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GLDEFS
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GLDEFS
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/*
#include "BMAP/Shields.txt"
#include "BMAP/Ammo.txt"
#include "BMAP/Armor.txt"
#include "BMAP/Weapons.txt"
#include "BMAP/Carbine.txt"
#include "BMAP/AutoShotgun.txt"
#include "BMAP/Minigun.txt"
#include "BMAP/Nailgun.txt"
#include "BMAP/LMG.txt"
#include "BMAP/M2Plasma.txt"
#include "BMAP/Railgun.txt"
#include "BMAP/BHG.txt"
#include "BMAP/Revolver.txt"
#include "BMAP/Flamecannon.txt"
#include "BMAP/Freezer.txt"
#include "BMAP/Excavator.txt"
#include "BMAP/Throwables.txt"
#include "BMAP/VoidSpectre.txt"
*/
#include "models/nashgore/CorpseBlood/_materials.txt"
#include "models/nashgore/Footprint/_materials.txt"
// New PB Cacodemon Ball
pointlight PB_CACOBALL
{
color 0.15 0.0 1.0
size 80
}
object PB_CacodemonBall
{
frame 0CB0A { light PB_CACOBALL }
frame 0CB0B { light PB_CACOBALL }
frame 0CB0C { light PB_CACOBALL }
frame 0CB0D { light PB_CACOBALL }
frame 0CB0E { light PB_CACOBALL }
frame 0CB0F { light PB_CACOBALL }
}
HardwareShader postprocess scene
{
Name "gb_blur"
Shader "shaders/mfx_bss_blur.fp" 330
}
pulselight M1HeatWave
{
color 0.0 0.1 1.0
Size 256
SecondarySize 400
interval 36
}
pulselight BlackholeVoid
{
Color 1.0 1.0 1.0
Subtractive 1
Size 256
SecondarySize 400
interval 36
}
pulselight BlackholeBallSmall
{
color 1.0 0.0 1.0
size 109
SecondarySize 192
interval 12
}
pulselight BlackholeBall
{
color 1.0 0.0 1.0
size 150
SecondarySize 300
interval 6
}
flickerlight2 FT_GroundFire
{
color 1.0 0.6 0.0
size 80
secondarySize 96
interval 1
offset 0 40 0
}
flickerlight2 TinyBurningPiece
{
color 1.0 0.5 0.0
size 16
secondarySize 24
interval 1
offset 0 40 0
}
pointlight BFGBALL
{
color 0.0 1.0 0.0
size 256
}
pointlight BFGALT
{
color 0.0 1.0 0.0
size 96
}
// New PB Imp Fireball
pointlight PB_IMPBALL
{
color 1.0 0.5 0.0
size 64
}
object PB_DoomImpBall_Spawn
{
frame DB25A { light PB_IMPBALL }
frame DB25B { light PB_IMPBALL }
frame DB25C { light PB_IMPBALL }
frame DB25D { light PB_IMPBALL }
frame DB25E { light PB_IMPBALL }
frame DB25F { light PB_IMPBALL }
frame DB25G { light PB_IMPBALL }
frame DB25H { light PB_IMPBALL }
frame DB25I { light PB_IMPBALL }
}
object PB_DoomImpBall
{
frame DB25A { light PB_IMPBALL }
frame DB25B { light PB_IMPBALL }
frame DB25C { light PB_IMPBALL }
frame DB25D { light PB_IMPBALL }
frame DB25E { light PB_IMPBALL }
frame DB25F { light PB_IMPBALL }
frame DB25G { light PB_IMPBALL }
frame DB25H { light PB_IMPBALL }
frame DB25I { light PB_IMPBALL }
frame DB25J { light PB_IMPBALL }
frame DB25K { light PB_IMPBALL }
frame DB25L { light PB_IMPBALL }
frame DB25M { light PB_IMPBALL }
frame DB25N { light PB_IMPBALL }
frame DB25O { light PB_IMPBALL }
frame DB25P { light PB_IMPBALL }
}
object PB_DoomImpBallGravity
{
frame DB25A { light PB_IMPBALL }
