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GLDEFS.DSCdecor
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GLDEFS.DSCdecor
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Object DscinfoRay
{
FRAME LTS4A0 { light DscinfoRay }
}
flickerlight DscinfoRay
{
color 0.0 0.8 0.8
size 64
secondarySize 56
chance 0.1
attenuate 1
offset 0 32 0
}
Object AIDSpawnerDEC
{
//FRAME AID1 { light AIDlight }
FRAME AID1A { light AIDlight }
FRAME AID1B { light AIDlight }
FRAME AID1C { light AIDlight }
}
flickerlight VazaBreak1
{
color 0.8 0.4 0.0
size 64
secondarySize 48
chance 0.2
}
flickerlight VazaBreak2
{
color 0.8 0.4 0.0
size 256
secondarySize 192
chance 0.2
}
flickerlight VazaBreak3
{
color 0.8 0.4 0.0
size 384
secondarySize 256
chance 0.2
}
pointlight DSCportalLightningLight
{
color 1.0 1.0 0.0
size 256
attenuate 1
}
Object DSCbigPortalLightning
{
FRAME HLT0 { light DSCportalLightningLight }
}
pointlight DSCportalSparkLight
{
color 0.1 0.3 0.3
size 24
attenuate 1
}
flickerlight DSCtorchLight
{
color 0.6 0.3 0.0
size 256
secondarySize 230
chance 0.2
attenuate 1
}
flickerlight DSCcandleLight
{
color 0.4 0.2 0.0
size 24
secondarySize 20
chance 0.2
attenuate 1
}
flickerlight DSCtorchLightRed
{
color 0.7 0.0 0.0
size 256
secondarySize 230
chance 0.2
attenuate 1
}
flickerlight DSCtorchLightGreen
{
color 0.2 0.8 0.2
size 256
secondarySize 230
chance 0.2
attenuate 1
}
flickerlight DSCtorchLightBlue
{
color 0.0 0.5 0.8
size 256
secondarySize 230
chance 0.2
attenuate 1
}
//
Object FireFlameSpawnerTorch
{
FRAME TNT1 { light DSCtorchLight }
}
Object FireFlameSpawnerTorchRed
{
FRAME TNT1 { light DSCtorchLightRed }
}
Object FireFlameSpawnerTorchGreen
{
FRAME TNT1 { light DSCtorchLightGreen }
}
Object FireFlameSpawnerTorchBlue
{
FRAME TNT1 { light DSCtorchLightBlue }
}
brightmap sprite VAZ1A0
{
map VZEBA0
//[iwad]
// [thiswad]
//[disablefullbright]
}
brightmap texture MRBBRTM
{
map BLDBRTM
}