDLE }
}
// Cacodemon Fireball
flickerlight BALL_CACO
{
color 1.0 0.2 0.6
size 56
secondarySize 64
chance 0.5
}
flickerlight BALL_CACO_X1
{
color 0.9 0.1 0.4
size 72
secondarySize 80
chance 0.25
}
flickerlight BALL_CACO_X2
{
color 0.6 0.0 0.1
size 88
secondarySize 96
chance 0.25
}
flickerlight BALL_CACO_X3
{
color 0.3 0.0 0.0
size 104
secondarySize 112
chance 0.25
}
object CacodemonBall
{
frame BAL2A { light BALL_CACO }
frame BAL2B { light BALL_CACO }
frame BAL2C { light BALL_CACO_X1 }
frame BAL2D { light BALL_CACO_X2 }
frame BAL2E { light BALL_CACO_X3 }
}
// Baron / Hell Knight
// State: Idle/Walking
pointlight STATE_BARON_IDLE
{
color 0.0 0.3 0.0
size 32
}
// State: Pain
pointlight STATE_BARON_PAIN
{
color 1.0 0.0 0.0
size 32
}
// State: Attack
pointlight STATE_BARON_ATK_1
{
color 0.0 1.0 0.0
size 32
}
pointlight STATE_BARON_ATK_2
{
color 0.0 1.0 0.0
size 48
}
pointlight STATE_BARON_ATK_3
{
color 0.0 1.0 0.0
size 64
}
// State: Death
pointlight STATE_BARON_DEATH_1
{
color 1.0 0.0 0.0
size 32
}
pointlight STATE_BARON_DEATH_2
{
color 1.0 0.0 0.0
size 16
}
pointlight STATE_BARON_DEATH_3
{
color 1.0 0.0 0.0
size 8
}
pointlight STATE_BARON_DEATH_4
{
color 1.0 0.0 0.0
size 4
}
pointlight STATE_BARON_DEATH_5
{
color 1.0 0.0 0.0
size 2
}
object BaronOfHell
{
frame BOSSA { light STATE_BARON_IDLE }
frame BOSSB { light STATE_BARON_IDLE }
frame BOSSC { light STATE_BARON_IDLE }
frame BOSSD { light STATE_BARON_IDLE }
frame BOSSE { light STATE_BARON_ATK_1 }
frame BOSSF { light STATE_BARON_ATK_2 }
frame BOSSG { light STATE_BARON_ATK_3 }
frame BOSSH { light STATE_BARON_PAIN }
frame BOSSI { light STATE_BARON_DEATH }
frame BOSSJ { light STATE_BARON_DEATH }
frame BOSSK { light STATE_BARON_DEATH_2 }
frame BOSSL { light STATE_BARON_DEATH_3 }
frame BOSSM { light STATE_BARON_DEATH_4 }
frame BOSSN { light STATE_BARON_DEATH_5 }
}
object HellKnight
{
frame BOS2A { light STATE_BARON_IDLE }
frame BOS2B { light STATE_BARON_IDLE }
frame BOS2C { light STATE_BARON_IDLE }
frame BOS2D { light STATE_BARON_IDLE }
frame BOS2E { light STATE_BARON_ATK_1 }
frame BOS2F { light STATE_BARON_ATK_2 }
frame BOS2G { light STATE_BARON_ATK_3 }
frame BOS2H { light STATE_BARON_PAIN }
frame BOS2I { light STATE_BARON_DEATH }
frame BOS2J { light STATE_BARON_DEATH }
frame BOS2K { light STATE_BARON_DEATH_2 }
frame BOS2L { light STATE_BARON_DEATH_3 }
frame BOS2M { light STATE_BARON_DEATH_4 }
frame BOS2N { light STATE_BARON_DEATH_5 }
}
// Baron / Hell Knight Fireball
pointlight BALL_BARON
{
color 0.0 1.0 0.0
size 64
}
flickerlight BALL_BARON_1
{
color 0.0 0.7 0.0
size 80
secondarySize 88
chance 0.25
}
