flickerlight2 RANGERATK
{
    color 1.0 0.8 0.2
    size 48
    secondarySize 56
    interval 1
    offset 0 40 0
}

object ZombieManGray {
	frame ZHR2F { light ZOMBIEATK }
}

object MachinegunGuy {
	frame EASSF { light RANGERATK }
}

object UndeadHunter
{
    frame 1175F { light ZOMBIEATK }
}

object UndeadPriest {
	frame UNDPF { light RANGERATK }
}

object UndeadInitiate
{
    frame 1102F { light ZOMBIEATK }
	frame 1102Y { light ZOMBIEATK }
}

object UndeadRogue
{
    frame 1083F { light ZOMBIEATK }
	frame 1083Y { light ZOMBIEATK }
	frame 1083Z { light ZOMBIEATK }
}

Object FormerRanger
{
	Frame BPOSF { Light RANGERATK }
}

Object QuakeZombie
{
	Frame QZOMF { Light RANGERATK }
}

Object QuakeZombieShotgun
{
	Frame QZOMF { Light RANGERATK }
}

flickerlight2 ENFLIGHT
{
    color 1.0 0.2 0.2
    size 48
    secondarySize 56
    interval 1
    offset 0 40 0
}

Object QuakeZombieChaingun
{
	Frame QZOMF { Light ENFLIGHT }
}

Object MrRobot
{
	Frame MROBF { Light ENFLIGHT }
	Frame MROBR { light EXPSHELL1 }
	Frame MROBS { light EXPSHELL1 }
	Frame MROBT { light EXPSHELL2 }
	Frame MROBU { light EXPSHELL2 }
	Frame MROBV { light EXPSHELL3 }
	Frame MROBW { light EXPSHELL4 }
}

//brightmap definitions
brightmap sprite BPOSF1
{
	map "graphics/brightmaps/BMBPOSF1"
	disablefullbright
}

brightmap sprite BPOSF2F8
{
	map "graphics/brightmaps/BMBPOSF2"
	disablefullbright
}

brightmap sprite BPOSF3F7
{
	map "graphics/brightmaps/BMBPOSF3"
	disablefullbright
}

brightmap sprite BPOSF4F6
{
	map "graphics/brightmaps/BMBPOSF4"
	disablefullbright
}

brightmap sprite BPOSF5
{
	map "graphics/brightmaps/BMBPOSF5"
	disablefullbright
}

object SMGGuy
{
    frame PDWPF { light RANGERATK }
}

BrightMap Sprite RFTRE1
{
	Map "graphics/brightmaps/BMRFTRE1"
	DisableFullBright
}

BrightMap Sprite RFTRE2E8
{
	Map "graphics/brightmaps/BMRFTRE2"
	DisableFullBright
}

BrightMap Sprite RFTRE3E7
{
	Map "graphics/brightmaps/BMRFTRE3"
	DisableFullBright
}

BrightMap Sprite RFTRE4E6
{
	Map "graphics/brightmaps/BMBLACK"
	DisableFullBright
}

BrightMap Sprite RFTRE5
{
	Map "graphics/brightmaps/BMBLACK"
	DisableFullBright
}

BrightMap Sprite RFTRF1
{
	Map "graphics/brightmaps/BMRFTRF1"
	DisableFullBright
}

BrightMap Sprite RFTRF2F8
{
	Map "graphics/brightmaps/BMRFTRF2"
	DisableFullBright
}

BrightMap Sprite RFTRF3F7
{
	Map "graphics/brightmaps/BMRFTRF3"
	DisableFullBright
}

BrightMap Sprite RFTRF4F6
{
	Map "graphics/brightmaps/BMRFTRF4"
	DisableFullBright
}

BrightMap Sprite RFTRF5
{
	Map "graphics/brightmaps/BMRFTRF5"
	DisableFullBright
}

