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lights: update for Freedoom.
- new FloatingSkull light. - use armour primary colours instead of red for both, with the red gem having its separate light. - give subtractive pulselight to blursphere.
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parent
06f13006ca
commit
86ca0cbecd
1 changed files with 40 additions and 6 deletions
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@ -522,6 +522,21 @@ object Candlestick
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frame CAND { light CANDLE }
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frame CAND { light CANDLE }
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}
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}
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// Floating Skull Rock
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pulselight SKULLROCK
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{
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color 0.5 0.4 0.1
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offset 0 5 0
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size 60
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secondarysize 40
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interval 0.6
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attenuate 1
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}
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object FloatingSkull
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{
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frame FSKU { light SKULLROCK }
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}
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// ----------------
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// ----------------
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// -- Doom Items --
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// -- Doom Items --
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// ----------------
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// ----------------
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@ -575,12 +590,15 @@ object InvulnerabilitySphere
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}
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}
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// Blur Sphere
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// Blur Sphere
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pointlight BLURSPHERE1
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pulselight BLURSPHERE1
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{
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{
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color 0.5 0.5 0.5
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color 0.6 0.6 0.6
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size 60
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size 40
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secondarysize 35
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offset 0 16 0
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offset 0 16 0
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subtractive 1
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attenuate 1
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attenuate 1
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interval 0.3
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}
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}
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object BlurSphere
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object BlurSphere
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@ -670,20 +688,36 @@ object RedSkull
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// Both armor pickups have a big red blinking light in the middle
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// Both armor pickups have a big red blinking light in the middle
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pointlight GREENARMOR2
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pointlight GREENARMOR2
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{
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{
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color 0.4 0.0 0.0
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color 0.1 0.2 0.0
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size 40
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size 40
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attenuate 1
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attenuate 1
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offset 0 10 0
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offset 0 10 0
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}
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}
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pointlight REDARMOR
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{
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color 0.2 0.0 0.0
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size 40
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attenuate 1
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offset 0 10 0
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}
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pointlight ARMORLITE
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{
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color 0.4 0.0 0.0
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size 10
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attenuate 1
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offset 0 20 0
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}
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object GreenArmor
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object GreenArmor
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{
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{
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frame ARM1B { light GREENARMOR2 }
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frame ARM1 { light GREENARMOR2 }
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frame ARM1B { light ARMORLITE }
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}
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}
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object BlueArmor
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object BlueArmor
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{
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{
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frame ARM2B { light GREENARMOR2 }
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frame ARM2 { light REDARMOR }
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frame ARM2B { light ARMORLITE }
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}
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}
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