flickerlight2 ZOMBIEATK
{
    color 1.0 0.8 0.2
    size 72
    secondarySize 84
    interval 1
    offset 0 40 0
	attenuate 1
}

flickerlight ROCKET_X1
{
    color 1.0 0.7 0.5
    size 96
    secondarySize 108
    chance 0.3
	attenuate 1
}

flickerlight ROCKET_X2
{
    color 0.5 0.3 0.2
    size 120
    secondarySize 132
    chance 0.3
	attenuate 1
}

flickerlight ROCKET_X3
{
    color 0.3 0.1 0.1
    size 144
    secondarySize 156
    chance 0.3
	attenuate 1
}

// Tall tech lamp
flickerlight Fire20C
{
	color 0.8 0.7 0.5
	size 40
	secondarySize 50
	chance 0.5
	offset 0 20 0
	attenuate 1
}

flickerlight Fire20
{
	color 0.8 0.7 0.5
	size 96
	secondarySize 99
	chance 0.5
	offset 0 20 0
	attenuate 1
}

flickerlight Fire30
{
	color 0.8 0.7 0.5
	size 96
	secondarySize 99
	chance 0.5
	offset 0 30 0
	attenuate 1
}

flickerlight Fire40
{
	color 0.8 0.7 0.5
	size 96
	secondarySize 99
	chance 0.5
	offset 0 40 0
	attenuate 1
}

pointlight Purple
{
	color 0.8 0.5 1.0
	size 85
	attenuate 1
}

flickerlight PURPLE_X1
{
	color 0.8 0.5 1.0
	size 96
	secondarySize 108
	chance 0.3
	attenuate 1
}

flickerlight PURPLE_X2
{
	color 0.4 0.25 0.5
	size 120
	secondarySize 132
	chance 0.3
	attenuate 1
}

flickerlight PURPLE_X3
{
	color 0.24 0.15 0.3
	size 144
	secondarySize 156
	chance 0.3
	attenuate 1
}


object HarmonyPlayer
{
	frame PLAYF { light ZOMBIEATK }
}

object Follower
{
	frame SPOSF { light ZOMBIEATK }
}

object FallingFollower
{
	frame SPOSF { light ZOMBIEATK }
}

object Soldier
{
	frame CPOSF { light ZOMBIEATK }
}

object Echida
{
	frame SPIDG { light ZOMBIEATK }
}

object WalkingPhage2
{
	frame SSWVG { light ZOMBIEATK }
}

object GuidedChaos
{
	frame FATB { light Purple }
	frame FBXBA { light Purple_X1 }
	frame FBXBB { light Purple_X2 }
	frame FBXBC { light Purple_X3 }
}

object Mine
{
	frame MISLB { Light Rocket_X1 }
	frame MISLC { Light Rocket_X1 }
	frame MISLD { Light Rocket_X2 }
	frame BAL2D { Light Rocket_X2 }
	frame BAL2E { Light Rocket_X3 }
}

object SecurityBeams
{
	frame MISLA { light Purple }
	frame PLSEA { light Purple_X1 }
	frame PLSEB { light Purple_X1 }
	frame PLSEC { light Purple_X2 }
	frame PLSED { light Purple_X3 }
}

object RedBarrel
{
	frame MISLB { Light Rocket_X1 }
	frame MISLC { Light Rocket_X1 }
	frame MISLD { Light Rocket_X2 }
	frame BAL2D { Light Rocket_X2 }
	frame BAL2E { Light Rocket_X3 }
}

object GrenadeExplosion
{
	frame BAL2A { Light Rocket_X1 }
	frame BAL2B { Light Rocket_X1 }
	frame BAL2C { Light Rocket_X3 }
}

object Neutron
{
	frame PLSS { Light Purple }
	frame MISLB { Light Rocket_X1 }
	frame MISLC { Light Rocket_X1 }
	frame MISLD { Light Rocket_X2 }
	frame BAL2D { Light Rocket_X2 }
	frame BAL2E { Light Rocket_X3 }
}

object HarmonyGrenade
{
	frame MISLA { light Purple }
	frame PLSEA { light Purple_X1 }
	frame PLSEB { light Purple_X1 }
	frame PLSEC { light Purple_X2 }
	frame PLSED { light Purple_X3 }
}

object TimeBomb
{
	frame PLSS { Light Purple }
	frame MISLB { Light Rocket_X1 }
	frame MISLC { Light Rocket_X1 }
	frame MISLD { Light Rocket_X2 }
	frame BAL2D { Light Rocket_X2 }
	frame BAL2E { Light Rocket_X3 }
}

object PhageNeutron
{
 	frame TROO { Light Purple	}
	frame APBX { Light Purple_X1 }
	frame APBX { Light Purple_X1 }
	frame APBX { Light Purple_X2 }
	frame APBX { Light Purple_X3 }
}

object LoopingExplosion
{
	frame MISLB { Light Rocket_X1 }
	frame MISLC { Light Rocket_X1 }
	frame MISLD { Light Rocket_X2 }
	frame BAL2D { Light Rocket_X2 }
	frame BAL2E { Light Rocket_X3 }
}

object Fire
{
	frame SMBT { Light Fire20 }
}

object FireBox
{
	frame SMRT { Light Fire40 }
}

object WhiteCandle
{
	frame CANDA { Light Fire20c }
	frame CBRAA { Light Fire20c }
}

object WhiteCandle2
{
	frame CANDA { Light Fire20c }
	frame CBRAA { Light Fire20c }
}

object HangingFire
{
	frame GOR1 { Light Fire30 }
}

object CrateExplosion
{
	frame MISLB { Light Rocket_X1 }
	frame MISLC { Light Rocket_X1 }
	frame MISLD { Light Rocket_X2 }
	frame BAL2D { Light Rocket_X2 }
	frame BAL2E { Light Rocket_X3 }
}