Object RapidFireTrooper
{
	Frame RFTRF { Light RANGERATK }
}

object ZombieMan2
{
    frame POSSF { light RANGERATK }
}

object ZombieMarine
{
	frame UDM2F { light RANGERATK }
}

object LOSZombieMan
{
	frame ZSEXF { light RANGERATK }
}

object PistolZombie
{
	frame POSPF { light RANGERATK }
}

object SMGGuy
{
	frame PDWPF { light RANGERATK }
}

object ShotgunGuy2
{
    frame ZSSHF { light RANGERATK }
}

flickerlight2 SSGATK
{
    color 1.0 0.8 0.2
    size 56
    secondarySize 64
    interval 1
    offset 0 40 0
}

object SSGZombie
{
	frame GPOSF { light SSGATK }
}

object ZSpecOpsShotgun
{
	frame ZSP1F { light RANGERATK }
}

object LOSSuperShotgunGuy
{
	frame ZSS2F { light SSGATK }
}

object LOSShotgunGuy
{
	frame ZSSGF { light RANGERATK }
}

Object SawedOffShotgunGuy
{
	Frame ZSDOF { Light RANGERATK }
}

Object SawedOffShotgunGuy
{
	Frame AZSGF { Light RANGERATK }
}

BrightMap Sprite AZSGE1
{
	Map "graphics/brightmaps/BMASGZE1"
	DisableFullBright
}

BrightMap Sprite AZSGE2E8
{
	Map "graphics/brightmaps/BMASGZE2"
	DisableFullBright
}

BrightMap Sprite AZSGE3E7
{
	Map "graphics/brightmaps/BMASGZE3"
	DisableFullBright
}

BrightMap Sprite AZSGF1
{
	Map "graphics/brightmaps/BMASGZF1"
	DisableFullBright
}

BrightMap Sprite AZSGF2F8
{
	Map "graphics/brightmaps/BMASGZF2"
	DisableFullBright
}

BrightMap Sprite AZSGF3F7
{
	Map "graphics/brightmaps/BMASGZF3"
	DisableFullBright
}

BrightMap Sprite AZSGF4F6
{
	Map "graphics/brightmaps/BMASGZF4"
	DisableFullBright
}

BrightMap Sprite AZSGF5
{
	Map "graphics/brightmaps/BMASGZF5"
	DisableFullBright
}

Object Cgguy2
{
	Frame ZCCHE { Light RANGERATK }
	Frame ZCCHF { Light RANGERATK }
}

Object ChaingunGuy2
{
	Frame DPOSE { Light RANGERATK }
	Frame DPOSF { Light RANGERATK }
}

BrightMap Sprite DPOSE1
{
    Map "graphics/brightmaps/BMDPOSE1"
	DisableFullBright
}

BrightMap Sprite DPOSE2
{
    Map "graphics/brightmaps/BMDPOSE2"
	DisableFullBright
}

BrightMap Sprite DPOSE3
{
    Map "graphics/brightmaps/BMDPOSE3"
	DisableFullBright
}

BrightMap Sprite DPOSE4
{
    Map "graphics/brightmaps/BMDPOSE4"
	DisableFullBright
}

BrightMap Sprite DPOSE6
{
    Map "graphics/brightmaps/BMDPOSE6"
	DisableFullBright
}

BrightMap Sprite DPOSE7
{
    Map "graphics/brightmaps/BMDPOSE7"
	DisableFullBright
}

BrightMap Sprite DPOSE8
{
    Map "graphics/brightmaps/BMDPOSE8"
	DisableFullBright
}

BrightMap Sprite DPOSF1
{
    Map "graphics/brightmaps/BMDPOSF1"
	DisableFullBright
}

BrightMap Sprite DPOSF2
{
    Map "graphics/brightmaps/BMDPOSF2"
	DisableFullBright
}

BrightMap Sprite DPOSF3
{
    Map "graphics/brightmaps/BMDPOSF3"
	DisableFullBright
}

BrightMap Sprite DPOSF4
{
    Map "graphics/brightmaps/BMDPOSF4"
	DisableFullBright
}

BrightMap Sprite DPOSF5
{
    Map "graphics/brightmaps/BMDPOSF5"
	DisableFullBright
}

BrightMap Sprite DPOSF6
{
    Map "graphics/brightmaps/BMDPOSF6"
	DisableFullBright
}

BrightMap Sprite DPOSF7
{
    Map "graphics/brightmaps/BMDPOSF7"
	DisableFullBright
}

BrightMap Sprite DPOSF8
{
    Map "graphics/brightmaps/BMDPOSF8"
	DisableFullBright
}

Object ChaingunMajor
{
	Frame CPS2F { Light RANGERATK }
}

Object ChaingunCommando
{
	Frame CPSXF { Light RANGERATK }
}

Object ChaingunGeneral
{
	Frame ECMIF { Light RANGERATK }
}

BrightMap Sprite CPS2E1
{
	Map "graphics/brightmaps/BMCPS2E1"
	DisableFullBright
}

