// Red keycard
pulselight REDKEYCARD_LIGHT
{
    color 0.6 0.0 0.0 
    size 32
    secondarySize 40
    interval 2.0
}


object MT_RED_KEYCARD
{
    frame ICR1 { light REDKEYCARD_LIGHT }
}

// Blue keycard
pulselight BLUEKEYCARD_LIGHT
{
    color 0.0 0.0 0.6 
    size 32
    secondarySize 40
    interval 2.0
}


object MT_BLUE_KEYCARD
{
    frame ICR2 { light BLUEKEYCARD_LIGHT }
}

// Gold keycard
pulselight GOLDKEYCARD_LIGHT
{
    color 0.92 0.75 0.28 
    size 32
    secondarySize 40
    interval 2.0
}


object MT_GOLD_KEYCARD
{
    frame ICR3 { light GOLDKEYCARD_LIGHT }
}

// All map
pointlight ALLMAP_A
{
    color 0.2 0.8 0.2
    size 32
}

pointlight ALLMAP_B
{
    color 0.1 0.9 0.1
    size 32
}

pointlight ALLMAP_C
{
    color 0.0 1.0 0.0
    size 32
}

object MT_ALLMAP
{
    frame STARA { light ALLMAP_A }
    frame STARB { light ALLMAP_B }
    frame STARC { light ALLMAP_C }
}

// MT_ENEMYSOLDIER
flickerlight L_ENEMYSOLDIER
{
    color 1.0 0.8 0.2
    size 48
    secondarySize 56
    interval 1
    offset 0 40 0
}

object MT_ENEMYSOLDIER
{
    frame ARM1F { light L_ENEMYSOLDIER }
}


// MT_REDMECH_SHOT
pointlight REDMECH_SHOT
{
    color 1.0 0.7 0.0
    size 56
}

flickerlight REDMECH_SHOT_BF
{
    color 1.0 0.7 0.0
    size 64
    secondarySize 72
    chance 0.3
}

flickerlight REDMECH_SHOT_CE
{
    color 1.0 0.7 0.0
    size 80
    secondarySize 88
    chance 0.3
}

flickerlight REDMECH_SHOT_D
{
    color 1.0 0.7 0.0
    size 96
    secondarySize 104
    chance 0.3
}

object MT_REDMECH_SHOT
{
    frame FISSA { light REDMECH_SHOT }

    frame FISSB { light REDMECH_SHOT_BF }
    frame FISSC { light REDMECH_SHOT_CE }
    frame FISSD { light REDMECH_SHOT_D  }
    frame FISSE { light REDMECH_SHOT_CE }
    frame FISSF { light REDMECH_SHOT_BF }
}

object MT_SUBMARINE_SHOT
{
    frame FISSA { light REDMECH_SHOT }

    frame FISSB { light REDMECH_SHOT_BF }
    frame FISSC { light REDMECH_SHOT_CE }
    frame FISSD { light REDMECH_SHOT_D  }
    frame FISSE { light REDMECH_SHOT_CE }
    frame FISSF { light REDMECH_SHOT_BF }
}


// MT_BARREL
pulselight BARREL_A
{
    color 0.0 0.5 0.0
    size 48
    secondarySize 50
    interval 0.5
    offset 0 36 0
}

flickerlight BARREL_DJK
{
    color 1.0 0.7 0.0
    size 64
    secondarySize 72
    chance 0.3
}

flickerlight BARREL_E
{
    color 1.0 0.7 0.0
    size 80
    secondarySize 88
    chance 0.3
}

flickerlight BARREL_FGH
{
    color 1.0 0.5 0.0
    size 96
    secondarySize 104
    chance 0.3
}

flickerlight BARREL_I
{
    color 1.0 0.5 0.0
    size 80
    secondarySize 88
    chance 0.3
}

object MT_BARREL
{
    frame BAR1  { light BARREL_A  }

    frame BAR1D { light BARREL_DJK }
    frame BAR1E { light BARREL_E   }
    frame BAR1F { light BARREL_FGH }
    frame BAR1G { light BARREL_FGH }
    frame BAR1H { light BARREL_FGH }
    frame BAR1I { light BARREL_I   }
    frame BAR1J { light BARREL_DJK }
}