frame DB25B { light PB_IMPBALL }
frame DB25C { light PB_IMPBALL }
frame DB25D { light PB_IMPBALL }
frame DB25E { light PB_IMPBALL }
frame DB25F { light PB_IMPBALL }
frame DB25G { light PB_IMPBALL }
frame DB25H { light PB_IMPBALL }
frame DB25I { light PB_IMPBALL }
frame DB25J { light PB_IMPBALL }
frame DB25K { light PB_IMPBALL }
frame DB25L { light PB_IMPBALL }
frame DB25M { light PB_IMPBALL }
frame DB25N { light PB_IMPBALL }
frame DB25O { light PB_IMPBALL }
frame DB25P { light PB_IMPBALL }
}
// Yellow Keys
pulselight YELLOWKEY
{
color 1 1 0.0
size 16
secondarySize 18
interval 2.0
}
// Blue Keys
pulselight BLUEKEY
{
color 0.0 0.0 1
size 16
secondarySize 18
interval 2.0
}
// Red Keys
pulselight REDKEY
{
color 1.0 0.0 0.0
size 16
secondarySize 18
interval 2.0
}
object PB_YellowCard
{
frame YEKY { light YELLOWKEY }
frame VYKY { light YELLOWKEY }
}
object PB_BlueCard
{
frame BLKY { light BLUEKEY }
frame VBKY { light BLUEKEY }
}
object PB_RedCard
{
frame REKY { light REDKEY }
frame VRKY { light REDKEY }
}
object PB_YellowSkull
{
frame YSKL { light YELLOWKEY }
}
object PB_BlueSkull
{
frame BSKL { light BLUEKEY }
}
object PB_RedSkull
{
frame RSKL { light REDKEY }
}
// SGL Grenades
pointlight SGL_FRAG
{
color 1.0 1.0 0.0
size 10
}
pointlight SGL_STICKY
{
color 1.0 0.0 0.0
size 10
}
pointlight SGL_INCENDIARY
{
color 1.0 0.5 0.0
size 10
}
pointlight SGL_CRYO
{
color 0.0 0.5 1.0
size 10
}
pointlight SGL_ACID
{
color 0.2 1.0 0.0
size 10
}
//Motion Blur by Pixel Eater
HardwareShader PostProcess beforebloom
{
Name "MBlur"
Shader "MBlur.fp" 330
Uniform vec2 steps
Uniform int samples
Uniform float increment
Uniform int blendmode
}
//Siphon Effect Lights
pulselight SiphonLight
{
color 1.0 0.0 0.0
size 64
secondarySize 48
interval 0.02
}
//Lightning Gun
pointlight M2PlasmaLight1
{
color 0.0 0.8 1.0
size 96
}
flickerlight2 ElectrocutionLight
{
color 0.0 0.8 1.0
size 42
secondarySize 32
interval 0.05
offset 0 0 0
}
pointlight LightningImpactLight
{
color 0.0 0.8 1.0
size 128
}
// Armour Helmet
pulselight WeaponUpgradeSpawner
{
color 0.0 0.6 0.0
size 48
secondarySize 64
interval 0.8
}
//Tracer light (TRAC)
pulselight TracerLight
{
color 1.0 1.0 0.9
size 24
secondarySize 32
interval 0.2
}
pointlight DemonTechImpact
{
color 1.0 0.0 0.0
size 64
}
pointlight DemonTechFire
{
color 1.0 0.0 0.0
size 25
}
flickerlight2 IncinerationGlow
{
color 0.8 0.3 0.0
size 42
secondarySize 32
interval 0.05
offset 0 0 0
}
//Explosive Barrel Remains
flickerlight2 BarrelDeadLight
{
color 0.8 0.3 0.0
size 16
secondarySize 21
interval 0.05
offset 0 0 0
}
//Demon Energy Lights
pulselight DemonEnergyLight
{
color 1.0 0.0 0.0
size 16
secondarySize 12
interval 0.05
}
object Demonpickup
{
frame MDHPA { light DemonEnergyLight }
frame MDHPB { light DemonEnergyLight }
frame MDHPC { light DemonEnergyLight }
frame MDHPD { light DemonEnergyLight }
frame MDHPE { light DemonEnergyLight }