flickerlight BALL_BARON_2
{
color 0.0 0.4 0.0
size 96
secondarySize 104
chance 0.25
}
flickerlight BALL_BARON_3
{
color 0.0 0.2 0.0
size 112
secondarySize 120
chance 0.25
}
object BaronBall
{
frame BAL7A { light BALL_BARON }
frame BAL7B { light BALL_BARON }
frame BAL7C { light BALL_BARON_1 }
frame BAL7D { light BALL_BARON_2 }
frame BAL7E { light BALL_BARON_3 }
}
// Lost Soul
flickerlight STATE_SOUL_IDLE
{
color 1.0 0.3 0.0
size 56
secondarysize 64
chance 0.1
}
flickerlight STATE_SOUL_DEATH_1
{
color 0.8 0.3 0.0
size 72
secondarySize 80
chance 0.25
}
flickerlight STATE_SOUL_DEATH_2
{
color 0.6 0.2 0.0
size 88
secondarySize 96
chance 0.25
}
flickerlight STATE_SOUL_DEATH_3
{
color 0.4 0.1 0.0
size 104
secondarySize 112
chance 0.25
}
flickerlight STATE_SOUL_DEATH_4
{
color 0.2 0.0 0.0
size 112
secondarySize 120
chance 0.25
}
object LostSoul
{
frame SKULA { light STATE_SOUL_IDLE }
frame SKULB { light STATE_SOUL_IDLE }
frame SKULC { light STATE_SOUL_IDLE }
frame SKULD { light STATE_SOUL_IDLE }
frame SKULE { light STATE_SOUL_IDLE }
frame SKULF { light STATE_SOUL_IDLE }
frame SKULG { light STATE_SOUL_IDLE }
frame SKULH { light STATE_SOUL_DEATH_1 }
frame SKULI { light STATE_SOUL_DEATH_2 }
frame SKULJ { light STATE_SOUL_DEATH_3 }
frame SKULK { light STATE_SOUL_DEATH_4 }
}
// Mancubus
pointlight STATE_FATT_ATK
{
color 0.5 0.5 0.0
size 64
}
object Mancubus
{
frame FATTH { light STATE_FATT_ATK }
}
// Macubus Fireball
object FatShot
{
frame MANFA { light BALL_DOOMIMP }
frame MANFB { light BALL_DOOMIMP }
frame MISLB { light RMISL_X1 }
frame MISLC { light RMISL_X2 }
frame MISLD { light RMISL_X3 }
}
// Arachnotron
pointlight STATE_BSPI_ATK_1
{
color 0.5 0.5 0.0
size 56
}
pointlight STATE_BSPI_ATK_2
{
color 0.5 0.5 0.0
size 64
}
object Arachnotron
{
frame BSPIG { light STATE_BSPI_ATK_1 }
frame BSPIH { light STATE_BSPI_ATK_2 }
}
// Archnotron Fireball
pointlight BALL_PLAS_1
{
color 0.5 0.5 0.0
size 56
}
pointlight BALL_PLAS_2
{
color 0.0 1.0 0.0
size 56
}
flickerlight BALL_PLAS_X1
{
color 0.5 0.5 0.0
size 72
secondarySize 80
chance 0.3
}
flickerlight BALL_PLAS_X2
{
color 0.0 1.0 0.0
size 88
secondarySize 96
chance 0.3
}
flickerlight BALL_PLAS_X3
{
color 0.5 0.5 0.0
size 48
secondarySize 32
chance 0.3
}
flickerlight BALL_PLAS_X4
{
color 0.0 1.0 0.0
size 24
secondarySize 16
chance 0.3
}
object ArachnotronPlasma
{
frame APLSA { light BALL_PLAS_1 }
frame APLSB { light BALL_PLAS_2 }
frame APBXA { light BALL_PLAS_X1 }
frame APBXB { light BALL_PLAS_X2 }
frame APBXC { light BALL_PLAS_X2 }
frame APBXD { light BALL_PLAS_X3 }
frame APBXE { light BALL_PLAS_X4 }
}
// Revenant Tracer
pointlight BALL_REVN_1