// MT_REDMECH
flickerlight REDMECH_A
{
    color 1.0 0.7 0.0
    size 64
    secondarySize 72
    chance 0.3
}

flickerlight REDMECH_B
{
    color 1.0 0.7 0.0
    size 88
    secondarySize 96
    chance 0.3
}

flickerlight REDMECH_C
{
    color 1.0 0.7 0.0
    size 96
    secondarySize 104
    chance 0.3
}

object MT_REDMECH
{
    frame MEC2H { light REDMECH_A }
    frame MEC2I { light REDMECH_B }
    frame MEC2J { light REDMECH_C }
    frame MEC2K { light REDMECH_B }
    frame MEC2L { light REDMECH_A }
}

// MT_FLYINGROBOT
flickerlight FLYINGROBOT_H
{
    color 1.0 0.7 0.0
    size 48
    secondarySize 56
    chance 0.3
}

flickerlight FLYINGROBOT_I
{
    color 1.0 0.7 0.0
    size 56
    secondarySize 64
    chance 0.3
}

flickerlight FLYINGROBOT_J
{
    color 1.0 0.7 0.0
    size 64
    secondarySize 72
    chance 0.3
}

flickerlight FLYINGROBOT_K
{
    color 1.0 0.4 0.0
    size 64
    secondarySize 72
    chance 0.3
}

object MT_FLYINGROBOT
{
    frame HEADH { light FLYINGROBOT_H }
    frame HEADI { light FLYINGROBOT_I }
    frame HEADJ { light FLYINGROBOT_J }
    frame HEADK { light FLYINGROBOT_K }
}


// MT_CEILINGDEFENDER
flickerlight CEILINGDEFENDER_F
{
    color 1.0 0.7 0.0
    size 64
    secondarySize 72
    chance 0.5
}

flickerlight CEILINGDEFENDER_GH
{
    color 1.0 0.7 0.0
    size 72
    secondarySize 96
    chance 0.5
}

flickerlight CEILINGDEFENDER_I
{
    color 1.0 0.5 0.0
    size 72
    secondarySize 80
    chance 0.3
}

flickerlight CEILINGDEFENDER_JK
{
    color 1.0 0.3 0.0
    size 64
    secondarySize 72
    chance 0.3
}

object MT_CEILINGDEFENDER
{
    frame DEF2F { light CEILINGDEFENDER_F  }
    frame DEF2G { light CEILINGDEFENDER_GH }
    frame DEF2H { light CEILINGDEFENDER_GH }
    frame DEF2I { light CEILINGDEFENDER_I  }
    frame DEF2J { light CEILINGDEFENDER_JK }
    frame DEF2K { light CEILINGDEFENDER_JK }
}

// MT_POISON_SHOT
pointlight POISON_SHOT_AB
{
    color 0.0 1.0 0.0
    size 56
}

flickerlight POISON_SHOT_C
{
    color 0.0 1.0 0.0
    size 64
    secondarySize 72
    chance 0.4
}

flickerlight POISON_SHOT_D
{
    color 0.0 1.0 0.0
    size 80
    secondarySize 96
    chance 0.4
}

flickerlight POISON_SHOT_E
{
    color 0.0 0.9 0.0
    size 96
    secondarySize 104
    chance 0.4
}


object MT_POISON_SHOT
{
    frame POSNA { light POISON_SHOT_AB }
    frame POSNB { light POISON_SHOT_AB }
    frame POSNC { light POISON_SHOT_C  }
    frame POSND { light POISON_SHOT_D  }
    frame POSNE { light POISON_SHOT_E  }
}


