ACTOR DynamicLight native { Height 0 Radius 0.1 FloatBobPhase 0 +NOBLOCKMAP +NOGRAVITY +FIXMAPTHINGPOS +INVISIBLE } ACTOR PointLight : DynamicLight { DynamicLight.Type "Point" } ACTOR PointLightPulse : PointLight { DynamicLight.Type "Pulse" } ACTOR PointLightFlicker : PointLight { DynamicLight.Type "Flicker" } ACTOR SectorPointLight : PointLight { DynamicLight.Type "Sector" } ACTOR PointLightFlickerRandom : PointLight { DynamicLight.Type "RandomFlicker" } // MISSILEMORE and MISSILEEVENMORE are used by the lights for additive and subtractive lights ACTOR PointLightAdditive : PointLight { +MISSILEMORE } ACTOR PointLightPulseAdditive : PointLightPulse { +MISSILEMORE } ACTOR PointLightFlickerAdditive : PointLightFlicker { +MISSILEMORE } ACTOR SectorPointLightAdditive : SectorPointLight { +MISSILEMORE } ACTOR PointLightFlickerRandomAdditive :PointLightFlickerRandom { +MISSILEMORE } ACTOR PointLightSubtractive : PointLight { +MISSILEEVENMORE } ACTOR PointLightPulseSubtractive : PointLightPulse { +MISSILEEVENMORE } ACTOR PointLightFlickerSubtractive : PointLightFlicker { +MISSILEEVENMORE } ACTOR SectorPointLightSubtractive : SectorPointLight { +MISSILEEVENMORE } ACTOR PointLightFlickerRandomSubtractive : PointLightFlickerRandom { +MISSILEEVENMORE } ACTOR VavoomLight : DynamicLight native { } ACTOR VavoomLightWhite : VavoomLight native { } ACTOR VavoomLightColor : VavoomLight native { }