BrightMap Sprite CPS2E2E8
{
	Map "graphics/brightmaps/BMCPS2E2"
	DisableFullBright
}

BrightMap Sprite CPS2E3E7
{
	Map "graphics/brightmaps/BMCPS2E3"
	DisableFullBright
}

BrightMap Sprite CPS2E4E6
{
	Map "graphics/brightmaps/BMCPS2E4"
	DisableFullBright
}

BrightMap Sprite CPS2F1
{
	Map "graphics/brightmaps/BMCPS2F1"
	DisableFullBright
}

BrightMap Sprite CPS2F2F8
{
	Map "graphics/brightmaps/BMCPS2F2"
	DisableFullBright
}

BrightMap Sprite CPS2F3F7
{
	Map "graphics/brightmaps/BMCPS2F3"
	DisableFullBright
}

BrightMap Sprite CPS2F4F6
{
	Map "graphics/brightmaps/BMCPS2F4"
	DisableFullBright
}

BrightMap Sprite CPS2F5
{
	Map "graphics/brightmaps/BMCPS2F5"
	DisableFullBright
}

PointLight ZSecAttack
{
	Color 1.0 0.8 0.2
	Size 28
}

Object ZSec
{
	Frame ZSECF { Light ZSecAttack }
}

//dynamic lights
Pointlight MGUNZSPECOPS
{
	Color 1.0 1.0 0.0
	Size 24
}

Object ZSpecOpsMachinegun
{
	Frame ZSP2F { Light MGUNZSPECOPS }
}

//brightmaps
BrightMap Sprite ZSP2F1
{
	Map "graphics/brightmaps/BMZSP2F1"
	DisableFullBright
}

BrightMap Sprite ZSP2F2F8
{
	Map "graphics/brightmaps/BMZSP2F2"
	DisableFullBright
}

BrightMap Sprite ZSP2F3F7
{
	Map "graphics/brightmaps/BMZSP2F3"
	DisableFullBright
}

BrightMap Sprite ZSP2F4F6
{
	Map "graphics/brightmaps/BMZSP2F4"
	DisableFullBright
}

BrightMap Sprite ZSP2F5
{
	Map "graphics/brightmaps/BMZSP2F5"
	DisableFullBright
}

//dynamic lights
Pointlight SGUNZSPECOPS
{
	Color 1.0 0.6 0.0
	Size 24
}

Object ZSpecOpsShotgun
{
	Frame ZSP1F { Light SGUNZSPECOPS }
}

Object LOSShotgunGuy
{
	Frame ZSSGF { light SGUNZSPECOPS }
}

object LOSSuperShotgunGuy
{
	Frame ZSS2F { light SGUNZSPECOPS }
}

Object LosZombieMan
{
	Frame ZSEXF { light RANGERATK }
}

//brightmaps
BrightMap Sprite ZSP1F1
{
	Map "graphics/brightmaps/BMZSP1F1"
	DisableFullBright
}

BrightMap Sprite ZSP1F2F8
{
	Map "graphics/brightmaps/BMZSP1F2"
	DisableFullBright
}

BrightMap Sprite ZSP1F3F7
{
	Map "graphics/brightmaps/BMZSP1F3"
	DisableFullBright
}

BrightMap Sprite ZSP1F4F6
{
	Map "graphics/brightmaps/BMZSP1F4"
	DisableFullBright
}

BrightMap Sprite ZSP1F5
{
	Map "graphics/brightmaps/BMZSP1F5"
	DisableFullBright
}

object EnforcerPlasma2
{
	frame TRAC { light EnforcerLight }
}

object EnforcerPlasma3
{
	frame TRAC { light EnforcerLight }
}

PointLight PlasmaZombieAttack
{
	Color 0.0 0.0 1.0
	Size 28
}

Object PlasmaZombie
{
	Frame ZMAYF { Light PlasmaZombieAttack }
}

object ZombiePlasma {
    frame PLSSA { light PLASMABALL }
    frame PLSSB { light PLASMABALL }

    frame PLSEA { light PLASMA_X1 }
    frame PLSEB { light PLASMA_X2 }
    frame PLSEC { light PLASMA_X2 }
    frame PLSED { light PLASMA_X3 }
    frame PLSEE { light PLASMA_X4 }
}