// MT_DEFENDER_SHOT
pointlight DEFENDER_SHOT
{
    color 1.0 0.7 0.0
    size 56
}

flickerlight DEFENDER_SHOT_X1
{
    color 1.0 0.7 0.0
    size 64
    secondarySize 72
    chance 0.3
}

flickerlight DEFENDER_SHOT_X2
{
    color 0.5 0.1 0.0
    size 96
    secondarySize 104
    chance 0.3
}

flickerlight DEFENDER_SHOT_X3
{
    color 0.4 0.0 0.0
    size 80
    secondarySize 88
    chance 0.3
}

flickerlight DEFENDER_SHOT_X4
{
    color 0.3 0.0 0.0
    size 64
    secondarySize 72
    chance 0.3
}

object MT_DEFENDER_SHOT
{
    frame DEVSA { light DEFENDER_SHOT    }
    frame DEVSB { light DEFENDER_SHOT    }

    frame DEVEA { light DEFENDER_SHOT_X1 }
    frame DEVEB { light DEFENDER_SHOT_X1 }
    frame DEVEC { light DEFENDER_SHOT_X1 }
    frame DEVED { light DEFENDER_SHOT_X1 }

    frame DEVEE { light DEFENDER_SHOT_X2 }
    frame DEVEF { light DEFENDER_SHOT_X2 }

    frame DEVEG { light DEFENDER_SHOT_X3 }
    frame DEVEH { light DEFENDER_SHOT_X3 }

    frame DEVEI { light DEFENDER_SHOT_X4 }
    frame DEVEJ { light DEFENDER_SHOT_X4 }
}


// MT_SHOCKGUNMISSILE
pointlight SHOCKGUNMISSILE_SHOT_SS
{
    color 0.0 0.0 1.0
    size 64
}

flickerlight SHOCKGUNMISSILE_SHOT_A
{
    color 0.0 0.0 1.0
    size 64
    secondarySize 72
    chance 0.3
}

flickerlight SHOCKGUNMISSILE_SHOT_B
{
    color 0.2 0.0 0.9
    size 64
    secondarySize 72
    chance 0.3
}

flickerlight SHOCKGUNMISSILE_SHOT_C
{
    color 0.4 0.0 0.8
    size 64
    secondarySize 72
    chance 0.3
}

flickerlight SHOCKGUNMISSILE_SHOT_D
{
    color 0.6 0.0 0.6
    size 64
    secondarySize 72
    chance 0.3
}

flickerlight SHOCKGUNMISSILE_SHOT_E
{
    color 0.8 0.0 0.4
    size 64
    secondarySize 72
    chance 0.3
}

flickerlight SHOCKGUNMISSILE_SHOT_F
{
    color 0.9 0.0 0.3
    size 64
    secondarySize 72
    chance 0.3
}

flickerlight SHOCKGUNMISSILE_SHOT_G
{
    color 1.0 0.0 0.2
    size 64
    secondarySize 72
    chance 0.3
}

flickerlight SHOCKGUNMISSILE_SHOT_H
{
    color 1.0 0.0 0.0
    size 72
    secondarySize 80
    chance 0.3
}

flickerlight SHOCKGUNMISSILE_SHOT_I
{
    color 1.0 0.0 0.0
    size 64
    secondarySize 72
    chance 0.3
}

flickerlight SHOCKGUNMISSILE_SHOT_J
{
    color 1.0 0.0 0.0
    size 48
    secondarySize 56
    chance 0.3
}

object MT_SHOCKGUNMISSILE
{
    frame ELESA { light SHOCKGUNMISSILE_SHOT_SS }
    frame ELESB { light SHOCKGUNMISSILE_SHOT_SS }
    frame ELESC { light SHOCKGUNMISSILE_SHOT_SS }
    frame ELEEA { light SHOCKGUNMISSILE_SHOT_A  }
    frame ELEEB { light SHOCKGUNMISSILE_SHOT_B  }
    frame ELEEC { light SHOCKGUNMISSILE_SHOT_C  }
    frame ELEED { light SHOCKGUNMISSILE_SHOT_D  }
    frame ELEEE { light SHOCKGUNMISSILE_SHOT_E  }
    frame ELEEF { light SHOCKGUNMISSILE_SHOT_F  }
    frame ELEEG { light SHOCKGUNMISSILE_SHOT_G  }
    frame ELEEH { light SHOCKGUNMISSILE_SHOT_H  }
    frame ELEEI { light SHOCKGUNMISSILE_SHOT_I  }
    frame ELEEJ { light SHOCKGUNMISSILE_SHOT_J  }
}