frame MDHPF { light DemonEnergyLight }
frame MDHPG { light DemonEnergyLight }
frame MDHPH { light DemonEnergyLight }
}
object Demonpickup2
{
frame MDHPA { light DemonEnergyLight }
frame MDHPB { light DemonEnergyLight }
frame MDHPC { light DemonEnergyLight }
frame MDHPD { light DemonEnergyLight }
frame MDHPE { light DemonEnergyLight }
frame MDHPF { light DemonEnergyLight }
frame MDHPG { light DemonEnergyLight }
frame MDHPH { light DemonEnergyLight }
}
object LargeDemonpower
{
frame MSP1A { light DemonEnergyLight }
frame MSP1B { light DemonEnergyLight }
frame MSP1C { light DemonEnergyLight }
frame MSP1D { light DemonEnergyLight }
}
//More Fireballs for PB
pointlight FireshotFX
{
color 1.0 1.0 0.0
size 64
}
object FireShot
{
frame FSHTA { light FireshotFX }
frame FSHTB { light FireshotFX }
frame FSHTC { light FireshotFX }
frame FSHTD { light FireshotFX }
}
//New Powerups
pointlight HasteSphereGlow
{
color 1.0 1.0 0.0
size 64
}
object HasteSphere
{
frame HASTA { light HasteSphereGlow }
frame HASTB { light HasteSphereGlow }
frame HASTC { light HasteSphereGlow }
}
pointlight DoubleSphereGlow
{
color 1.0 0.0 1.0
size 64
}
object DoubleSphere
{
frame DDMGA { light DoubleSphereGlow }
frame DDMGB { light DoubleSphereGlow }
frame DDMGC { light DoubleSphereGlow }
}
//Explosion
pulselight EXPLOSIONFLASH
{
color 1.0 0.3 0.0
size 100
secondarySize 120
interval 0.1
offset 0 60 0
}
flickerlight2 TPortNormal
{
color 0.5 0.5 0.7
size 40
secondarySize 56
interval 0.01
offset 0 32 0
}
flickerlight2 TPortZap
{
color 0.45 0.45 0.9
size 88
secondarySize 128
interval 0.01
offset 0 32 0
}
object SuperBFGBall
{
frame BFS1A { light BFGBALL }
frame BFS1B { light BFGBALL }
frame BFE1A { light BFGEXPLO }
frame BFE1B { light BFGEXPLO }
frame BFE1C { light BFGEXPLO }
frame BFE1D { light BFGEXPLO }
frame BFE1E { light BFGEXPLO }
}
flickerlight BFGEXPLO
{
color 0.1 1.0 0.0
size 200
secondarySize 240
chance 0.99
}
object BurningZombie
{
frame BDT1 { light BIGREDTORCH }
frame BDT2 { light BIGREDTORCH }
frame BDT3 { light BIGREDTORCH }
}
pulselight FSKULL
{
color 1.0 1.0 0.0
size 32
secondarysize 25
interval 3
}
// ------------------
// -- Doom Weapons --
// ------------------
// Bullet puff
flickerlight BPUFF1
{
color 0.5 0.5 0.0
size 6
secondarySize 8
chance 0.8
}
flickerlight BPUFF2
{
color 0.5 0.5 0.0
size 3
secondarySize 4
chance 0.8
}
object HitPuff
{
frame PUFFA { light BPUFF1 }
frame PUFFB { light BPUFF2 }
}
object MachinegunBulletPuff
{
frame PUFFA { light BPUFF1 }
frame PUFFB { light BPUFF2 }
}
// Rocket
pointlight ROCKET
{
color 1.0 0.7 0.0
size 60
}
flickerlight ROCKET_X1
{
color 1.0 0.7 0.0
size 64
secondarySize 72
chance 0.3
}
flickerlight ROCKET_X2
{
color 0.5 0.1 0.0
size 80
secondarySize 88
chance 0.3
}
flickerlight ROCKET_X3
{
color 0.3 0.0 0.0
size 96
secondarySize 104
chance 0.3
}
// Plasma
pointlight PLASMABALL
{
color 0.0 0.7 1.0
size 128
}
pointlight PLASMABALLSMALL
