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Copy pathGLDEFS.txt
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GLDEFS.txt
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Material Sprite "BGUSA0"
{
Shader "shaders/CamTexweapon.fp"
Texture camTex "Weapon.camtex"
}
HardwareShader PostProcess Scene
{
Name "DemonMorph"
Shader "shaders/DemonMorph.fp" 330
Uniform float rippleTimer
Uniform float amount//25
Uniform float waveSpeed//20
Uniform float waveAmount//10
Uniform float centerX
Uniform float centerY
//Enabled
}
pointlight PKSmallGold {
color 1.0 0.9 0.0
attenuate 1
size 4
dontlightself 1
}
pointlight PKMedGold {
color 1.0 0.9 0.0
attenuate 1
size 7
dontlightself 1
}
pointlight PKBigGold {
color 1.0 0.9 0.0
attenuate 1
size 9
dontlightself 1
}
pointlight PKVBigGold {
color 1.0 0.9 0.0
attenuate 1
size 12
dontlightself 1
}
object PK_SmallGold {
frame PGLD { light PKSmallGold }
}
object PK_MedGold {
frame PGLD { light PKMedGold }
}
object PK_BigGold {
frame PGLD { light PKBigGold }
}
object PK_VeryBigGold {
frame PGLD { light PKVBigGold }
}
flickerlight PKROCKET_X1 {
color 1.0 0.7 0.0
attenuate 1
size 112
secondarySize 128
chance 0.3
}
flickerlight PKROCKET_X2 {
color 0.7 0.2 0.0
attenuate 1
size 80
secondarySize 88
chance 0.3
}
flickerlight PKROCKET_X3 {
color 0.25 0.1 0.0
attenuate 1
size 64
secondarySize 72
chance 0.3
}
object PK_GenericExplosion {
frame BOM6A { light PKROCKET_X2 }
frame BOM6B { light PKROCKET_X2 }
frame BOM6C { light PKROCKET_X2 }
frame BOM6D { light PKROCKET_X2 }
frame BOM6E { light PKROCKET_X2 }
frame BOM6F { light PKROCKET_X1 }
frame BOM6G { light PKROCKET_X1 }
frame BOM6H { light PKROCKET_X1 }
frame BOM6I { light PKROCKET_X1 }
frame BOM6j { light PKROCKET_X1 }
frame BOM6K { light PKROCKET_X1 }
frame BOM6L { light PKROCKET_X1 }
frame BOM6M { light PKROCKET_X1 }
frame BOM6N { light PKROCKET_X3 }
frame BOM6O { light PKROCKET_X3 }
frame BOM6P { light PKROCKET_X3 }
frame BOM6Q { light PKROCKET_X3 }
frame BOM6R { light PKROCKET_X3 }
frame BOM6S { light PKROCKET_X3 }
frame BOM6T { light PKROCKET_X3 }
}
pulselight PK_ExplosiveDebris {
color 1.0 0.7 0.0
attenuate 1
size 72
secondarySize 8
interval 1
}
object PK_ExplosiveDebris {
frame BDEB { light PK_ExplosiveDebris }
}
pointlight PK_Soul {
color 0.05 1.0 0.3
attenuate 1
size 48
}
pointlight PK_GoldSoul {
color 1 0.8 0
attenuate 1
size 48
}
object PK_GoldSoul {
frame GSOU { light PK_GoldSoul }
}
pointlight PK_SecondaryRed {
color 1.0 0 0
attenuate 1
size 24
}
object PK_MegaSoul {
frame MSOU { light PK_Soul }
frame MSOUA { light PK_SecondaryRed }
frame MSOUB { light PK_SecondaryRed }
frame MSOUC { light PK_SecondaryRed }
frame MSOUD { light PK_SecondaryRed }
frame MSOUE { light PK_SecondaryRed }
frame MSOUF { light PK_SecondaryRed }
frame MSOUG { light PK_SecondaryRed }
frame MSOUH { light PK_SecondaryRed }
frame MSOUI { light PK_SecondaryRed }
frame MSOUJ { light PK_SecondaryRed }
frame MSOUK { light PK_SecondaryRed }
frame MSOUL { light PK_SecondaryRed }
frame MSOUM { light PK_SecondaryRed }
frame MSOUN { light PK_SecondaryRed }
frame MSOUO { light PK_SecondaryRed }
frame MSOUP { light PK_SecondaryRed }
frame MSOUQ { light PK_SecondaryRed }
frame MSOUR { light PK_SecondaryRed }
frame MSOUS { light PK_SecondaryRed }
frame MSOUT { light PK_SecondaryRed }
frame MSOUU { light PK_SecondaryRed }
}
pulselight PK_DeathSmoke {
color 0.5 0 0
attenuate 1
size 12
secondarySize 0
interval 3
dontlightself 1
}
object PK_DeathSmoke {
frame BSMO { light PK_DeathSmoke }
}
flickerlight PK_DiskProjectile {
color 0.2 0.0 1
attenuate 1
size 40
secondarySize 48
chance 0.25
}
object PK_DiskProjectile {
frame MODL { light PK_DiskProjectile }
frame BOM2A { light PKDISK_X }
frame BOM2B { light PKDISK_X }
frame BOM2C { light PKDISK_X }
frame BOM2D { light PKDISK_X }
frame BOM2E { light PKDISK_X }
frame BOM2F { light PKDISK_X }
frame BOM2G { light PKDISK_X }
frame BOM2H { light PKDISK_X }
frame BOM2I { light PKDISK_X }
frame BOM2j { light PKDISK_X }
frame BOM2K { light PKDISK_X }
frame BOM2L { light PKDISK_X }
frame BOM2M { light PKDISK_X }
frame BOM2N { light PKDISK_X }
frame BOM2O { light PKDISK_X }
frame BOM2P { light PKDISK_X }
frame BOM2Q { light PKDISK_X }
frame BOM2R { light PKDISK_X }
}
flickerlight PKDISK_X {
color 0 0 0.75
attenuate 1
size 112
secondarySize 128
chance 0.3
}
pointlight PK_BulletPuff {
color 1.0 0.7 0
attenuate 1
size 4
}
pointlight PK_BulletPuffMod {
color 1.0 0.1 0
attenuate 1
size 6
}
/*object PK_BulletPuff {
frame FLAR { light PK_BulletPuff }
}*/
pointlight PK_ElectricPuff {
color 0 0.2 1
attenuate 1
size 8
}
object PK_ElectricPuff {
frame SPRK { light PK_ElectricPuff }
}