{
color 1.0 0.0 0.0
size 48
}
pointlight BALL_REVN_2
{
color 0.5 0.5 0.0
size 48
}
flickerlight BALL_REVN_X1
{
color 1.0 0.2 0.0
size 64
secondarySize 72
chance 0.25
}
flickerlight BALL_REVN_X2
{
color 0.6 0.0 0.0
size 80
secondarySize 88
chance 0.25
}
flickerlight BALL_REVN_X3
{
color 0.3 0.0 0.0
size 96
secondarySize 104
chance 0.25
}
object RevenantTracer
{
frame FATBA { light BALL_REVN_1 }
frame FATBB { light BALL_REVN_2 }
frame FBXPA { light BALL_REVN_X1 }
frame FBXPB { light BALL_REVN_X2 }
frame FBXPC { light BALL_REVN_X3 }
}
flickerlight FIRE_ARCH_1
{
color 1.0 1.0 0.0
size 24
secondarySize 32
chance 0.3
offset 0 8 0
}
flickerlight FIRE_ARCH_2
{
color 1.0 1.0 0.0
size 40
secondarySize 48
chance 0.3
offset 0 24 0
}
flickerlight FIRE_ARCH_3
{
color 1.0 1.0 0.0
size 64
secondarySize 72
chance 0.3
offset 0 32 0
}
flickerlight FIRE_ARCH_4
{
color 0.8 0.8 0.0
size 64
secondarySize 72
chance 0.3
offset 0 40 0
}
flickerlight FIRE_ARCH_5
{
color 0.8 0.8 0.0
size 64
secondarySize 72
chance 0.3
offset 0 48 0
}
flickerlight FIRE_ARCH_6
{
color 0.6 0.6 0.0
size 48
secondarySize 56
chance 0.3
offset 0 64 0
}
flickerlight FIRE_ARCH_7
{
color 0.4 0.4 0.0
size 32
secondarySize 40
chance 0.3
offset 0 72 0
}
flickerlight FIRE_ARCH_8
{
color 0.2 0.2 0.0
size 16
secondarySize 24
chance 0.3
offset 0 80 0
}
pulselight FIRE_ARCH_RES
{
color 0.6 0.0 0.0
size 64
secondarySize 70
interval 0.5
offset 0 36 0
}
object Archvile
{
frame VILEH { light FIRE_ARCH_1 }
frame VILEI { light FIRE_ARCH_2 }
frame VILEJ { light FIRE_ARCH_3 }
frame VILEK { light FIRE_ARCH_4 }
frame VILEL { light FIRE_ARCH_4 }
frame VILEM { light FIRE_ARCH_4 }
frame VILEN { light FIRE_ARCH_5 }
frame VILEO { light FIRE_ARCH_6 }
frame VILEP { light FIRE_ARCH_7 }
frame VILE[ { light FIRE_ARCH_RES }
frame VILE\ { light FIRE_ARCH_RES }
frame VILE] { light FIRE_ARCH_RES }
}
pointlight STATE_CYBR_ATK
{
color 1.0 0.0 0.0
size 64
}
object Cyberdemon
{
frame CYBRF { light STATE_CYBR_ATK }
}
// -------------
// -- Effects --
// -------------
// Teleport Fog
flickerlight DTFOG1
{
color 0.4 1.0 0.4
size 56
secondarySize 64
chance 0.4
}
flickerlight DTFOG2
{
color 0.4 1.0 0.4
size 40
secondarySize 48
chance 0.4
}
flickerlight DTFOG3
{
color 0.4 1.0 0.4
size 24
secondarySize 32
chance 0.4
}
flickerlight DTFOG4
{
color 0.4 1.0 0.4
size 10
secondarySize 16
chance 0.4
}
object TeleportFog
{
frame TFOGA { light DTFOG1 }
frame TFOGB { light DTFOG2 }
frame TFOGC { light DTFOG2 }
frame TFOGD { light DTFOG2 }
frame TFOGE { light DTFOG3 }
frame TFOGF { light DTFOG4 }
frame TFOGI { light DTFOG4 }
frame TFOGJ { light DTFOG3 }
}