object MT_SHOCKGUNAMMO
{
    frame ELESA { light SHOCKGUNMISSILE_SHOT_SS }
    frame ELESB { light SHOCKGUNMISSILE_SHOT_SS }
    frame ELESC { light SHOCKGUNMISSILE_SHOT_SS }
}

object MT_BOSSSHOCKMISSILE
{
    frame ELESA { light SHOCKGUNMISSILE_SHOT_SS }
    frame ELESB { light SHOCKGUNMISSILE_SHOT_SS }
    frame ELESC { light SHOCKGUNMISSILE_SHOT_SS }
    frame ELEEA { light SHOCKGUNMISSILE_SHOT_A  }
    frame ELEEB { light SHOCKGUNMISSILE_SHOT_B  }
    frame ELEEC { light SHOCKGUNMISSILE_SHOT_C  }
    frame ELEED { light SHOCKGUNMISSILE_SHOT_D  }
    frame ELEEE { light SHOCKGUNMISSILE_SHOT_E  }
    frame ELEEF { light SHOCKGUNMISSILE_SHOT_F  }
    frame ELEEG { light SHOCKGUNMISSILE_SHOT_G  }
    frame ELEEH { light SHOCKGUNMISSILE_SHOT_H  }
    frame ELEEI { light SHOCKGUNMISSILE_SHOT_I  }
    frame ELEEJ { light SHOCKGUNMISSILE_SHOT_J  }
}

// MT_FREEZEGUNMISSILE
pointlight FREEZEGUNMISSILE_SHOT_SA
{
    color 0.0 1.0 0.0
    size 48
}

pointlight FREEZEGUNMISSILE_SHOT_SB
{
    color 0.0 1.0 0.0
    size 56
}


flickerlight FREEZEGUNMISSILE_SHOT_EA
{
    color 0.0 1.0 0.0
    size 48
    secondarySize 56
    chance 0.5
}

flickerlight FREEZEGUNMISSILE_SHOT_EB
{
    color 0.0 1.0 0.0
    size 52
    secondarySize 60
    chance 0.5
}

flickerlight FREEZEGUNMISSILE_SHOT_EC
{
    color 0.0 1.0 0.0
    size 56
    secondarySize 64
    chance 0.5
}

flickerlight FREEZEGUNMISSILE_SHOT_ED
{
    color 0.1 0.9 0.0
    size 72
    secondarySize 80
    chance 0.5
}

flickerlight FREEZEGUNMISSILE_SHOT_EE
{
    color 0.1 0.9 0.0
    size 96
    secondarySize 112
    chance 0.5
}

flickerlight FREEZEGUNMISSILE_SHOT_EF
{
    color 0.1 0.9 0.0
    size 88
    secondarySize 96
    chance 0.5
}

flickerlight FREEZEGUNMISSILE_SHOT_EG
{
    color 0.1 0.85 0.05
    size 80
    secondarySize 88
    chance 0.5
}

flickerlight FREEZEGUNMISSILE_SHOT_EH
{
    color 0.1 0.8 0.05
    size 72
    secondarySize 80
    chance 0.5
}

flickerlight FREEZEGUNMISSILE_SHOT_EI
{
    color 0.1 0.75 0.05
    size 72
    secondarySize 80
    chance 0.5
}

flickerlight FREEZEGUNMISSILE_SHOT_EJ
{
    color 0.1 0.70 0.1
    size 72
    secondarySize 80
    chance 0.5
}

