// ---- // Sprites required by misc. world effects. // ---- $sprdir fx $spritename puff $load art/gfx/sprites/s_puff_0.pcx $spriteframe 0 0 48 48 $load art/gfx/sprites/s_puff_1.pcx $spriteframe 0 0 48 48 $load art/gfx/sprites/s_puff_2.pcx $spriteframe 0 0 48 48 $load art/gfx/sprites/s_puff_3.pcx $spriteframe 0 0 48 48 $load art/gfx/sprites/s_puff_4.pcx $spriteframe 0 0 48 48 $spritename wfall $load art/gfx/sprites/s_wfall_0.pcx $spriteframe 0 0 64 64 $load art/gfx/sprites/s_wfall_1.pcx $spriteframe 0 0 64 64 $spritename mist $load art/gfx/sprites/s_mist_0.pcx $spriteframe 0 0 128 64 $spritename steam $load art/gfx/sprites/s_steam_0.pcx $spriteframe 0 0 32 32 $spritename steam_add $load art/gfx/sprites/s_steam_add.pcx $spriteframe 0 0 32 32 $spritename steamhalf $load art/gfx/sprites/s_steamhalf_0.pcx $spriteframe 0 0 32 16 $spritename waterentryripple $load art/gfx/sprites/s_waterentryripple.tga $spriteframe 0 0 64 64 $spritename ripple_add $load art/gfx/sprites/s_ripple_add.pcx $spriteframe 0 0 64 64 $spritename waterwake $load art/gfx/sprites/s_waterwake.pcx $spriteframe 0 0 64 64 $spritename wake_add ;$load art/gfx/sprites/s_wake_add.pcx $load art/gfx/sprites/s_waterwake_a.pcx $spriteframe 0 0 64 64 $spritename scorchmark $load art/gfx/sprites/s_scorchmark.pcx $spriteframe 0 0 32 32 $spritename spoo $load art/gfx/sprites/s_spoo3.tga $spriteframe 0 0 16 16 $spritename spoo2 $load art/gfx/sprites/s_spoo4.tga $spriteframe 0 0 16 16 $spritename shadow $load art/gfx/sprites/shadow.pcx $spriteframe 0 0 32 32 $spritename relect $load art/gfx/sprites/relect_shrine.tga $spriteframe 0 0 64 64 // $spritename nflame $load art/gfx/sprites/s_nflame.pcx $spriteframe 0 0 128 128 $spriteframe 0 0 128 128 // Lens flares. $spritename halo $load art/gfx/sprites/s_halo_1.pcx $spriteframe 0 0 64 64 $load art/gfx/sprites/s_halo_2.pcx $spriteframe 0 0 64 64 $load art/gfx/sprites/s_halo_3.pcx $spriteframe 0 0 64 64 $spritename haloblue $load art/gfx/sprites/s_haloblue.pcx $spriteframe 0 0 64 64 $spritename halored $load art/gfx/sprites/s_halored.pcx $spriteframe 0 0 64 64 $spritename halogreen $load art/gfx/sprites/s_halo_4.pcx $spriteframe 0 0 64 64 $spritename fire $load art/gfx/sprites/s_fire1.pcx $spriteframe 0 0 32 32 $load art/gfx/sprites/s_fire2.pcx $spriteframe 0 0 32 32 $load art/gfx/sprites/s_fire3.pcx $spriteframe 0 0 32 32 $spritename bubble $load art/gfx/sprites/bubble.tga $spriteframe 0 0 32 32 $load art/gfx/sprites/beerbub.tga $spriteframe 0 0 32 32 $load art/gfx/sprites/bludbub.tga $spriteframe 0 0 32 32 $spritename abubble $load art/gfx/sprites/abubble.pcx $spriteframe 0 0 32 32 $spritename waterdrop $load art/gfx/sprites/jbubble2.tga $spriteframe 0 0 32 32 ; Line segment textures $spritename redraindrop $load art/gfx/sprites/l_redraindrop.pcx $spriteframe 0 0 16 64 $load art/gfx/sprites/l_magraindrop.pcx $spriteframe 0 0 32 128 $spritename segment_rope $load art/gfx/sprites/l_segment_rope.tga $spriteframe 0 0 16 64 $spritename lightning $load art/gfx/sprites/l_lightning.pcx $spriteframe 0 0 16 64 $load art/gfx/sprites/l_lightning_2.pcx $spriteframe 0 0 16 64 $spritename rlightning $load art/gfx/sprites/l_rlightning.pcx $spriteframe 0 0 16 64 $load art/gfx/sprites/l_rlightning_2.pcx $spriteframe 0 0 16 64 $spritename plightning $load art/gfx/sprites/l_plightning.pcx $spriteframe 0 0 32 128 $load art/gfx/sprites/l_plightning_2.pcx $spriteframe 0 0 32 128 $spritename neon $load art/gfx/sprites/l_neon.pcx $spriteframe 0 0 16 