{
color 0.0 0.8 1.0
size 64
}
object PlasmaPuff
{
frame PLSE { light PLASMABALL }
}
object HotPlasmaGas
{
frame FIR5 { light PLASMABALL }
}
// Demon Tech Rifle
pointlight CausticProjectile
{
color 0.0 1.0 0.0
size 32
}
// ----------------------
// -- Doom Decorations --
// ----------------------
// Floor lamp
pointlight LAMP
{
color 1.0 1.0 1.0
size 56
offset 0 44 0
}
pointlight YELLOWLAMP
{
color 1.0 1.0 0.0
size 56
offset 0 44 0
}
object Plasma_Ball
{
frame TNT1 { light PLASMABALL }
frame PBAL { light PLASMABALLSMALL }
}
object EnemyPlasmaBall
{
frame TNT1 { light PLASMABALL }
frame PBAL { light PLASMABALLSMALL }
}
object SmallFireFocus24
{
frame FLME { light SMALLREDTORCH }
frame F1RE { light SMALLREDTORCH }
}
// Burning barrel
pulselight FIREBARREL
{
color 1.0 0.9 0.0
size 58
secondarySize 64
interval 0.1
offset 0 32 0
}
// Skulls w/candles
pointlight HUEHUESMALL
{
color 0.5 0.4 0
size 28
}
pointlight HUEHUE
{
color 0.5 0.4 0
size 48
}
pointlight HUEHUEHUEHUE
{
color 0.5 0.4 0
size 62
}
pointlight BulletPuffLight
{
color 1.0 0.53 0
size 16
}
object RicoChet
{
frame IPF2 { light HUEHUE }
}
object PlayerMuzzle1
{
frame PLMZ { light HUEHUE }
}
object PlayerMuzzle2
{
frame PLMZ { light HUEHUEHUEHUE }
}
object MarineMuzzle1
{
frame PLMZ { light HUEHUE }
}
object MarineMuzzle2
{
frame PLMZ { light HUEHUEHUEHUE }
}
object OrangeLensFlareAlt
{
frame LEYS { light HUEHUE }
}
// ----------------
// -- Doom Items --
// ----------------
pulselight InvulLight
{
color 0.3 1.0 0.3
size 60
secondarySize 75
Interval 1.0
Offset 0 16 0
}
pulselight HasteLight
{
color 1.0 1.0 0.1
size 60
secondarySize 75
Interval 1.0
Offset 0 16 0
}
pulselight DoomLight
{
color 0.25 0.0 0.5
size 60
secondarySize 75
Interval 1.0
Offset 0 16 0
}
pulselight MEGASPHERE
{
color 0.7 0.6 0.5
size 30
secondarySize 45
interval 2.0
offset 0 16 0
}
object PB_Megasphere
{ frame MEGA { light MEGASPHERE } }
pulselight SOULSPHERE
{
color 0.3 0.3 1.0
size 30
secondarySize 45
interval 2.0
offset 0 16 0
}
object PB_Soulsphere
{ frame SOUL { light SOULSPHERE } }
object PB_HealthBonus
{
frame BON1
{
light BLUEITEM
}
}
object PB_ArmorBonus
{
frame BON2
{
light GREENITEM
}
}
pulselight INVULN
{
color 0.3 1.0 0.3
size 30
secondarySize 45
interval 2.0
offset 0 16 0
}
object PB_Invul
{ frame PINV { light INVULN } }
pointlight BLURSPHERE1
{ color 1.0 0.0 0.0 size 45 offset 0 16 0 }
pointlight BLURSPHERE2
{ color 0.0 0.0 1.0 size 45 offset 0 16 0 }
pointlight BLURSPHERE3
{ color 0.0 0.0 1.0 size 34 offset 0 16 0 }
pointlight BLURSPHERE4
{ color 0.0 0.0 1.0 size 22 offset 0 16 0 }
pointlight BLURSPHERE5
{ color 0.0 0.0 1.0 size 10 offset 0 16 0 }
object PB_BlurSphere
{
frame PINS { light BLURSPHERE1 }
frame PINSA { light BLURSPHERE2 }
frame PINSB { light BLURSPHERE3 }
frame PINSC { light BLURSPHERE4 }
frame PINSD { light BLURSPHERE5 }
}
pulselight HASTE
{
color 1.0 1.0 0.1
size 30