object MT_FREEZEGUNMISSILE
{
    frame FRESA { light FREEZEGUNMISSILE_SHOT_SA }
    frame FRESB { light FREEZEGUNMISSILE_SHOT_SB }
    frame FREEA { light FREEZEGUNMISSILE_SHOT_EA }
    frame FREEB { light FREEZEGUNMISSILE_SHOT_EB }
    frame FREEC { light FREEZEGUNMISSILE_SHOT_EC }
    frame FREED { light FREEZEGUNMISSILE_SHOT_ED }
    frame FREEE { light FREEZEGUNMISSILE_SHOT_EE }
    frame FREEF { light FREEZEGUNMISSILE_SHOT_EF }
    frame FREEG { light FREEZEGUNMISSILE_SHOT_EG }
    frame FREEH { light FREEZEGUNMISSILE_SHOT_EH }
    frame FREEI { light FREEZEGUNMISSILE_SHOT_EI }
    frame FREEJ { light FREEZEGUNMISSILE_SHOT_EJ }
}

object MT_BOSSFREEZEMISSILE
{
    frame FRESA { light FREEZEGUNMISSILE_SHOT_SA }
    frame FRESB { light FREEZEGUNMISSILE_SHOT_SB }
    frame FREEA { light FREEZEGUNMISSILE_SHOT_EA }
    frame FREEB { light FREEZEGUNMISSILE_SHOT_EB }
    frame FREEC { light FREEZEGUNMISSILE_SHOT_EC }
    frame FREED { light FREEZEGUNMISSILE_SHOT_ED }
    frame FREEE { light FREEZEGUNMISSILE_SHOT_EE }
    frame FREEF { light FREEZEGUNMISSILE_SHOT_EF }
    frame FREEG { light FREEZEGUNMISSILE_SHOT_EG }
    frame FREEH { light FREEZEGUNMISSILE_SHOT_EH }
    frame FREEI { light FREEZEGUNMISSILE_SHOT_EI }
    frame FREEJ { light FREEZEGUNMISSILE_SHOT_EJ }
}


object MT_FREEZEGUNAMMO
{
    frame FRESA { light FREEZEGUNMISSILE_SHOT_SA }
    frame FRESB { light FREEZEGUNMISSILE_SHOT_SB }
}

// MT_NERVEGUNMISSILE
flickerlight NERVEGUNMISSILE_SHOT_SA
{
    color 1.0 0.85 0.7
    size 88
    secondarySize 96
    chance 0.5
}

flickerlight NERVEGUNMISSILE_SHOT_SB
{
    color 1.0 0.88 0.67
    size 92
    secondarySize 100
    chance 0.5
}

flickerlight NERVEGUNMISSILE_SHOT_SC
{
    color 1.0 0.85 0.75
    size 88
    secondarySize 96
    chance 0.5
}

flickerlight NERVEGUNMISSILE_SHOT_SD
{
    color 1.0 0.83 0.72
    size 92
    secondarySize 100
    chance 0.5
}

flickerlight NERVEGUNMISSILE_SHOT_EA
{
    color 1.0 0.0 0.0
    size 96
    secondarySize 104
    chance 0.5
}

flickerlight NERVEGUNMISSILE_SHOT_EB
{
    color 0.9 0.1 0.0
    size 88
    secondarySize 96
    chance 0.5
}

flickerlight NERVEGUNMISSILE_SHOT_EC
{
    color 0.8 0.1 0.0
    size 72
    secondarySize 80
    chance 0.5
}

object MT_NERVEGUNMISSILE
{
    frame FUZSA { light NERVEGUNMISSILE_SHOT_SA }
    frame FUZSB { light NERVEGUNMISSILE_SHOT_SB }
    frame FUZSC { light NERVEGUNMISSILE_SHOT_SC }
    frame FUZSD { light NERVEGUNMISSILE_SHOT_SD }
    frame FUZEA { light NERVEGUNMISSILE_SHOT_EA }
    frame FUZEB { light NERVEGUNMISSILE_SHOT_EB }
    frame FUZEC { light NERVEGUNMISSILE_SHOT_EC }
}