64 $load art/gfx/sprites/l_neon2.pcx $spriteframe 0 0 16 64 $load art/gfx/sprites/l_neon3.pcx $spriteframe 0 0 16 64 $spritename segment_chain $load art/gfx/sprites/l_segment_chain.tga $spriteframe 0 0 16 64 $spritename segment_vine $load art/gfx/sprites/l_segment_vine.tga $spriteframe 0 0 16 64 $spritename segment_tendril $load art/gfx/sprites/l_segment_tendril.tga $spriteframe 0 0 16 64 $spritename hpproj1_1 $load art/gfx/sprites/s_hpproj1_1.tga $spriteframe 0 0 32 32 $spritename hpproj1_2 $load art/gfx/sprites/s_hpproj1_2.tga $spriteframe 0 0 32 32 $spritename segment_trail $load art/gfx/sprites/l_segment_trail.tga $spriteframe 0 0 16 64 $spritename hp_halo $load art/gfx/sprites/s_hphalo.pcx $spriteframe 0 0 64 64 $spritename segment_trail_w $load art/gfx/sprites/l_segment_trail_w.tga $spriteframe 0 0 16 64 $spritename segment_trail_wt $load art/gfx/sprites/l_segment_trail_wt.tga $spriteframe 0 0 16 64 $spritename segment_trail_y $load art/gfx/sprites/l_segment_trail_y.tga $spriteframe 0 0 16 64 $spritename helllaser $load art/gfx/sprites/l_helllaser.pcx $spriteframe 0 0 16 64 $load art/gfx/sprites/l_helllaser2.pcx $spriteframe 0 0 16 64 // Some effects for hit graphics // Firey line with cool head $spritename firestreak $load art/gfx/sprites/l_firestreak.pcx $spriteframe 0 0 16 64 // Blue sparky line with cool head $spritename bluestreak $load art/gfx/sprites/l_bluestreak.pcx $spriteframe 0 0 16 64 // Blue star-like line for long fx $spritename bluestar $load art/gfx/sprites/l_bluestar.pcx $spriteframe 0 0 16 64 // Line effects for magic missile $spritename greenlines $load art/gfx/sprites/l_greenarray1.pcx $spriteframe 0 0 16 64 $load art/gfx/sprites/l_greenarray2.pcx $spriteframe 0 0 16 64 // Line effects for firewave (firewall) $spritename fireline $load art/gfx/sprites/l_fireline.pcx $spriteframe 0 0 32 128 // Line effects for ripper ball (unpowered mace ball) $spritename ballstreak $load art/gfx/sprites/l_ballstreak1.pcx $spriteframe 0 0 16 64 $load art/gfx/sprites/l_ballstreak2.pcx $spriteframe 0 0 16 64 $spritename redexpl $load art/gfx/sprites/boom1_0.pcx $spriteframe 0 0 128 128 $load art/gfx/sprites/boom1_1.pcx $spriteframe 0 0 128 128 $load art/gfx/sprites/boom1_2.pcx $spriteframe 0 0 128 128 $load art/gfx/sprites/boom1_3.pcx $spriteframe 0 0 128 128 $load art/gfx/sprites/boom1_4.pcx $spriteframe 0 0 128 128 $load art/gfx/sprites/boom1_5.pcx $spriteframe 0 0 128 128 $load art/gfx/sprites/boom1_6.pcx $spriteframe 0 0 128 128 $load art/gfx/sprites/boom1_7.pcx $spriteframe 0 0 128 128 $load art/gfx/sprites/boom1_8.pcx $spriteframe 0 0 128 128 $load art/gfx/sprites/boom1_9.pcx $spriteframe 0 0 128 128 $load art/gfx/sprites/boom1_10.pcx $spriteframe 0 0 128 128 $load art/gfx/sprites/boom1_11.pcx $spriteframe 0 0 128 128 $spritename core_b $load art/gfx/sprites/halob.pcx $spriteframe 0 0 64 64 $spritename hp_light $load art/gfx/sprites/s_hplight.tga $spriteframe 0 0 64 64 $spritename hp_lightning $load art/gfx/sprites/hp_lightning.tga $spriteframe 0 0 16 64 $spritename blood_splat $load art/gfx/sprites/blood_splat.tga $spriteframe 0 0 64 64 $spritename crosshair $load art/gfx/sprites/crosshair1.pcx $spriteframe 0 0 32 32 $load art/gfx/sprites/crosshair2.pcx $spriteframe 0 0 32 32 $load art/gfx/sprites/crosshair3.pcx $spriteframe 0 0 32 32 $spritename segment_trail_buoy $load art/gfx/sprites/l_segment_buoy.tga $spriteframe 0 0 16 64 $spritename morc_halo $load art/gfx/sprites/s_m_halo.pcx $spriteframe 0 0 64 64