secondarySize 45
interval 2.0
offset 0 16 0
}
object PB_Haste
{ frame HAST { light HASTE } }
pulselight DOOM
{
color 0.25 0.0 0.5
size 30
secondarySize 45
interval 2.0
offset 0 16 0
}
object PB_Doomsphere
{ frame DDMG {light DOOM } }
// ------------------
// -- Doom Enemies --
// ------------------
// Zombies
flickerlight2 ZOMBIEATK
{
color 1.0 0.8 0.2
size 48
secondarySize 56
interval 1
offset 0 40 0
}
object PB_RifleZombieman
{
frame POSSF { light ZOMBIEATK }
}
object PB_Sergeant
{
frame SPOSF { light ZOMBIEATK }
}
// Doom Imp Fireball
pointlight IMPBALL
{
color 1.0 0.5 0.0
size 64
}
// Doom imp fireball explosion
flickerlight IMPBALL_X1
{
color 0.7 0.2 0.0
size 80
secondarySize 88
chance 0.25
}
flickerlight IMPBALL_X2
{
color 0.4 0.0 0.0
size 96
secondarySize 104
chance 0.25
}
flickerlight IMPBALL_X3
{
color 0.2 0.0 0.0
size 112
secondarySize 120
chance 0.25
}
object FireBall_
{
frame BLHDC { light IMPBALL }
frame BLHDD { light IMPBALL }
frame FRFXA { light IMPBALL }
frame FRFXB { light IMPBALL }
frame FRFXC { light IMPBALL }
frame FRFXD { light IMPBALL }
frame FRFXE { light IMPBALL_X2 }
frame FRFXF { light IMPBALL_X2 }
frame FRFXG { light IMPBALL_X2 }
frame FRFXH { light IMPBALL_X3 }
frame FRFXI { light IMPBALL_X3 }
}
object CyberKnightMissile
{
frame C1MSA { light IMPBALL }
frame C1MSB { light IMPBALL }
}
object LargeImpBall
{
frame BLHDC { light IMPBALL }
frame BLHDD { light IMPBALL }
frame FRFXA { light IMPBALL }
frame FRFXB { light IMPBALL }
frame FRFXC { light IMPBALL }
frame FRFXD { light IMPBALL }
frame FRFXE { light IMPBALL_X2 }
frame FRFXF { light IMPBALL_X2 }
frame FRFXG { light IMPBALL_X2 }
frame FRFXH { light IMPBALL_X3 }
frame FRFXI { light IMPBALL_X3 }
}
object SmallImpBall
{
frame BLHDC { light IMPBALL }
frame BLHDD { light IMPBALL }
frame FRFXA { light IMPBALL }
frame FRFXB { light IMPBALL }
frame FRFXC { light IMPBALL }
frame FRFXD { light IMPBALL }
frame FRFXE { light IMPBALL_X2 }
frame FRFXF { light IMPBALL_X2 }
frame FRFXG { light IMPBALL_X2 }
frame FRFXH { light IMPBALL_X3 }
frame FRFXI { light IMPBALL_X3 }
}
object NewImpBall
{
frame BLHDE { light IMPBALL }
frame BLHDF { light IMPBALL }
frame BLHDG { light IMPBALL }
frame BLHDH { light IMPBALL }
frame BLHDI { light IMPBALL }
frame BLHDJ { light IMPBALL }
frame BLHDK { light IMPBALL }
frame BLHDL { light IMPBALL }
frame FRFXA { light IMPBALL }
frame FRFXB { light IMPBALL }
frame FRFXC { light IMPBALL }
frame FRFXD { light IMPBALL }
frame FRFXE { light IMPBALL_X2 }
frame FRFXF { light IMPBALL_X2 }
frame FRFXG { light IMPBALL_X2 }
frame FRFXH { light IMPBALL_X3 }
frame FRFXI { light IMPBALL_X3 }
}
// Cacodemon fireball
flickerlight CACOBALL
{
color 0.8 0.1 1.0
size 56
secondarySize 64
chance 0.5
}
flickerlight CACOBALL_X1
{
color 0.1 0.4 0.9
size 72
secondarySize 80
chance 0.25
}
flickerlight CACOBALL_X2
{
color 0.0 0.1 0.6
size 88
secondarySize 96
chance 0.25
}