// MT_FLAMEGUNMISSILE
pointlight FLAMEGUNMISSILE_SHOT_SA
{
    color 0.85 0.7 0.25
    size 56
}

pointlight FLAMEGUNMISSILE_SHOT_SB
{
    color 0.9 0.7 0.2
    size 48
}


flickerlight FLAMEGUNMISSILE_SHOT_EAG
{
    color 1.0 1.0 0.4
    size 48
    secondarySize 56
    chance 0.5
}

flickerlight FLAMEGUNMISSILE_SHOT_EBF
{
    color 1.0 1.0 0.4
    size 56
    secondarySize 64
    chance 0.5
}

flickerlight FLAMEGUNMISSILE_SHOT_ECE
{
    color 1.0 1.0 0.4
    size 80
    secondarySize 88
    chance 0.5
}

flickerlight FLAMEGUNMISSILE_SHOT_ED
{
    color 1.0 1.0 0.4
    size 104
    secondarySize 112
    chance 0.5
}


flickerlight FLAMEGUNMISSILE_SHOT_EHIJ
{
    color 1.0 1.0 0.5
    size 56
    secondarySize 64
    chance 0.5
}

flickerlight FLAMEGUNMISSILE_SHOT_EK
{
    color 1.0 1.0 0.5
    size 40
    secondarySize 48
    chance 0.5
}

object MT_FLAMEGUNMISSILE
{
    frame FLASA { light FLAMEGUNMISSILE_SHOT_SA   }
    frame FLASB { light FLAMEGUNMISSILE_SHOT_SB   }
    frame FLAEA { light FLAMEGUNMISSILE_SHOT_EAG  }
    frame FLAEB { light FLAMEGUNMISSILE_SHOT_EBF  }
    frame FLAEC { light FLAMEGUNMISSILE_SHOT_ECE  }
    frame FLAED { light FLAMEGUNMISSILE_SHOT_EAG  }
    frame FLAEE { light FLAMEGUNMISSILE_SHOT_ECE  }
    frame FLAEF { light FLAMEGUNMISSILE_SHOT_EBF  }
    frame FLAEG { light FLAMEGUNMISSILE_SHOT_EAG  }
    frame FLAEH { light FLAMEGUNMISSILE_SHOT_EHIJ }
    frame FLAEI { light FLAMEGUNMISSILE_SHOT_EHIJ }
    frame FLAEJ { light FLAMEGUNMISSILE_SHOT_EHIJ }
    frame FLAEK { light FLAMEGUNMISSILE_SHOT_EK   }
}

object MT_BOSSFLAMEMISSILE
{
    frame FLASA { light FLAMEGUNMISSILE_SHOT_SA   }
    frame FLASB { light FLAMEGUNMISSILE_SHOT_SB   }
    frame FLAEA { light FLAMEGUNMISSILE_SHOT_EAG  }
    frame FLAEB { light FLAMEGUNMISSILE_SHOT_EBF  }
    frame FLAEC { light FLAMEGUNMISSILE_SHOT_ECE  }
    frame FLAED { light FLAMEGUNMISSILE_SHOT_EAG  }
    frame FLAEE { light FLAMEGUNMISSILE_SHOT_ECE  }
    frame FLAEF { light FLAMEGUNMISSILE_SHOT_EBF  }
    frame FLAEG { light FLAMEGUNMISSILE_SHOT_EAG  }
    frame FLAEH { light FLAMEGUNMISSILE_SHOT_EHIJ }
    frame FLAEI { light FLAMEGUNMISSILE_SHOT_EHIJ }
    frame FLAEJ { light FLAMEGUNMISSILE_SHOT_EHIJ }
    frame FLAEK { light FLAMEGUNMISSILE_SHOT_EK   }
}


// MT_GRENADEMISSILE
flickerlight GRENADEMISSILE_SHOT_AF
{
    color 1.0 1.0 0.4
    size 80
    secondarySize 88
    chance 0.5
}

flickerlight GRENADEMISSILE_SHOT_BDE
{
    color 1.0 1.0 0.4
    size 96
    secondarySize 104
    chance 0.5
}

flickerlight GRENADEMISSILE_SHOT_C
{
    color 1.0 1.0 0.5
    size 112
    secondarySize 128
    chance 0.5
}

flickerlight GRENADEMISSILE_SHOT_G
{
    color 0.8 0.5 0.2
    size 56
    secondarySize 64
    chance 0.5
}

flickerlight GRENADEMISSILE_SHOT_H
{
    color 0.8 0.5 0.2
    size 40
    secondarySize 48
    chance 0.5
}

object MT_GRENADEMISSILE
{
    frame BOMEA { light GRENADEMISSILE_SHOT_AF  }
    frame BOMEB { light GRENADEMISSILE_SHOT_BDE }
    frame BOMEC { light GRENADEMISSILE_SHOT_C   }
    frame BOMED { light GRENADEMISSILE_SHOT_BDE }
    frame BOMEE { light GRENADEMISSILE_SHOT_BDE }
    frame BOMEF { light GRENADEMISSILE_SHOT_AF  }
    frame BOMEG { light GRENADEMISSILE_SHOT_G   }
    frame BOMEH { light GRENADEMISSILE_SHOT_H   }
}


// MT_ROCKETMISSILE
pointlight ROCKETMISSILE_A
{
    color 1.0 0.7 0.0
    size 56
}

flickerlight ROCKETMISSILE_XA
{
    color 1.0 0.3 0.0
    size 64
    secondarySize 72
    chance 0.3
}

flickerlight ROCKETMISSILE_XB
{
    color 1.0 0.3 0.0
    size 80
    secondarySize 88
    chance 0.3
}

flickerlight ROCKETMISSILE_XC
{
    color 1.0 0.5 0.0
    size 80
    secondarySize 88
    chance 0.3
}

flickerlight ROCKETMISSILE_XD
{
    color 1.0 0.7 0.0
    size 80
    secondarySize 88
    chance 0.3
}

flickerlight ROCKETMISSILE_XE
{
    color 0.8 0.5 0.0
    size 80
    secondarySize 88
    chance 0.3
}

flickerlight ROCKETMISSILE_XF
{
    color 0.5 0.1 0.0
    size 80
    secondarySize 88
    chance 0.3
}

flickerlight ROCKETMISSILE_XG
{
    color 0.3 0.0 0.0
    size 56
    secondarySize 64
    chance 0.3
}

object MT_ROCKETMISSILE
{
    frame MISS  { light ROCKETMISSILE_A  }

    frame MISEA { light ROCKETMISSILE_XA }
    frame MISEB { light ROCKETMISSILE_XB }
    frame MISEC { light ROCKETMISSILE_XC }
    frame MISED { light ROCKETMISSILE_XD }
    frame MISEE { light ROCKETMISSILE_XE }
    frame MISEF { light ROCKETMISSILE_XF }
    frame MISEG { light ROCKETMISSILE_XG }
}

// MT_ROBOT_SHOT & MT_CEILINGDEFENDER_SHOT
pulselight REDSHOT_LIGHT
{
    color 1.0 0.1 0.0 
    size 32
    secondarySize 40
    interval 2.0
}

flickerlight REDSHOT_LIGHT_CD
{
    color 1.0 0.3 0.0 
    size 32
    secondarySize 40
    chance 0.3
}

flickerlight REDSHOT_LIGHT_EF
{
    color 1.0 0.5 0.0 
    size 24
    secondarySize 32
    chance 0.3
}

object MT_ROBOT_SHOT
{
    frame GUNSA { light REDSHOT_LIGHT    }
    frame GUNSB { light REDSHOT_LIGHT    }
    frame GUNSC { light REDSHOT_LIGHT_CD }
    frame GUNSD { light REDSHOT_LIGHT_CD }
    frame GUNSE { light REDSHOT_LIGHT_EF }
    frame GUNSF { light REDSHOT_LIGHT_EF }
}

object MT_CEILINGDEFENDER_SHOT
{
    frame GUNSA { light REDSHOT_LIGHT    }
    frame GUNSB { light REDSHOT_LIGHT    }
    frame GUNSC { light REDSHOT_LIGHT_CD }
    frame GUNSD { light REDSHOT_LIGHT_CD }
    frame GUNSE { light REDSHOT_LIGHT_EF }
    frame GUNSF { light REDSHOT_LIGHT_EF }
}

